Pokémon Universe > Game Features
Move System Alteration
Tickles:
He means that the current battle system is already great. It involves a very delicate balance of luck and skill. If you introduce this "token system", which is basically the same as the counter systems you guys keep mentioning, it can break the game.
Increasing the power or accuracy of a move, or how much damage it has a chance to do because of these tokens, is a bad idea. Your damage is based off the pokemons stats, the moves base power, and the opponents Pokemon's defensive stat. If these counters say I only do half the damage I'm supposed to because I didn't use it long enough, then an opponent can easily set up and sweep no problem. And if they did set up, there is still a chance they won't do as much damage with an attacking move because they didn't use it long enough either. See how this will affect battles? Competative players will leave PU because of this, and maybe more because ember destroyed my team and my psychic never put a dent in them because I didn't use it long enough.
Bing:
--- Quote from: genbor on June 06, 2012, 08:35:18 PM --- Please explain a bit more on what you mean Bing, I didn't really understand what you meant.
--- End quote ---
I meant that a "counter system" is a bad idea. I get the idea behind it, and the realism. But it strays too far from the original games. Also it poses problems for early stage PVP. How would you like to get by some newb who just spams scratch, because your moves are new and haven't been used as much?
Also it creates a new dynamic of luck. During a quest, I don't want to lose a battle and have to start over, just because my move didn't hit with it's full potential. I want to fail because I made mistakes. There already is enough luck in pokemon battles, please don't make it any stronger.
I'd rather win based on skill vs hoping my moves have been used enough.
genbor:
Ah yeah, that's under, but we are just throwing around ideas. Mr_Dark already said that the battle system pretty much stays the same, so no need to worry. :D
Jerry:
Erm... hey guys? If you train your pokemon, there's no way you will be faced with a pokemon with not enough counters.
The system I put forward is not affecting accuracy at all.
A lot of tweaks can still be included, for example, trainer level can be involved to make counters reach maximum faster, something else might be that different moves have different maximum counters they can reach, different level of pokemon get different maximum, the happiness of the pokemon could be included as well, and so on.
In the end, Ember will never surpass Psychic because Ember has a power of 40 and Psychic 95. If those two pokemon really battle, your pokemon would obviously be of higher level and have more HP. If just for an instant your Psychic gets only 50% in a row, you will still win because you have more HP, and in the meantime, the number of counters on Psychic is also increasing, meaning that the minimum you can deal is increasing each time. Plus I don't really find skill on relying on only one move if you have 4 moves.
EDIT:
Early PvP, you too will have a reliable Scratch or Tackle to use in battle, plus some of the more powerful moves you just got, which depends on whether you want to take the risk to try deal more damage, or if you already got some training in that move, it will already be as reliable as a scratch, or a notch better until it surpasses it.
Early quests shouldn't be a problem either since not all quests involve battles, and where there are, you can still come for them later after some training. That's why one trains.
Sure, there is a small luck element the moment you just learned a move, but this disappears completely after some time. Well, save for the random generator which has always been adding or removing a couple of points from the damage dealt from attacks.
EDIT2:
And yes, those are mere ideas and need not be taken as being implementations to PU. The very exercise of problem solving is something I like doing :P
Roloc:
I must say I have to agree with Bing. The "counter system" seems to only add tediousness to training. Making a battle that I would other wise OHKO take 3-5 rounds because I kept missing with an attack that should be perfect accuracy.
EDIT:
--- Quote from: Jerry on June 06, 2012, 09:29:17 PM ---EDIT2:
And yes, those are mere ideas and need not be taken as being implementations to PU. The very exercise of problem solving is something I like doing :P
--- End quote ---
Just wanted to add that I understand this full well. I just wanted to add to the idea pool. :D
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