Mart items

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Thread: Mart items

  1. #1
    Registered User kanga's Avatar
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    Default Mart items

    I think that after discussing things a bit and nothings been said for a while it would be time for a new thread.

    Ok down to the subject of the matter. We have all decided quite a while ago that we need to have items in pokemon missions regardless of what we play on forum or IM, grid style battling or anime style battling.

    I thought that it would be productive if we start to just post what items that we will need Ie, Potions,bridges and the likes. So to start i think i will start with some items.

    Potions

    Full Heal -(Cures any status, including Sleep/Confusion)

    Potion - (Heals 25% health, one use)

    Super Potion - (Restores a Pokemon's HP by 50%)

    Max Potion - (Fully restores the HP of your Pokemon)

    Full Restore - (Fully restores the HP and status of your Pokemon)

    Cure - ( Removes leech seed and other life sapping attacks)

    Environmental

    Shovel - (Fill in 5 tiles of water used in a + shape, used more then once per battle, used only once per turn, takes a turn to use)

    Bucket - (Turn 5 water tiles into land used in a + shape, used more then once per battle, used only once per turn, takes a turn to use)

    Weather protection

    only to be used upon a trainer. so the trainer takes no damage from weather moves, disapears at end of mission not at end of encounter.

    Go-go Goggles - (sandstorm protection)

    Winter Coat - (Hail Protection)

    Transport

    Bridge - (Permanatly turn straight stretch of water into a bridge any length of water between 1-5 tiles long, stays for end of battle, takes 1 turn to use)

    Ramp - (create a ramp at the edge of a raised tile)

    Miscelanious

    Campfire - (Free to all starting explorers. When the fire is lit, the smoke is carried to nearby outposts if your group are in desperate need of rescue. Essentially signals end to a mission, meaning that the team fails and no reward is given this can be used for example for when all their pokemon are at very low health and they have no health recovering moves or items to recover their health)

    Back Pack - (Purchasable at Mart. Allows an extra 5 items to be brought on the mission. for hire per mission)

    Best we have come up so far will organise into catagory's.

    thanks for all the great feedback as you may have noticed pokedoll is gone. Keep up with all of the feedback and more ideas.
    Last edited by kanga; 11th November 2010 at 08:16 AM.

  2. #2
    Trainer Ordinaire evanfardreamer's Avatar
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    Default Re: Mart items

    I think with the Pokedoll, that you simply can't use it against another trainer; a clause could be put in if the final villain was a Pokemon, I suppose.

    And I'd be fine with basically porting all items from the games save held items, berries/poffins/pokeblocks, and key items. (Why would someone need a Silver Wing when they're fighting a despotic Gengar?)
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  3. #3
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Mart items

    Just a quick post cos I don't have much time - I would say get rid of the PokeDoll entirely, it could be used to skip massive encounters and that is a bad thing.

    Also, the environment changers should be added in (shovel, bucket, etc).
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    ._. Synthesis's Avatar
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    Default Re: Mart items

    Well I think weather immunity items (sunglasses, umbrella, gloves, goggles...) should be purchasable if they exisr :P

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    URPG! GliscorMan's Avatar
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    Default Re: Mart items

    Heck, we can make them exist! XD My proposed list would be Go-go Goggles (sandstorm protection), Winter Coat (Hail Protection), Bucket, Shovel, Raft, Potion (Heals 25% health, one use), Super Potion (Heals 50% health, one use), Max Potion (Heals all health), (No pokedoll) Cure (heals any status problem, leech seed, poison, freeze, etc) Full Restore (heals everything). Any other ideas?

    Credit to HikaruIzumi for the awesome avatar!

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    Default Re: Mart items

    edit: jk im dumb this isnt the trainer court

  7. #7
    Registered User kanga's Avatar
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    Default Re: Mart items

    Quick question hide in plain site what would the gloves be used for? other then that i think i have most of what was suggested.

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    ._. Synthesis's Avatar
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    Default Re: Mart items

    Quote Originally Posted by kanga View Post
    Quick question hide in plain site what would the gloves be used for? other then that i think i have most of what was suggested.
    LMAO, FINALLY SOMEONE FELL FOR IT xD

    I'm actually Synthesis btw.

    Anywho, gloves are essentially winter coat, 'cept I think they're more portable. I think I said gloves before winter coat was ever said, but it doesnt matter.

