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Messages - Ridiculous_Notion

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1
Ideas & Suggestions / Supereffectiveness may vary
« on: January 08, 2012, 06:45:41 AM »
In the official videogames, if a pokemon uses a move that has a type advantage over the opponent, the move's damage is automatically doubled.  In my experience, this game mechanic makes competitive play a frequent case of "type advantage = odds stacked in your favor/outright win"

How about we mix that up?  8)

Instead of automatic *2 damage, the supereffecive-ness would vary by the pokemon receiving, as well as the one dealing.  The more powerful the poke, the the more damage it recieves from a super effective hit, and vice versa for weak pokemon.  Also, this could apply to how much damage it would give when the poke itself lands a supereffective hit.

Inversely, this could be flipped for "not very effective" damage.

2
Trainers Lounge / Re: Cheap Pokemon
« on: November 14, 2011, 07:59:32 AM »
WARNING: following post includes request pertaining to the creation of Pokemon Universe!

Here's something frustrating (sometimes, at others it's a game winner) to point out: the "super effective" mechanic, that doubles damage no matter how strong or weak a Pokemon is.  This feels cheap when my Scizor receives a flare blitz from the opposing Vocarona.

 While I was collecting the Pokemon cards, I noticed that the "super effective" damage modifier varied.  If it was a weak Pokemon, the penalty was less than normal.  Powerful Pokemon had harsher treatment to a "super effective" attack.  This makes sense when you think about balance. 

Imagine a Krookodile versus a Wormadam (plant cloak version).  The two are obviously not a even mach in overall power, so normally the Krookodile would wipe the floor with its under powered opponent.  BUT!.... if Krookodile took "super effective" hits at 2.5 times the norm, while Wormadam's "super effective" multiplier stood at 1.5, the bag worm Pokemon just might stand a chance... (or not, especially if the croc has already gone on a moxie boost spree)

What I am trying to say, is that the game could get a lot more balanced if how much damage a "super effective" hit dishes out would depend on the Pokemon receiving it.  Is it too late to include something like this in Pokemon Universe?

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