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Sheldon Lloyd edited this page Aug 13, 2019 · 28 revisions

Combining Cyber.Beast and Cybervator the CNS League has become the central basis of civilization. It is integrated into virtually every aspect of society. It is aimed at the prevention of war by taping into the vice of humans and using them for good.

  • Politics: The more Bitgems a Cybervator has the stronger they are. This means citizen essentially vote for their preferred Cybervators when they choose the ones they work for, buy from, and sponsor. With this in mind, cybervator must act with citizens interest in mind doing otherwise would mean less support which means fewer Bitgems and ultimately less power. Without power, a Cybervator will be unable to defend their satellite allowing another Cybervator who may have more bitgem for their citizens supports to take it instead. Since a satellite is like a territory which includes citizens they lose them as well. This prevents tribal and anger-driven conflict. Once someone becomes a Chief they stay the Chief until they lose. Once they lose or resign they can no longer be Chief but they can become a council/board member.

  • Economy: Taking advantage of greed the gambling that fuels the CNS ensures distribution of wealth this means that a resource-based war is far less likely. And the ability for Cybervator to mine Cyber.Beast and take satellites to strengthen this aspect of the CNS ability to prevent war.

    The gambling component of the CNS gives citizens a sense of potential, pacifying any chance of rebellion from the masses by dangling a chance at a better life. Instead of being at how the system is rigged, Citizens instead try to figure out ways they themselves can win.

  • Surveillance: used under the guise connecting fans with the Cybervators they love is actually a way for both citizens and Cybervators to keep each under surveillance. This allows the NRA to manipulate its people and prevent any forms of insurgency before it happens. Citizens are more willing to accept this system because they are allowed to choose their Cybervator who is tasked with protecting them and giving them a UBI. Cybervators accept it because it allows them to compete in the CNS.

The CNS is run by an Ai which also unbeknownst to others is rigged with the means of maintaining peace.

Yaharia is thought to have created the CNS to prevent war similar to how the Iroquois used lacrosse. Having two networks ReNet and BluNet also prevented society from becoming unbalanced. If too many people shift too far to one side or the other society risks radicalizing. Because people tend to have a tribal mentality one side having too much leads the oppression of those not in power. Even those that appear to be in the center may actually lean toward the side or the other. Having two Networks ensures if one side goes too far the other Network will be there to keep them in check.

The CNS satisfies and harnesses this tribal nature for the good of society. Competition breeds innovation this includes war creating new technology the may serve beneficial to the survival of Humans in the future. The CNS provides this needed competition in the absence of war through sports.

Sports unify people in a way that transcends race and crosscuts group identities. Yaharia knew this was important for a time period in which nations and its people generally had strong ethnic-national ties.

Tournament

Every Subnet/hub sends the best Cybervators to compete (4 for ReNet 4 for BluNet)

The rankings are determined by an algorithm in which no one fully understands. The only part the people clearly know about it is that it favors Cybervators that have more fans and bitgems. Some speculate that it is formulated in a way that is most likely to keep peace and order. Through means of wealth distribution and creating a proxy enemy

The algorithm does not always choose the top 2 Cybervators for each position as some speculate that the algorithm picks alternative Cybervators that will best complement each other strategically. Other believe that it set up to ensure one side or the other losses--in order to maintain balance.

Each team is matched up with one of the opposing networks

The winning team keeps satellites from all losing teams

Matches are fought until one team remains who is declared the champion

Tournaments are held 4 times a year Hubs can compete in by wagering one of their cyber.beast paired with their best Cybervators as representatives. This allows other hubs the opportunity to win the cyber.beast of other hubs. Everyone gets one match for each cyber.beast they have. This means if they lose in the first round they can no longer compete as they have no more cyber.beast. Each week a ReNet and BluNet team are matched up against based on the number of cyber.beast they have earned. By the 12th week, a championship match is held between the ReNet and BluNet teams that have won the most Cyber.Beast.