    I like the bucket and shovel idea, although if it only can be used on one tile, it seems a little pointless. Even as much as two or three tiles is an improvement imo.

    EDIT: Sunglasses can block sunny weather, distorted lens blocks Trick Room

  9. #9
    Registered User kanga's Avatar
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    Default Re: Mart items

    Well i havent had internet for like 5-6 days so yer plus i thoought it was you cause of your avvie and the peace symbol group club thing.

    in topic

    added suggestions to the mart list

  10. #10
    URPG! GliscorMan's Avatar
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    Default Re: Mart items

    Good, but I think that the items which prevent weather affects should be only for one mon. Also, the "Transport" items should be things that are inflatable and cost a lot. I will also argue that Bucket/Shovel should only turn 1 tile at a time with multiple uses.

    Credit to HikaruIzumi for the awesome avatar!

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    ._. Synthesis's Avatar
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    Default Re: Mart items

    Just thought of some more ideas

    Campfire - Free to all starting explorers. When the fire is lit, the smoke is carried to nearby outposts if your group are in desperate need of rescue. Essentially signals end to a rescue mission.

    Back Pack - Purchasable at Mart. Allows X amount of items to be brought on the mission.

    Flashlight - Purchasable at Mart. Used to quench the eternal, inky black caves.

    And some beneficial abilities:

    Adaptability: Adapts to all environment. Can travel across all terrain, regardless of typing.

    Arena Trap: Opponent can't flee

    Compound Eyes - see flashlight.

    Cloud Nine: See Adaptability

    Download: Same effects as normal, applies to first opponent Pokemon encounterred.

    Effect Spore: Opponent has 10% chance of getting PRZ, SLP, PSN.

    Forewarn: Knows opponents next move a turn beforehand.

    Heat Proof: Can travel across Magma terrain

    Illuminate: See flash light

    Lightning Rod - All Electric moves hit the user.

    Pickup - May pick up items throughout the missiom. No more than two cheap, mart items.

    Run Away: User more likely to run away from opponents.(50% chance to flee)

    Sand Veil: User immune to ground type moves

    Speed Boost - Can move twice as much tiles than usual. (Can't attack or use items twice though)

    Stall: User always moves last

    Storm Drain: All water moves hit the user

    Tinted Lens - See flashlight

    Water Veil: User immune to water type moves

    Chlorophyll/Swift Swim do same as Speed Boost

    All other Abilities do what they usually do.

    Ideas?
    Last edited by Synthesis; 29th October 2010 at 04:22 PM.

  12. #12
    URPG! GliscorMan's Avatar
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    Default Re: Mart items

    Goog. Very good. I especially like the idea of the Backpack.

    Credit to HikaruIzumi for the awesome avatar!

  13. #13
    Angry about Outer Heavens ChainReaction01's Avatar
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    Default Re: Mart items

    Since I'm taking the day off from studying, I thought I'd come in here and have a look at stuff. Here's my two cents on what's gone down in here during my absence:

    Just to get it out of the way, the Ability list should really be moved somewhere else. This thread is for Mart discussion only.

    Not too sure about the Campfire, but then we haven't really discussed what happens when a team fails an Encounter, whether they have to redo it, or if the Mission ends, or what. But in general, I don't think retreat should be a common option. There wouldn't be too many Encounters per Mission, say three or so for a Beginner Mission, and so the ability to retreat from these fights seems kinda counter-intuitive to me. But then again, maybe I'm misunderstanding the point behind the Campfire.

    Also not too sure about the Flashlight. The existence of the Flashlight implies some kind of sight/darkness mechanism, which would get real messy real quick and I advise we not go down that path. With that in mind, the only use I can see for the Flashlight is a kind of a ticket item, like you can't take a particular Mission unless you have a Flashlight, and I don't really like that idea. We haven't discussed whether people should pay to take Missions (although they probably should, ala the Park) but personally I wouldn't want to have to buy items on top of an entrance fee. Besides, HMs officially determine where you can go in the Park but people ignore that all the time. My vote would be get rid of the Flashlight entirely.

    Love the Backpack, though. You could say that each Trainer can only bring a total of ten items, and if they want to bring more then they can hire a backpack that has room for an extra twenty or so. The reason I say hire is that I reckon the Backpack should have some element of risk attached to it - a real should-I-or-shouldn't-I feel, unlike the NP Digital Camera, for example, which pays for itself eventually, and then you're just getting free money for no real reason other than you burned 7k four months ago.

