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Thread: Encounters

  1. #16
    Registered User kanga's Avatar
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    Default Re: Encounters

    Quote Originally Posted by ChainReaction01 View Post

    The only other thing I have a slight problem with is your first idea. If I read it correctly, you believe that in Turn 1, the slowest Pokemon should get to go before the fastest Pokemon? Why is this? How and when would this ever happen (excluding Trick Room)? Part of the strategy in choosing your Pokemon should be balancing your stats (or focusing on them as you choose). It's not really very fair to a speed based team to have to put up with a bad first turn for no adequately explored reason. I would be more open to this idea if you supply an explanation behind it.
    My ideas behind having the slowest go first is to make it more even wich i now undertand isa gainst the whole idea. I was thinking the the slower mons should go first as they move less tiles and so there wouldnt be as much of an advantage, this meant that the faster pokemon who can move more tiles can catch up with the movement of the slower pokemon, making it more fair in laments terms.

    I know see though that this is a bad idea mainly because it would take away the advantage people would go with by using fast or slow pokemon.



    This Is an example of where a donphan could move to with its 4 tile range, thats being able to move 4 tiles without going diagonally.


    Green is normal Grass/Ground

    Brown is anyground higher then the green tiles ie any tile higher then normal level

    purple is where donphan is standing

    yellow is where it can move to
    Last edited by kanga; 18th October 2010 at 06:06 AM.

  2. #17
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Encounters

    Yeah, I was gunna post a movement thing but you got to it first, good stuff xD

    I decided I'm going to post a new thread containing the potential movepool because there may be a fair bit of discussion around the moves themselves and I don't want that clogging up this thread.

    Anyway, since the moves discussion is going in a separate thread, the only things I can think of left to talk about (but I'm probably forgetting something D:) is status conditions and the possibilities regarding vertical movement. I'll start with the potential status conditions that are different.

    Freeze - Works pretty much the same as normal battles. Pokemon cannot move or make actions until they defrost.

    Paralysis - Works pretty much the same as normal battles. Movement rate is cut to 25%, just like Speed is in normal battles.

    Sleep - Works pretty much the same as normal battles. Pokemon cannot move or make actions until the defrost.

    Confusion - Works pretty much the same as normal battles. If a Pokemon would smack, it moves to a random square and then takes the damage.

    Flinch - If a target Pokemon flinches, it cannot make an action on its next turn, but it can still move.

    Infatuation - If the target would be fully infatuated, it attempts to move next to the Pokemon it is infatuated with and then ends its turn. If it cannot be next to the Pokemon, it gets as close as possible.

    Leech Seed - If the target is within 2 squares of the user, the usual battle effect happens.

    Mind Reader / Lock On - Same as battles, but the user must be able to actually target the target.

    Now we haven't yet discussed how being vertically higher than your target may be beneficial. Perhaps there shouldn't be a bonus considering the large number of flying and levitating Pokemon. But regarding movement, I think there needs to be a vertical movement limit. For example, if there was a limit of no more than two squares upwards, here are all the different ways a Jolteon could move (the lighter the square, the higher it is):



    It's a little hard to see, but this way the Jolteon can only move up 2 squares at a jump. It can't get to the top by going straight there because it can't jump that high. It needs to take a detour. Now, we could implement a jump stat in addition to a move stat, or just say blank slate every Pokemon can move up and down 2 levels at a time. Personally, I don't mind either option, but for realism's sake we should probably go through and assign every Pokemon a jump stat. If we decide that this is the way to go then I'd be happy to do a proposed list like I have with moves.

    Thoughts?
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  3. #18
    Registered User kanga's Avatar
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    Default Re: Encounters

    Perhaps we shouldn't have a jump stat as that could get complicated or perhaps we have it so every pokemon can only jump up 1 level or all levels have a ramp to it? just a sugestion other wise i think the status condition are all good only problem is a typo in the sleep section, cant be bothered to put in quotes.

  4. #19
    Licensed Scientician DrStubbsberg's Avatar
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    Default Re: Encounters

    Do we need to develop a set of stats for Trainers? Or will a blanket rule make them impervious to damage?
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  5. #20
    URPG! GliscorMan's Avatar
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    Default Re: Encounters

    I'd think that we would need one, but it would be simple. Maybe a Trainer can move only two/three spaces in a turn and can use only one item a turn or something similar. They'd also be like a cleric, in that they should need to be well-guarded.

