Pokémon Universe > Ideas & Suggestions
Stacking [Different status ailments]
xISmokesIx:
Browsing around the site I've seen tons of neat ideas, and I'm aware that the game will incorporate many things from Nitendo's releases; as well, a few great ideas such as quests which no mmo should be without.
(Note: I apologies if this has been mentioned in the forums already, didn't see anything here in suggestions. I browsed and took note of the neat concept of stacking the same ability.)
But
How about some opinions on stacking different abilities?
[Ex:] Hypnosis + Toxic would make for a nasty touch, and really throw some major curve balls in the modern concept/stradegy. 8)
Obviously certain status ailments would just be illogical while others would serve for a great purpose. I myself chose the example of H+T because in my experiences though toxic is a 100% I've often found times where Hypnosis often failed at crucial points, my own point being that you could see the balance, possibly work a percentage value?
[EX.2] Percentage value, fairly self explanatory but this is what my heads currently wrapped around. Say that T is a given, as is toxic in all games you tend to get that 100% gurantee, set and done. Now from there you have a +1 status ailment to lets say a max of 3. The first of the 3 and thus the easiest. From that point generic [acid] trainer will attempt to stack hypnosis on top of this. Being the attempt at status ailments +2 the success rate will decrease by, lets say 20%? From +2 to +3 a major or minor jump, for the examples sake doubling it would easily seem reasonable. Giving it that real balance and feeling of fair chance.
Or perhaps this may very well throw to much a lean towards those who already develop teams focused on slowly breaking down their opponent? Or just possibly take the fierce edge off those [sweepers] and broaden the potential of a [acidic-(and yeah I use that term because I never really got that hardcore about pokemon)] trainer. :o
Love?
Hate?
We already talk about this daily but Smokes was to fail to actually read (every) single suggestion past the title?
Hit me up.
Viper:
No
That screws with alot of the pokemon mechanics, and teams
xISmokesIx:
So many ideas have popped in my head since I've posted this, theres so much to work with on small to large scale. I think I may have even come up with something that maybe even Mr Dark would care to hear about.
I can see your perspective on long term large scale work that I have no understanding of really. Can also see, in my opinion of course, by your trainer card that such would be a absolutely horrid idea to ya. =o Just a thought, no tough love.
[Updated:] And yeah that would really flip the mechanics around a bit, on large scale terms that is.
Jerry:
I think that the way the status ailments are right now are as they should be.
Poison, bad poison, paralysis, burn are permanent for a reason and sleep and freeze are temporary for a reason.
This and then, the game will more likely turn into a 'first-stat-inducer-winner' if you see what I mean.
xISmokesIx:
Yeah I follow you Jerry, though in my defense it can be easily balanced. From my point of view I just don't see it that way, having been playing pokemon online the last couple days I've made an incredible evasion team because I can minimize first. And like I said in the example you could balance it percentage wise.
Hell, you could balance it in so many different ways my eyes spin, ability limiters, certains can not stack, percentage, some skills can only be rank 3,..etc...etc.
So actually I take it back, first stat inducer-winner I just don't see being possible if logically thought out. But regardless, obviously there isn't much interest seeing as only two people bothered to reply.
Still I agree with Viper; however, if you go ahead and shorten the concept to something like a addition to the different battle methods like doubles and triples or even on a tournament/quest based events I think it could be really fun.
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