    Regarding environmental, perhaps they could be given an AOE effect instead of a single square, like you select a square that is directly next to you or under you, and then that square and all the ones next to it change (if this was a move, the notation would be AOE At Range (1 square, range 1 square)). And I like the movement items as well, although raft could be painful, cos you'd need to decide upon movement speed an stuff. I would say, personally, that seeing as we have a bridge object get rid of the raft for simplicity's sake. That way we can actually use water as a real obstacle. If we nerf water tiles by allowing unfettered transport across them by way of a raft, they won't really be any different from land tiles. At least with bridges they have to be straight, so the Encounter designer could make lakes with jagged edges to prevent bridge abuse.

    Btw, proposing bridge length as anything from 1-5 squares. Once placed, it cannot be moved, and is lost at the end of the Encounter.

    Lastly, I don't really like the idea of buying weather protection items for Pokemon. Weather is nerfed enough as it is, as one would know if they've glanced through my movelist (AOE of four squares, considering upping it to like six or seven though). However, I think that like the Backpack these protection items could be rented to Trainers, so Ice or Sandstorm based teams can carry their Trainers with them and they wouldn't be suffering constant damage.

    Thoughts?
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  14. #14
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    Default Re: Mart items

    Quote Originally Posted by ChainReaction01 View Post
    Since I'm taking the day off from studying, I thought I'd come in here and have a look at stuff. Here's my two cents on what's gone down in here during my absence:

    Just to get it out of the way, the Ability list should really be moved somewhere else. This thread is for Mart discussion only.

    Not too sure about the Campfire, but then we haven't really discussed what happens when a team fails an Encounter, whether they have to redo it, or if the Mission ends, or what. But in general, I don't think retreat should be a common option. There wouldn't be too many Encounters per Mission, say three or so for a Beginner Mission, and so the ability to retreat from these fights seems kinda counter-intuitive to me. But then again, maybe I'm misunderstanding the point behind the Campfire.

    Also not too sure about the Flashlight. The existence of the Flashlight implies some kind of sight/darkness mechanism, which would get real messy real quick and I advise we not go down that path. With that in mind, the only use I can see for the Flashlight is a kind of a ticket item, like you can't take a particular Mission unless you have a Flashlight, and I don't really like that idea. We haven't discussed whether people should pay to take Missions (although they probably should, ala the Park) but personally I wouldn't want to have to buy items on top of an entrance fee. Besides, HMs officially determine where you can go in the Park but people ignore that all the time. My vote would be get rid of the Flashlight entirely.

    Love the Backpack, though. You could say that each Trainer can only bring a total of ten items, and if they want to bring more then they can hire a backpack that has room for an extra twenty or so. The reason I say hire is that I reckon the Backpack should have some element of risk attached to it - a real should-I-or-shouldn't-I feel, unlike the NP Digital Camera, for example, which pays for itself eventually, and then you're just getting free money for no real reason other than you burned 7k four months ago.

    Regarding environmental, perhaps they could be given an AOE effect instead of a single square, like you select a square that is directly next to you or under you, and then that square and all the ones next to it change (if this was a move, the notation would be AOE At Range (1 square, range 1 square)). And I like the movement items as well, although raft could be painful, cos you'd need to decide upon movement speed an stuff. I would say, personally, that seeing as we have a bridge object get rid of the raft for simplicity's sake. That way we can actually use water as a real obstacle. If we nerf water tiles by allowing unfettered transport across them by way of a raft, they won't really be any different from land tiles. At least with bridges they have to be straight, so the Encounter designer could make lakes with jagged edges to prevent bridge abuse.

    Btw, proposing bridge length as anything from 1-5 squares. Once placed, it cannot be moved, and is lost at the end of the Encounter.

    Lastly, I don't really like the idea of buying weather protection items for Pokemon. Weather is nerfed enough as it is, as one would know if they've glanced through my movelist (AOE of four squares, considering upping it to like six or seven though). However, I think that like the Backpack these protection items could be rented to Trainers, so Ice or Sandstorm based teams can carry their Trainers with them and they wouldn't be suffering constant damage.

    Thoughts?
    OKay I agree with you but I have to say some of the Items here are weak man like the Campfire I don't like this one at all I see no need for it.

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