Pokémon Universe > Ideas & Suggestions
playable characters
Jerry:
Hm.. and that third example as compared to the first? The NP is not able to call the police there too, and I guessed that the police come because of the battle/crime taking place in a route, but the third one were no indication whatsoever.
Oh, I didn't remove your idea of turns at all, it's just that it's even harder than before! :P
3 turns here would be equivalent to 3*60 = 180 seconds = 3 mins. So TC has 3 mins in case you mentioned 3 turns and so on.
[EDIT: Wrong number. Changed 120 sec to 180 sec]
Now, the police won't know if the people blocking him are from TC, because they aren't doing anything wrong, but just challenging someone, just like a usual trainer would do and challenging someone for a battle is not a crime, and the police is an NPC, so who would care, but the victim?
Okay, another scenario: Cave 3 TC; 1 NP
From your formula, police will come (without any external events like patrol considered) in [3 (base) + 1 (1 route) + 2 (cave) + 2 (TC > NP) - 0 (unmarked)]/2 = 4 turns (which is equivalent to 4 minutes)
4 minutes now passed and the battle is not over, a policeman comes. Same rules for turn/time is applied. Policeman gets reinforcements (they arrive: 1 in first min, 2 in second min, 4 in 3rd min, 8 in 4th min, etc) and battle the two. Say the first battle takes 3 turns (3 min). During this time, you have already 1+2 more policeman, which the last TC has to deal with.
So after 5 min, you will have 1 TC v/s NP (5 min), 1 TC v/s Police (1 min) and 1 TC v/s Police (just started)
After 6 min, 1 TC v/s NP (6 min), 1 TC v/s Police (2 min) and 1 TC v/s Police (1 min) + 2 Policeman who can get to the NP, if the other TC are still battling.
6 turns should be, in this case, the smallest amount of turns so that the TC committing the crime doesn't get caught.
EDIT: And of course the flee option should be there, otherwise it's no more a crime :P
zylonnick:
--- Quote from: Jerry on May 24, 2011, 08:01:52 PM ---3 turns here would be equivalent to 3*60 = 120 seconds = 3 mins.
--- End quote ---
3*60 is 180...
Jerry:
Oops, I typed the wrong number, but 180 is indeed 3 minutes XD
That's what happens when I'm multitasking :P
zylonnick:
you were way ahead of me, so it's normal you make small mistakes like that ;)
genbor:
Hmm, I'm starting to like you more and more Jerry :)
--- Quote from: Jerry on May 24, 2011, 08:01:52 PM ---3 turns here would be equivalent to 3*60 = 120 seconds = 3 mins.
--- End quote ---
I first assumed a Turn's time is not specified, but that it consists of the exchange of Attacks from both sides (Nidoking used Earthquake! + Lucario used... etc.) which in my opinion would take less time than a whole minute. Of course I believe a timer should be set, so the stalemate doesn't continue indefinitely like in Pokémon Online, just because of connection problems; and that's why I assumed you meant to exchange the Turns to a set Time.
--- Quote from: Jerry on May 24, 2011, 08:01:52 PM ---Hm.. and that third example as compared to the first? The NP is not able to call the police there too, and I guessed that the police come because of the battle/crime taking place in a route, but the third one were no indication whatsoever.
--- End quote ---
No, in the first example, there are more NPs than TCs, so the police comes because of the presence of "unmarked" players. The place where the battle is taking place, is just a sort of "conductor" for the Police to come. Just like metal conducts electricity well, so can a Police officer travel faster on a well built road (and that's what I meant by Route). On the other hand, rubber is a bad conductor, so since it is harder to climb a mountain, find your way in a forest/cave etc., the police comes a little bit later. I made them into +2 unlike a Route, is because the Police would have to travel on the Route first, then travel to the forest, mountain, cave etc. So just consider it the same thing as the Police needing to Travel on 2 Routes (Route 1 + Route 2 time [1+1] before he gets to the scene.
--- Quote from: Jerry on May 24, 2011, 08:01:52 PM ---From your formula, police will come (without any external events like patrol considered) in [3 (base) + 1 (1 route) + 2 (cave) + 2 (TC > NP) - 0 (unmarked)]/2 = 4 turns (which is equivalent to 4 minutes)
--- End quote ---
Formula: 3+X+Y/2 where X stands for area bonus, and Y stands for the TC/NP factor. So that is why there are no bonus factors when the TC, NP ratio is even. 3 TC 3 NP (3 - 3= 0; 0/2=0)
So with my formula it would be more like 3(base) + 2(cave [like I said, the +2 includes the Route already) +1 ( 2 TC - 0 NP = 2 TC divided by 2 at the end [2/2] which would result in (3+2+1 =) 6 Turns. BUT! that would also mean that the Police wouldn't come at all IF we disregard the external event (Police Patrol [random]) since there was no NP left to call for the Police.
In a sense by your statement of "6 turns should be, in this case, the smallest amount of turns so that the TC committing the crime doesn't get caught." the TC member does get those 6 turns.
Reverse scenario but with Routes:
- The Police officer is given a call from 2 NPs to come and help. She (Jenny) is currently in City X and the crime is taking place on Route 103. To get there she has to cross through Route 101 and 102.
Route 103, 1 TC; 3 NP
3(base) + 2 (2 routes to travel across) - 1 (2 people called; that divided by 2 [2/2 = 1]) = 5 Turns before she gets there.
Of course, the robbery is not tied down to the Turns. That's just an option for the TC member to take. If he defeats his victim before he would get caught, he can just escape with the loot no problem.
I would also take this chance to state that if the TC finish the move before police gets there, that still doesn't mean he can stay on the map. That would result in him staying on the scene of the crime and be caught red-handed. So I would propose that the TC would have to change map (Going to Route 103 from 102, etc.) before he "gets away from the Police". After that, he can return to Route 102 where he committed the crime a few seconds ago, and sort of "refresh" his status on that map.
Example: If he stays on map, he is still marked "Hostile" and Police can catch him, even though he finished before they got there. So if he changes location and comes back, his status would revert back to "Neutral", and Police wouldn't touch him.
I would also say that once a crime is committed on one map, another crime cannot be committed on that map for a short amount of time (since Police is there investigating and such).
This can prevent TCs ganking on a poor victim over and over again.
Also, I think a Bounty system would be nice as well with it. So if the victim wins, He can turn in the TC member for the Bounty on his head (which is dependent on how many robberies the TC member committed without getting caught).
Cheers, Genbor
PS: I love debating, especially when both sides know what they are talking about :)
EDIT: Hmm I made a mistake... in the Reverse Scenario the area bonus is +3 not +2, but the answer stays.
This is because I included the city as another map that has to be traveled by the Police to get to the crime, even though the city is the point of origin from where the Police starts from. That is why Routes right next to the city get a +1 bonus.
(I know there should be a +1 for the current map the crime is on, since the police would have to go there, but I only counted maps that had to be traveled across completely into the bonus.)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version