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  6. #21
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Encounters

    Yeah, I imagine the Trainer stats would be pretty much set. Perhaps there could be a stat system that allows you to add points to certain skills (say, you could upgrade your Trainer's Move or Health, etc) but the simplest thing would be to say:

    Trainer Character
    3 Move
    100 Health
    50 DEF/Sp.Def

    Something like that.

    Also, I've been thinking about the Jump stuff, and I reckon Kanga's right. It could get really complicated for no real reason. So here's my updated proposal: Pokemon cannot jump, they have to use ramps to get to higher planes. This allows for strategy in that you have to hold the ramps as opposed to guard the entire freaking mountain. However, you could give Trainers a Jump stat, giving them a unique power.

    Actually, now I like that Trainer level up idea. Say that every Trainer starts off with roughly the stats above, and every time you rank up you can level up either Move, Health, Defences, or Jump.

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  7. #22
    URPG! GliscorMan's Avatar
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    Default Re: Encounters

    Eh, it seems like a cool idea, but that would get way complicated way fast. The set you came up with looks good. Ramps would also be the smartest choice.

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  8. #23
    The Hero You Never Needed Neonsands's Avatar
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    Default Re: Encounters

    Quote Originally Posted by ChainReaction01 View Post
    Yeah, I imagine the Trainer stats would be pretty much set. Perhaps there could be a stat system that allows you to add points to certain skills (say, you could upgrade your Trainer's Move or Health, etc) but the simplest thing would be to say:

    Trainer Character
    3 Move
    100 Health
    50 DEF/Sp.Def

    Something like that.

    Also, I've been thinking about the Jump stuff, and I reckon Kanga's right. It could get really complicated for no real reason. So here's my updated proposal: Pokemon cannot jump, they have to use ramps to get to higher planes. This allows for strategy in that you have to hold the ramps as opposed to guard the entire freaking mountain. However, you could give Trainers a Jump stat, giving them a unique power.

    Actually, now I like that Trainer level up idea. Say that every Trainer starts off with roughly the stats above, and every time you rank up you can level up either Move, Health, Defences, or Jump.

    Thoughts?
    I like everything that you have done so far, but being able to level up your move may be too much. It would at least have to be regulated to stop at a certain point because I could see people just easily evading everything because they have all of their points in movement. As much as I want to see people move across the entire map, perhaps it isn't the best call.

  9. #24
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Encounters

    Good points. Perhaps we just stick with a set Trainer stat sheet. And yeah, the only Actions Trainers would be able to perform would be using items and returning / summoning Pokemon. Incidentally, I don't think we should force players to have a Pokemon out at all times. If they don't want to then that's their choice (just a side note).

    Anyway, I've been thinking about some of the stuff said on the first page (about fish Pokemon being limited to water tiles and kanga's idea of bridge items). Perhaps we could implement a shop that sells tile-changing items. Like, the current tiles are grass, water, lava, and chasm/acid/Flying-Pokemon-Only tiles. Perhaps the shop could sell, say, a Shovel that you can use a certain amount of times to turn grass tiles into water tiles, and maybe a mini-bridge or floatation device or something that does the opposite.

    We could even extend this to the lava tiles (perhaps), but the "death" tiles need to be left alone imo.
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  10. #25
    I'm back <3 Coasting Wingull's Avatar
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    Default Re: Encounters

    I think water pokemon should be able to travel from one section of water tiles on one side of the map, to other water tiles on the other. Kinda like in Clue where theres secret passages leading to other rooms. The pokemon that did this that turn though would not be able to attack that turn though.
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  11. #26
    Registered User kanga's Avatar
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    Default Re: Encounters

    Ok i Love the whole Trainer stuff. Don't think that trainers should be able to jump either only use ramps. Also good disision over the whole level them up idea to complicated and excels people more on those that do more or have more money then those with skills in things like tactics.

    Wingull did you see the post about bridges? the whole idea of that would be basically as if you just say teleported.

    1. use bridge
    2. where to
    3. bridge made
    4. cross
    5. bridge disapears or bridge stays for other to use enamy and ally alike

    All of this happens in one turn.
    Last edited by kanga; 21st October 2010 at 06:37 AM.

  12. #27
    Trainer Ordinaire evanfardreamer's Avatar
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    Default Re: Encounters

    I'm admittedly a little worried, looking at all this stuff; while you did a great job assembling it, it looks to be leaning towards something along the lines of D&D, where combat is the most robust part of the system. A lot of the Missions ideas I'd seen, or had, focus a lot more on things going on than climactic battles; and while they have their place, I can't help but think added complexity there might rob some of it from our other areas that could use it.

