So I thought this might as well be moved over as well because it's a few different (but important) points that group neatly under the title "Heights" or "Ascension" or "Vertical Movement". Anyway, the three points are: jump/fall height, height advantages, and Flying Pokemon. So, in that order:
Currently, the jump/fall height is 2 for both jumping and falling. Seeing as I'm an advocate of somewhat-realism, I think that this needs to be addressed. For example, there is no way that a Wurmple can jump as high as a Rapidash. So I think that each Pokemon should get their own Jump stat in addition to a Range and Size stat. I would be happy to go through and assign probationary ones like I have for the movepool. Generally speaking, however, the jump height would be 2, and this would change slightly, for example a jump stat of 1 for Sunkern and a jump stat of 5 for Hitmonlee. Incidentally, any given Pokemon's fall height would be one greater than their jump height. If they're pushed off and fall more than is safe, damage will be dealt to them. But anyway, the whole point of introducing a height mechanic is tactical value, and what is the point of tactical value?
Well, the best idea for HOLDING THE HIGH GROUND (Star Wars reference LOL) I have heard is from Magikchicken (told you I wouldn't claim credit :P). His idea was the following:
If an Adjacent attack is used on a Pokemon on a lower plane than you, an Attack (and Special Attack, I guess) multiplier is added (say, an extra 5-10%).
If the Pokemon on the higher ground is using a ranged attack, the range increases according to how many planes above the target's plane the user is.
I really like this idea, especially the ranged attack part. This means that if, say, a Metagross is using Psychic and the potential target is one plane lower than him, Psychic's range would be 5 squares instead of 4. This very neatly emphasizes the strategic value of bringing long range Pokemon into battle and fighting for control of the highest point on the map, because then the holders of the hill could rain death down onto the larger portion of the map. But again, I would be interested in ideas and opinions regarding this.
Lastly, I wish to address an excellent point made by kanga. He brought up the fact that Flying-type Pokemon would be flying, i.e. they wouldn't be on the ground, they'd be above it. Well, here are my two ideas regarding this:
Similar to FFTA2, flying units sit on the ground unless they are moving. This is the simplest option and perhaps the best, but then there is no extra strategy (this isn't necessarily a bad thing, keep in mind). However, this isn't realistic, and my driving aim is to get this thing as close to Pokemon-realism as possible, which brings me to my second option.
Flying type Pokemon have an extra phase in addition to Move, Action, and End. They have a fourth called Toggle Flying. Basically, what this means is once a turn if a Pokemon is flying then it can land, and if it is land-bound it can take off into the skies. Incidentally, a flying Pokemon would be hovering one plane above its location tile. This would be a minor addition and preserve the realism. However, this also makes them somewhat overpowered, as if the above height bonuses are put into play then all non-flying Pokemon are at a major disadvantage. So here are the three sub-options, all of which I like equally:
* When a Flying Pokemon attacks, their attacks are treated as if they are not flying.
* To combat Flying Pokemon never landing, Flying Pokemon are given a slight Defense / Special Defense buff when not flying (say, 5-10%).
* Every Flying Pokemon has another stat, let's call it Stamina. The number on their Stamina stat is the number of turns they can fly. Once their Stamina runs out, they have to move around like normal Pokemon until it recharges. They cannot take flight until it has fully recharged. It recharges at a rate of one Stamina per turn. However, if a flying Pokemon lands before their Stamina is completely drained, then they can take off without it being fully recharged, and it still recharges at a rate of one Stamina per turn.
So there it is. Please discuss at length.