None of the matches are officially televised but are instead stream from the first person view of a cybervator. It can also be viewed from the stream of the CSD of an attendee which is usually a professional broadcaster. Championships are expressive so it is only atteneded by cybervators and the best broadcasters(who are will and able to pay)

Format

Each team has a satellite they must defend. The satellite contains solar infused bitgems which is used to power the team's Cyber.Beasts. When a team runs out of bitgems they lose either through depletion or corruption. The satellite is always recharging as long as some of its bitgems remain uncorrupted.

Version 1

Matches are 5 on 5. Both teams take turns attacking one another's Satellite. Black & White Cybervators of the offensive team are positioned on the satellite while the Red, Green, and Blue Cybervators try to score by charging in. The opposing Defense will attempt to defend their satellite from attack with their Re, Green, & Blue Cybervators serving as the first line of defense. As soon a point is scored time runs out or the offense runs out of energy a change of "possession" is initiated.

Version 2.1

Matches are in Hubs and are 5 on 5. Each but instead of attacking each other's satellite they attack each other. Each attack depletes the bitgems of the opposing team and the first team to run out of bitgems loses. Only one fighter from each team is allowed in the arena for more than .25 seconds at a time. Also only when switching with a teammate are 2 fighters from one team allowed in the same arena.

Version 2.2

Matches are in space and are 5 on 5. Each but instead of attacking each other's satellite they attack each other. Each attack depletes the bitgems of the opposing teams Cyber.Beast and the first team to run out of bitgems loses. Only one fighter from each team is allowed in the arena for more than .25 seconds at a time. Also only when switching with a teammate are 2 fighters from one team allowed in the same arena. All of the Cybervators share the same Flying/swimming based Cyber.Beast. The team's fighter uses their own usually Beast type personal Cyber.Beast along with the Flying/Swimming based. The support fighters of the team are only able to use the Flying/swimming based Cyber.Beast as they are easier to tame without fusion. They share Cyber.Beast by fist-bumping the team captain which allows them to temporally use it. The team captain is usually a Red, Green, or Blue Cybervator that uses a flying/swimming Cyber.Beast.

Rules

Each team waggers a satellite which is shared by all five Cybervators during the match. When the satellite is being used in a match all of its jobs and storefronts are temporally shut down until the match is complete and the satellite restored. Teammates all share this satellite and must try to corrupt their opponents

Only Blue Cybervators can enter a ring undetected all other Cybervators are auto teleported out as being in the ring too long will cause the Cyber.Beast being defended to awaken. or Cyber.Beast connected to the satellite to appear there

To keep up with traditions started by the war it is an unwritten rule that blue Cybervators fight along with white Cybervator on offense and Red along with black as this was the best way at the time to get these 4 nations to work together on the same team.

Saftey

You are not allowed to hit the head and neck area this is to prevent the accidental killing of Cybervators when they don't have enough energy to shield their self. since all vital organs are in the head a blow to the head or decapitation could kill a Cybervator. Other limbs are able to grow back.

Rosters

Rosters can have substitutions in between matches if a team member resigns(IR). This means they can not come back in for later matches.

Trades can also be made during the tournament most of which are within the same Network

Roster Substitutions cannot be made during matches

Positions

Breacher/Striker: This role can only be taken by a Blue Cybervator. Green Cybervators will sometimes take up this role when there is no one else that can. As an offensive position, they are responsible for creating openings allowing teammates to get points.

Sniper/Marksmen: An offensive role that is most often taken by White Cybervators

Center: This role is always taken by a Green Cybervator. Usually the leader of the team they contribute on both the offensive and defensive teams. They select teammates and the Cyber.Beast and equipment they will use for each round of a match. During rounds they will often sub in for the Front Guard/Striker and Breacher

Front Guard/Striker: The role that is usually taken by the Red Cybervator. Green Cybervators will sometimes take up this role when there is no one else that can. This is a defensive position. They are the primary defense against Breachers.

(Rear) Guard: A defensive role which is mostly taken by Black Cybervators.

Offense

Consists of the Breacher, Sniper/Marksmen, Center

Defense

Consists of the Front Guard/Striker, (Rear) Guard, Center

Cyberspace

The rules of cyberspace fights are regulated and enforced by the fans in a crowdsourced manner

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