Pokémon Universe > Game Features

Move System Alteration

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Darkstar64:
Another idea I had (Which probably isn't as good) is you could separate the 'battle move' from the 'field move'. Make HM's only work for HM slots, and make an entirely new TM that has all the same attributes as that TM. So lets say we're talking about surf. You can teach it to your Lapras, but it only allows you to teach it as a field move, thus going in your field move slot(s). But then there's a different TM that has 95 power, 100 accuracy, 15 PP and hits all pokemon on the field (or all opponents if you're going with the version before Generation 4). The only problem is that a move you once got for free now requires you to do even more work to get it. But once way you could fix it is if you make it so that move is given to you by the gym leaders. You know, they always give you the TM for that one move they tried to spam? Just make it that TM.

Pokemaster MAC:

--- Quote from: Darkstar64 on June 02, 2012, 06:04:19 PM ---Another idea I had (Which probably isn't as good) is you could separate the 'battle move' from the 'field move'. Make HM's only work for HM slots, and make an entirely new TM that has all the same attributes as that TM. So lets say we're talking about surf. You can teach it to your Lapras, but it only allows you to teach it as a field move, thus going in your field move slot(s). But then there's a different TM that has 95 power, 100 accuracy, 15 PP and hits all pokemon on the field (or all opponents if you're going with the version before Generation 4). The only problem is that a move you once got for free now requires you to do even more work to get it. But once way you could fix it is if you make it so that move is given to you by the gym leaders. You know, they always give you the TM for that one move they tried to spam? Just make it that TM.

--- End quote ---

I'd call this idea something like a CM, which stands for Copy Machine, which can be used as a TM/HM copy. Could be like a usable item to teach HM/TM field moves and either buyable at Pokemarts or winnable from some events or something. Just working off Darkstar's idea

Jerry:

--- Quote from: Cortex J. on June 02, 2012, 03:16:24 PM ---Here is my remedy for the HM, don't have main roads require an HM, but have side roads, or hard to get in areas be blocked where a HM move would be needed. That way, a player can do the main quest HM free if they want, or take an HM slave to go explore that path located behind the tree and see where it takes them.
--- End quote ---

I wouldn't be too sure about this one... since what I understood about PU is that one player can go everywhere and hence would be able to challenge any gym in any order. The only thing that might be preventing them to do certain things (such as reach areas where rare pokemon can be caught?) would be the difference in level itself. Like, if you just started and ran onto a path bustling with Lv.50 pokemon, you surely wouldn't be able to get through, but you will once you are strong enough.

One of the arguments for this was because one player could cut a tree or smash or move a rock and you will find a 'little' queue of trainers following right behind who don't yet have the HM or can use them.

And specially Fly which has been discussed a lot in the past. Though I can't remember if there was a final decision as to what to do with it.



Otherwise, nice ideas which I'm sure could be worked on to make it better :)

I'm for the idea of having to work harder to switch in moves, while still making them possible. Maybe using some background counter on each move do that?

Example of what I mean:
Starter with Scratch and Growl (That gotta be Charmander I think).
Using Scratch 10 times while it's in his movepool will make it more reliable of a move and uses it a lot of times and accumulates 120 counters (quite reliable).
Now the Charmander learns Flamethrower and its current movepool is Scratch, Growl, Ember, Smokescreen. Say it forgets Scratch for Flamethrower. Flamethrower will have now 0 counter, and Scratch will have its counter reset (or drops by some number whether dependent on some other factors or not, let's not get too much in depth unless you really mean to) while still in its natural pool. So in the end, switching too much would not be recommended.

I would really prefer this instead of the time-dependent system that genbor suggested, since I really consider time as being something that can be abused. (even if using game played time instead of IRL time, like leaving the game open on your PC/laptop]

And, that:

--- Quote from: Pokemaster MAC on June 02, 2012, 03:37:27 PM ---Keeping on the idea of Pokemon learning moves, what about Pokemon learning moves they don't normally get, from like a move tutor? Different from a typical tutor, teaching like Flamethrower to...i dunno, like Caterpie (Example) 
(Kinda like how the Shadow Lugia gets Psycho Boost, or several other 'gift'/event Pokemon etc.)

--- End quote ---
I don't think that this would be beneficial... the balance team is already working on the movepools of pokemon and including this option might scramble the whole thing.

I'm sure if something close to event pokemon with special moves has to be implemented, they would just be event pokemon, like in the IRL events, but here it will be on the server. Maybe something like Easter with some Torchics being handed out at a certain town to trainers for a whole IRL day with the move Eggbomb. And that's just an example as well.

Pokemaster MAC:

--- Quote from: Jerry on June 03, 2012, 06:48:51 PM ---
--- Quote from: Cortex J. on June 02, 2012, 03:16:24 PM ---Here is my remedy for the HM, don't have main roads require an HM, but have side roads, or hard to get in areas be blocked where a HM move would be needed. That way, a player can do the main quest HM free if they want, or take an HM slave to go explore that path located behind the tree and see where it takes them.
--- End quote ---

I wouldn't be too sure about this one... since what I understood about PU is that one player can go everywhere and hence would be able to challenge any gym in any order. The only thing that might be preventing them to do certain things (such as reach areas where rare pokemon can be caught?) would be the difference in level itself. Like, if you just started and ran onto a path bustling with Lv.50 pokemon, you surely wouldn't be able to get through, but you will once you are strong enough.

