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freespacers:pathlessjourney [2016/09/13 10:49] – created dumont | faction:freespacers:pathlessjourney [2019/06/20 22:11] – ↷ Links adapted because of a move operation wes | ||
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====== " | ====== " | ||
- | <WRAP center round important 60%> | ||
- | This article is a work in progress; It is currently not approved as canon. | ||
- | </ | ||
- | A non-physical invention, the " | + | A non-physical invention, the " |
While the Pathless Journey Node was born in the initial conflict, it took a significant period of time for the data-mining initiative to see fruits. What was born to be a combat training machine later took off and became a Polysentience E-sports phenomenon, with some occasional real world use. | While the Pathless Journey Node was born in the initial conflict, it took a significant period of time for the data-mining initiative to see fruits. What was born to be a combat training machine later took off and became a Polysentience E-sports phenomenon, with some occasional real world use. | ||
- | ==== More about the Pathless Journey ==== | + | ===== More about the Pathless Journey |
- | Simply put, while foreign militaries had access to [[: | + | Simply put, while foreign militaries had access to [[technology: |
- | The Pathless Journey was a data-mining program tapped into the [[freespacers: | + | The Pathless Journey was a data-mining program tapped into the [[faction:freespacers: |
* The Leader boards. | * The Leader boards. | ||
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This in essences was intended, and succeeded in forming a community of fighters who utilize a game-ist approach to developing new martial arts, and methods of conflict. At the same time creating less incentive to actually implement these methods in real life if unnecessary. In a sense, the Pathless Journey was there to seed the notion that any Freespacer may in fact be a master martial artist in their spare time, however due to the pacifist nature of most Freespacers its primary popularity came from those in an active combat role already. | This in essences was intended, and succeeded in forming a community of fighters who utilize a game-ist approach to developing new martial arts, and methods of conflict. At the same time creating less incentive to actually implement these methods in real life if unnecessary. In a sense, the Pathless Journey was there to seed the notion that any Freespacer may in fact be a master martial artist in their spare time, however due to the pacifist nature of most Freespacers its primary popularity came from those in an active combat role already. | ||
- | === Implementation, | + | ==== Implementation, |
While the actual Learning Node was developed several years ago, the amount of information needed to reach functional creation of martial arts forms took a great deal of time. While initial introductions of the data to .rdf format would allow those who uploaded the information to pull off stunts and actions perfectly (in most cases), it took years of testing, revision and shenanigans in order to create coherent styles and schools referred to as Synergies. | While the actual Learning Node was developed several years ago, the amount of information needed to reach functional creation of martial arts forms took a great deal of time. While initial introductions of the data to .rdf format would allow those who uploaded the information to pull off stunts and actions perfectly (in most cases), it took years of testing, revision and shenanigans in order to create coherent styles and schools referred to as Synergies. | ||
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While Automata and Cyborg Freespacers are able to replicate their Synergies in physical space, supplemental processing power is needed for a biological Spacer to replicate these motions. This combined with many movesets which are calibrated to tolerances far higher than most meatbodies can't replicate means that most Pathless Journey Synergies are considered solely to be Cyborg or Automata Fighting Arts. Most Synergies are divided between meat and metal styles accordingly. | While Automata and Cyborg Freespacers are able to replicate their Synergies in physical space, supplemental processing power is needed for a biological Spacer to replicate these motions. This combined with many movesets which are calibrated to tolerances far higher than most meatbodies can't replicate means that most Pathless Journey Synergies are considered solely to be Cyborg or Automata Fighting Arts. Most Synergies are divided between meat and metal styles accordingly. | ||
- | == Biopatching: | + | === Biopatching: |
While the Meat/Metal divide does exist, many clever mindtwisters of the Free State have sought to counteract the issues prevalent in a lack of simulated muscle memory. The answer most have come up with to date, in failing to implement newer forms of Mindware implants on a wider scale has been the implementation of an " | While the Meat/Metal divide does exist, many clever mindtwisters of the Free State have sought to counteract the issues prevalent in a lack of simulated muscle memory. The answer most have come up with to date, in failing to implement newer forms of Mindware implants on a wider scale has been the implementation of an " | ||
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While a wearer could acclimatize themselves to the use of an Unmapper, it is often just as easy to practice forms and earn your own muscle memory. | While a wearer could acclimatize themselves to the use of an Unmapper, it is often just as easy to practice forms and earn your own muscle memory. | ||
- | ==== Common Synergies ==== | + | ===== Common Synergies ===== |
+ | While there are dozens, if not hundreds of different possibilities of full Synergy styles, the actual time it takes to compile live combat data into a full and cohesive Synergy database can be anywhere from months to years depending on just how many people are experimenting with different methods at one time. The following are some of the most common moveset synergies used, and the most readily recognizable martial art ' | ||
