Pokémon Universe > Game Features

Move System Alteration

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Jerry:
Well, that was based off your post and you identified it correctly XD. The hours and such already hint at it.

But yea, I left the resetting part quite vague by mentioning different possibilities as I had mix feelings about them. I didn't think about the testing part since I tend to just go with that I have in-game after acknowledging the power, accuracy and description of each move they learn, but I guess we could make a special sort of room somewhere (somewhere in the pokecenter?) where one could test out moves against some dummy and is able to freely switch around the moves without altering the counters as long as he's in there. Because if you really want to make it as sensible as possible, one doesn't quickly forget something easily. If you dropped driving your car today to pilot a plane, you would still be able to drive your car properly and applying this to the system here would be to decrease the counters as the move being learned gets more counters. But then, that doesn't solve our problem of quickly switching moves.

I didn't mention accuracy, but I don't think that this should be messed up with. If anything, I would be using the counters to determine the power of the move. 100% filled would mean the Pokemon can always use the full potential of the move. 50% would mean that the pokemon has a 50% chance to bring out the full power. So in the end, the pokemon learned a new move, just cannot fully make use of it and bring out its full power.

After all, we also have 100% accurate moves like Aerial Ace which wouldn't work at all with the system of accuracy, but also the 1HKO moves.

Speaking of which, I think the 1HKO moves wouldn't need the counters. They already have a low accuracy...

genbor:

--- Quote from: Jerry on June 06, 2012, 04:14:47 PM ---Well, that was based off your post and you identified it correctly XD. The hours and such already hint at it.

But yea, I left the resetting part quite vague by mentioning different possibilities as I had mix feelings about them. I didn't think about the testing part since I tend to just go with that I have in-game after acknowledging the power, accuracy and description of each move they learn, but I guess we could make a special sort of room somewhere (somewhere in the pokecenter?) where one could test out moves against some dummy and is able to freely switch around the moves without altering the counters as long as he's in there. Because if you really want to make it as sensible as possible, one doesn't quickly forget something easily. If you dropped driving your car today to pilot a plane, you would still be able to drive your car properly and applying this to the system here would be to decrease the counters as the move being learned gets more counters. But then, that doesn't solve our problem of quickly switching moves.

I didn't mention accuracy, but I don't think that this should be messed up with. If anything, I would be using the counters to determine the power of the move. 100% filled would mean the Pokemon can always use the full potential of the move. 50% would mean that the pokemon has a 50% chance to bring out the full power. So in the end, the pokemon learned a new move, just cannot fully make use of it and bring out its full power.

After all, we also have 100% accurate moves like Aerial Ace which wouldn't work at all with the system of accuracy, but also the 1HKO moves.

Speaking of which, I think the 1HKO moves wouldn't need the counters. They already have a low accuracy...

--- End quote ---

 Yeah that would work better, I didn't even think of the Counters working on how well you can use the power of a move. I like this idea. Critical Hits were removed due to too much unpredictability, but there's no problem here, it would work almost like a Critical Hit, except it would enable you to hit with the full potential of the move. Also I thought 1HKO moves were removed, so if that's true, we don't even have to worry about them.

Jerry:
Well, as far as competitive battling is involved, I don't think we'll have many people entering pokemon who haven't mastered their moves yet :P, so there's no unpredictability really in this optic.

Plus I think I should have mentioned something else. Having 50% of total counters wouldn't mean that the pokemon also has a 50% chance of hitting with 0 power. Maybe it'll be somewhere between 50% to 100% of full power inclusive and properly spread across (more towards 50% than 100%).

Bing:
Would you like to fail a quest, just because you got unlucky and a moved flopped?  I wouldn't, the whole idea seems a bit broken to me.  Since the goal is to be as close to the original games as possible, while making it fair and balanced.  What's fair and balanced about losing just because you were unlucky, even though you really thought out the battle well?

Please don't do this, ever.

Thanks
-Bing!

genbor:
 Please explain a bit more on what you mean Bing, I didn't really understand what you meant.

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