    And I think HKim would be sad if we didn't get to use the Anime-style battles he so wanted to see :)
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  13. #28
    Head of the URPG HKim's Avatar
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    Default Re: Encounters

    There has been some question if I would approve of this method despite it being different than the original anime-based battle method I had originally envisioned.

    The answer is: Yes.

    I think this is an awesome idea. Not only because it's creative and unique, but also because it takes something we are all fans us (a grid battling system) and applies it to Pokemon.

    It's good that we have an idea that is a consolidation of all our efforts and thoughts, rather than basing it off of one person. This is a team effort and we would not be at this point in time without all of you. Your work, and your creativity, have brought us this far and I have no doubt we can move forward and finish this work and create a wonderful and fun experience.

    So let's move forward with this and create a system we can all be proud of!

  14. #29
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Encounters

    I've been thinking about what Pidge said in the testing thread, about how there isn't really any motivation behind moving to attack. Under the current system, it's much safer (and potentially effective) to just sit in your spawn area and buff your stats up to unbelievable levels. So I've come up with a couple of ideas to combat this, although in general each Mission Designer should be looking for ways to encourage Players to move forward in encounters on their own, be it time limits, an escort mission, whatever. That's just good game design theory. Anyway, here are my two ideas:

    Idea One: Buff Limits. Stat increases could be limited in one of two ways - either the increase max is limited to like 2 or 3 as opposed to the usual 6. Other possibility is that we only allow one buffing move to be active at one time - for example if Infernape uses Nasty Plot and then Swords Dance the next turn, it'll lose the Nasty Plot buff. Now, I'm not sure if either of those should be implemented, it's just an idea to keep in mind in case we need them later on.

    Idea Two: Objectives. While this can also mean Encounter Objectives like the ones I mentioned above, in this case I'm talking about little objects that can be strategically placed on the Encounter grid that give both teams a reason to move forward instead of hide. Here are a few I've come up with (and don't worry, I'll clean up the visuals later, these are just proof-of-concept):

    Treasure Patch -
    Treasure Patches could offer a chance of a reward, for example when a Pokemon steps on the Patch there is a 10% chance of them finding an item, like a Potion or something. This reflects the hidden items in the Pokemon games, and since they're one-use only the Party would rush to get them before the enemy Pokemon. Important Note - these wouldn't be placed in Optional Encounters (aka ones that don't matter to the Mission story) because these Encounters aren't supposed to be rewarding.

    Power Berry -
    Power Berries offer one-use boosts, and can come in a variety of colours (I'll put them up later) with each colour giving a different boost, like the red ones give a 20% raw damage boost on your next attack, the blue ones with a 2 square range increase, the yellow ones a 30% accuracy increase on your next attack, etc etc etc. These are also one use and can be dangerous if handled properly (Zap Cannon at 80% accuracy and a range of 4 squares in a row would be absolutely devastating.). I'll put up more in-depth details about the way these change the way the range works later, again, this is just proof-of-concept.

    Strategy Point -
    Strategy Points are much the same as Power Berries, they offer a particular stat boost. However, unlike Power Berries, they always stay on the map. They can be captured by placing a Pokemon next to it and choosing to capture it instead of using a move. Once captured, the flag provides the given bonus to all allied units within its range, I'm thinking a 3x3 grid with the Point in the centre. Of course, Points can be captured and re-captured, once they've been done once doesn't lock them down.

    So, what do you guys think, about both of these ideas? I'll put up a more detailed list (and better pictures) of all objectives later, I'm trying to finish off the Trial Mission planning right now (signups should be open sometime tomorrow). In particular, I'd like some discussion about the Buff Limits one, because personally I can see how it might be good but I don't think I'd like it very much as a Trainer.
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  15. #30
    Registered User kanga's Avatar
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    Default Re: Encounters

    perhaps for boost neither of those ideas at the top but perhaps more of a turn idea maybe you use say swords dance and it boosts your attack that boost might only be effective for say 2-turns and after teh 2nd or 3rd turn it disapears this would stop people from completly bulking up as by the time they have 2 or 3 boosts they start to lose them. just an idea but i kinda like it and its simple. also loving the other ideas that you have. perhaps on the strategy point we have it so the person with the most pokemon in the 3x3 sqaure has the choice to capture the point this gives an extra incentive to kill your opponents other then that great ideas.

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