- | == " | + | ==== " |
The most prevalent style reaped from the Pathless Journey nodes, and one of the few styles considered to be a 'pure meat' synergy that can be practiced by biological Freespacers. Promoted as both a sport, a competitive game, and a means of self defense. Deckape is increasingly learned by a large number of young Freespacers, | The most prevalent style reaped from the Pathless Journey nodes, and one of the few styles considered to be a 'pure meat' synergy that can be practiced by biological Freespacers. Promoted as both a sport, a competitive game, and a means of self defense. Deckape is increasingly learned by a large number of young Freespacers, | ||
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The core of Deckaping is in control of your own orientation of up and down, always keeping yourself ' | The core of Deckaping is in control of your own orientation of up and down, always keeping yourself ' | ||
- | Offensive maneuvering is in launching yourself towards an opponent, moving to intercept them, and kicking off of them to neutralize their momentum. While a practitioner will tend to use their hands to navigate handholds, and continually fling whatever comes to hand at their opponent. The unfortunate naming scheme of the form is due to bouts resembling a swarm of ' | + | Offensive maneuvering is in launching yourself towards an opponent, moving to intercept them, and kicking off of them to neutralize their momentum. While a practitioner will tend to use their hands to navigate handholds, and continually fling whatever comes to hand at their opponent. The unfortunate naming scheme of the form is due to bouts resembling a swarm of ' |
What actual combat applications it has is mainly as a means for crew members to evade hostile boarders, but with the addition of grenades or throwing knives can easily be used as a means of facilitating hit and run attacks on enemies. | What actual combat applications it has is mainly as a means for crew members to evade hostile boarders, but with the addition of grenades or throwing knives can easily be used as a means of facilitating hit and run attacks on enemies. | ||
- | == " | + | ==== " |
Arguably the most complicated style to have run simulations on, and the most technical of the synergy movesets ever developed to date. Portrait Rezoning is a full combat Meat/Metal style intended for when you need to utterly destroy an opponent, and the only Freespacer fighting art intended for use with firearms. The core of Portrait Rezoning is in a combination situational awareness and pre-programmed firing trajectories, | Arguably the most complicated style to have run simulations on, and the most technical of the synergy movesets ever developed to date. Portrait Rezoning is a full combat Meat/Metal style intended for when you need to utterly destroy an opponent, and the only Freespacer fighting art intended for use with firearms. The core of Portrait Rezoning is in a combination situational awareness and pre-programmed firing trajectories, | ||
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The sheer technical nature of this style is in gathering simulated data from a variety of firearms that exist. Many practitioners will customize their firing solutions to fit their favorite weapons, and expansive toolkits needed to answer a variety of armed threats. Actually coming out victorious in this style requires the right tool for the right job, as the amount of raw data and computing power needed to carry firing solutions for even two weapon sets can potentially max out storage capacity and processor speed for a standard Freespacer' | The sheer technical nature of this style is in gathering simulated data from a variety of firearms that exist. Many practitioners will customize their firing solutions to fit their favorite weapons, and expansive toolkits needed to answer a variety of armed threats. Actually coming out victorious in this style requires the right tool for the right job, as the amount of raw data and computing power needed to carry firing solutions for even two weapon sets can potentially max out storage capacity and processor speed for a standard Freespacer' | ||
- | == Meat/ | + | ==== " |
- | == Metal: " | + | Intended for military use, and popular with mercenary and pirate fleets among the Freespacers. Buzzpackers are martial artists who utilize the unique mental connection shared by Freespacers in order to facilitate perfectly timed group maneuvers and combination attacks. While it can be used by both sides of the Meat/Metal divide, Buzzpack stylists are unique in that they are inherently a 'team sport', |
- | == Metal: "AF Rushdown" | + | Skilled Buzzpackers are able to execute perfectly timed attacks between individuals, |
- | == Metal: " | + | On the whole, Buzzpack maneuvering is considered a major off-shoot of the Mashup style of synergy selection. Intended to be a piece of a whole rather than a holistic style in and of itself. There are some moves which are considered unique to Buzzpackers, |
+ | ==== " | ||
- | ==== Terminology: | + | The first fully fledged cyborg combat art conceived of wholesale by the Free State, without basing techniques on earlier schools of martial arts. Considered also to be the first fully fledged Metal-only martial form developed by the Pathless Journey data-mining initiative. Vortex Break is a heavy, brutal style based upon rapid takedowns, high-speed counter grappling |
- | ==== Major League Synth ==== | + | Data analysis from early tests showed that many styles which revolved around striking, or holds were effective; that effectiveness went down when you considered individuals who could not be concussed, or have their bones broken. As such Vortex Break' |
+ | |||
+ | Vortices are takedowns, tackles and throws which allow the individual to manhandle an opponent. Throwing them, unbalancing them, and keeping them in a state of returning to their feet, allowing greater tactical freedoms to be taken. While Breaks are attacks which target either the joints, or the soft tissues of the target. | ||
