I think, now this is a heavy “I think” because it kind of leans on my idea on the Alternate Ki Channel that I brought up in the Ki Channel Rework known as a ‘Ki Burst’, it should be a damage comparison to an extent. I’ll mildly explain because this idea is still in its brainstorm stage.
In a ‘Ki Battle’ when the two matching types strike each other, the Ki Attack Contest begins. Almost like a minigame of its own. (( Now, how Countering plays into this, I’m not exactly sure yet…so bear with me in the infancy stages )) Once the ‘ki battle minigame’ begins, there is a minimum of 1 ki charging stage for both sides before the initial attacker can ‘unleash’ the attack. This allows for the aforementioned ‘Ki Burst’ ability to be used on either side, which could change the overall tactics of whoever is attacking/defending.
Now, I don’t know exactly how it would all pan out just yet, but if we turned it into a kind of minigame…it could have a minor set of rules to help govern the situation. Allowing for an easier time for Refs to calculate and adjust, as well as Players to make decisions.
Then in this minigame, you could do a Rock/Paper/Scissor, %Chance, or some other Calculable method to Gain the Upper Hand in the Struggle and possibly overpower a foe due to a bonus from RP, Hero Status, Tactics, or just sheer power of Will.
This would give that DBZ effect of fights and give us a system to encourage more Ki Attacks to be used for defense as well as open up new ways for fights to happen.
There are obviously some holes in this idea, but I think with some refinement we could get some really cool effects and use out of some more of the outlier Ki Attacks and systems in PM.
(It would also help out Countering I think with the Force/Disc/Beam to increase the Base %Chance of Countering your enemies Ki Attack, since you know what type would beat which one is being fired at you. It would also encourage players to learn more Ki Attacks to have a few at the ready that can be used at an advantage.)