One of the arguments for this was because one player could cut a tree or smash or move a rock and you will find a 'little' queue of trainers following right behind who don't yet have the HM or can use them.

And specially Fly which has been discussed a lot in the past. Though I can't remember if there was a final decision as to what to do with it.



Otherwise, nice ideas which I'm sure could be worked on to make it better :)

I'm for the idea of having to work harder to switch in moves, while still making them possible. Maybe using some background counter on each move do that?

Example of what I mean:
Starter with Scratch and Growl (That gotta be Charmander I think).
Using Scratch 10 times while it's in his movepool will make it more reliable of a move and uses it a lot of times and accumulates 120 counters (quite reliable).
Now the Charmander learns Flamethrower and its current movepool is Scratch, Growl, Ember, Smokescreen. Say it forgets Scratch for Flamethrower. Flamethrower will have now 0 counter, and Scratch will have its counter reset (or drops by some number whether dependent on some other factors or not, let's not get too much in depth unless you really mean to) while still in its natural pool. So in the end, switching too much would not be recommended.

I would really prefer this instead of the time-dependent system that genbor suggested, since I really consider time as being something that can be abused. (even if using game played time instead of IRL time, like leaving the game open on your PC/laptop]

And, that:

--- Quote from: Pokemaster MAC on June 02, 2012, 03:37:27 PM ---Keeping on the idea of Pokemon learning moves, what about Pokemon learning moves they don't normally get, from like a move tutor? Different from a typical tutor, teaching like Flamethrower to...i dunno, like Caterpie (Example) 
(Kinda like how the Shadow Lugia gets Psycho Boost, or several other 'gift'/event Pokemon etc.)

--- End quote ---
I don't think that this would be beneficial... the balance team is already working on the movepools of pokemon and including this option might scramble the whole thing.

I'm sure if something close to event pokemon with special moves has to be implemented, they would just be event pokemon, like in the IRL events, but here it will be on the server. Maybe something like Easter with some Torchics being handed out at a certain town to trainers for a whole IRL day with the move Eggbomb. And that's just an example as well.

--- End quote ---

Yeah that's kinda what i was meaning, how the event Pokes have special moves, if there were plans to make PU event Pokes like that Torchic example

genbor:

--- Quote from: Jerry on June 03, 2012, 06:48:51 PM ---
I'm for the idea of having to work harder to switch in moves, while still making them possible. Maybe using some background counter on each move do that?

Example of what I mean:

Starter with Scratch and Growl (That gotta be Charmander I think).

Using Scratch 10 times while it's in his movepool will make it more reliable of a move and uses it a lot of times and accumulates 120 counters (quite reliable).
Now the Charmander learns Flamethrower and its current movepool is Scratch, Growl, Ember, Smokescreen. Say it forgets Scratch for Flamethrower. Flamethrower will have now 0 counter, and Scratch will have its counter reset (or drops by some number whether dependent on some other factors or not, let's not get too much in depth unless you really mean to) while still in its natural pool. So in the end, switching too much would not be recommended.

I would really prefer this instead of the time-dependent system that genbor suggested, since I really consider time as being something that can be abused. (even if using game played time instead of IRL time, like leaving the game open on your PC/laptop]

--- End quote ---

 I'm pretty sure I suggested the having to work harder one too, but yes I agree with you, time can be abused. It was just some idea I put out there, wasn't really a final solution. And I don't think the "skill system" on a move would make the previous accuracy system useless, it would just expend on it. If you have maxed the counter for Scratch, it will have the same accuracy rate as before the "skill system". All that would change is that you would not be able to reap with a stronger new move right away, which makes sense for me. If you throw away your lance which you were using for a long time and know how to, and pick up a sword, you still won't be a swordsman right away.

 I don't think the move being switched out should reset it's counter completely. In the Games, you would just forget the move and be done with it most of the time, so resetting it might work out most of the time (since people won't try to revisit those moves too often), but let's say you have 3 of the 4 moves you wish decided, but can't make a choice for a 4th move, since there are a few others that appeal to you. You decide to test them out, and testing something and making a comparison for me is usually I take up something, try it out, go to another, try it out, then go back again and keep comparing until I can clearly see which one I like better. So if that were to happen to someone, they would have to go through acquiring the counter all over again on each try.

 And another thing, just because you don't drive for a year or two, you still don't forget, it's just a bit rusty. So maybe have a penalty of 15% of your overall counter be forgotten when you switch out a move. I didn't go to any higher numbers because I think 15% is in between about right and almost wrong. Anything below 15% would make it too easy, anything above would make it such a pain people migh just ignore it. Of course if you have a better idea on that, please explain.

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