+ | |||
+ | A practitioner of this Synergy will generally start by either tackling an opponent to bowl them over, or using a counter-throw to unbalance them if on the defensive. These followed by strikes which leverage the limbs of an opponent to dislocate their joints, or gouging attacks to target sensitive areas such as sensory organs or exposed systems. | ||
+ | |||
+ | Broad attacks to maintain leverage and control over an opponent, followed by precision attacks to disable them entirely. | ||
+ | |||
+ | ==== "AF Rushdown" | ||
+ | |||
+ | The second main Metal style developed by the Free State, and made so by the necessity of maintaining effectiveness. The Armored Fist (AF) Rushdown is a style based upon sheer brute force, and executions of strikes from every potential body part. Headbutts, fists, elbows, knees and feet are all used. Synergies from this style are often very short, quick moves which can be made in incredibly rapid flurries, and are usually applied with a philosophy of an adaptive and unceasing offensive. | ||
+ | |||
+ | One attack is made, with the next chosen in rapid succession based upon the opponent' | ||
+ | |||
+ | The main failing of the Rushdown method is that it has few concessions in place for if the opponent should be able to better control the flow of combat. A good portion of a successful Rushdown practitioner' | ||
+ | |||
+ | The popularity of the style stems from how it is genuinely impressive to watch. It takes real technical skill to juggle variables needed to maintain a proper combination of synergies, and is usually practiced using massive hulking Automata ' | ||
+ | |||
+ | ==== " | ||
+ | |||
+ | A rare style originally commissioned by specific terrorist factions of the Independent Worlds League, which did not complete compilation until several years after the League' | ||
+ | |||
+ | Butcher Boys use knives, batons, hooks, and chains, utilizing movesets which emphasize the brutality of combat and cause incredibly painful wounds. Where other styles will seek to break joints and bones, Butcher Boys will aim to sever tendons and rupture internal organs. Where another would try and immobilize through locks or holds, a Butcher Boy will immobilize through agonizing pain applied to nerve centers, or concussion with little regard for life or limb. | ||
+ | |||
+ | Overall an incredibly rare style in the post-IWL era of the Free State, and unlike other styles is never practiced in the Aggrodome competitively. Its use is limited to scattered holdouts of the older ways who have taken up the practice. | ||
+ | |||
+ | ===== Terminology: | ||
+ | |||
+ | As these styles are composed of customized databases of movesets uploaded to an electronic brain, or a mindware implant, a user may create their own **composite** style. The practice of creating a compound style usually involves a martial artist selecting set moves that they in particular have found useful in a fight, and mixing them in with other moves from different databases. This can result in unusual combinations of movesets which can vary in quality from highly effective, to nearly useless. | ||
+ | |||
+ | The variation in quality has been due to how discussion and research into these styles are conducted. A less variable and more reliable method of mixing is seeking out information on **Mashup** styles. Combinations of common and effective moves from different styles, which have faced a good amount of scrutiny from community testers. Usually a mix of only two styles, at most. | ||
+ | |||
+ | Other variations in style are considered **Remixes**, | ||
+ | |||
+ | In essence, these new Freespacer martial arts are based upon the notion that one can hack their own body to allow it to be controlled by mental triggers, similar to how one would control an avatar in a video game. This has led to the valorization of so-called **Freestylers**. Individuals who don't rely upon mindware to master these forms in a quick manner, and instead actually put in the work. Such Freestylers usually are more adaptive and quick on the uptake than others who simply use the Pathless Journey nodes to pre-determine movement and style, however in the Free State it is better to have simulated skills than it is to have none at all when it comes down to it. | ||
+ | |||
+ | ===== Major League Synth ===== | ||
+ | |||
+ | Overall, the Pathless Journey Node failed to make any sort of impact on the conflict it was designed to assist with. However its rise in popularity came about mainly because it provided two different benefits. The first of which was simply giving something to do to the large population of Warmonger-format Freespacers produced for conflict, but disbanded from the IWL and similar groups. The second of which was that its integration of conversation and discourse into its methods allowed it to become increasingly popular as a spectator sport on the Polysentience. | ||
+ | |||
+ | To this day, the phenomenon of Major League Synth combat is popular to watch as by the nature of it being based on the Polysentience it is bombastic and fantastical. Gangs, cliques and individual champions of particular styles turn out as hyper-stylized and flamboyant Polysentience avatars based on heroes and legends or outright monsters, with many adopting stage personalities or gimmicks to give themselves an edge or just to make it more entertaining for others. | ||
+ | |||
+ | As a competitive application which can be applied to just about any virtual reality realm, there are now thousands of leaderboards in existence for various .vri sites, with different groups of Warmongers, Emptyhands and Syntelligences competing for control of top spots. This usually leads to different roaming individuals seeking to challenge the leaders of different .vri realms, causing a phenomenon of wandering warriors out to ' | ||
===== OOC Notes ===== | ===== OOC Notes ===== | ||
- | [[user: | + | [[user: |