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Useless HMs Suggestion

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J0T

Trainer
Problem:

One of the things i hated as a PKMN trainer was delegating which HMs go to which pokemon. Most people have 1-2 HMs slaves to solve this problem. But that takes away your ability to have a legitimate 6-man PKMN team.

Solution:

Make HMs some kind of global move, and if you have any pokemon that could learn that move in your party, you can use it, so you'd still need certain types of pokemon in your party to overcome environmental obstacles. But they wouldn't have to give up a move.

Basically your trainer would be instructing the pokemon in the use of the move but wouldnt have to make them forget a move to use it, you could still have the option of giving the pokemon the actual move for ones you want in your move set. (Credit : DracoHouston)

Extras:

Game difficulty should be raised a great deal. So gym battles are alot harder even with your Hm-Less, 6-man pkmn team.

Just a Suggestion :)
 

Paulisdead18

Fisherman
You could just use them to replace moves like them, like Flash replacing Sand-Attack, Strength and Cut replacing Tackle or another lower power Normal-Type move, and so forth. That way, you're not making an HM slave, but you are just improving your moveset.
 

J0T

Trainer
You could just use them to replace moves like them, like Flash replacing Sand-Attack, Strength and Cut replacing Tackle or another lower power Normal-Type move, and so forth. That way, you're not making an HM slave, but you are just improving your moveset.
"right now" yes you could easily replace weak attack. Later on when your pokemon are level 40+ cut and strength arent exactly top tier attacks. id rather have swift or hyperbeam. know what i mean?
 

DracoHouston

Kolben Developer
Contributor
flash is legit, it can give a pokemon a -accuracy attack. rock smash gives you a fighting move that also lowers defense on proc. however, i really like your idea as a concept. to me pokemon is about gaining the ability to reach new areas, overcoming its challenges, collecting more pokemon and leveling your team along the way. the way almost everythings a move your party members have makes sense but the whole hm slave thing is really damn annoying. pokemon trainers use a variety of items though and i think it'd be interesting to play with that concept more, this game could have more kurt-like things for crafting and maybe have more gadgets to use in battles or in the overworld. nilllzz gets the final say on what gets in or not but moving some of your capabilities to the trainer to free up moves on your pokemon is something i'd like to see at least
 
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DracoHouston

Kolben Developer
Contributor
another idea would be to make some HMs some kind of global move, and if you have any pokemon that could learn that move in your party you can use it, so you'd still need certain types of pokemon in your party to overcome environmental obstacles but they wouldnt have to give up a move

basically your trainer would be instructing the pokemon in the use of the move but wouldnt have to make them forget a move to use it, you could still have the option of giving the pokemon the actual move for ones you want in your move set
 

J0T

Trainer
Completely agree with you on this. Implementing wise, it seems a lot easier then my idea also. HMs are still serving their purpose. And trainers can develop a strong pokemon team.
 

Paulisdead18

Fisherman
I do have to say though... It runs 100% counter to how the entire franchise has been. HMs are really not a bad thing.
 

DracoHouston

Kolben Developer
Contributor
I do have to say though... It runs 100% counter to how the entire franchise has been. HMs are really not a bad thing.
im not talking about removing hms, just making it so if you have the hm, and a pokemon that could learn it, you can use the out of battle effect, and if you want to use the move in battle you can teach them it
 
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J0T

Trainer
another idea would be to make some HMs some kind of global move, and if you have any pokemon that could learn that move in your party you can use it, so you'd still need certain types of pokemon in your party to overcome environmental obstacles but they wouldnt have to give up a move

basically your trainer would be instructing the pokemon in the use of the move but wouldnt have to make them forget a move to use it, you could still have the option of giving the pokemon the actual move for ones you want in your move set
Is there a way i can manually implement this by editing .Dat files? also should i edit this thread or post another to your idea, my idea is definitely far-fetched. i have a feeling people are reading my first post and thinking "thats dumb"
 

DracoHouston

Kolben Developer
Contributor
Is there a way i can manually implement this by editing .Dat files? also should i edit this thread or post another to your idea, my idea is definitely far-fetched. i have a feeling people are reading my first post and thinking "thats dumb"
no there isnt, there isn't even a system for making new moves yet

and dont worry about it
 

Saruish

Dragon Tamer
What would be nice is to have all the Hm's. Some Hm's and other regions are completely different. Then their counterparts. it would be nice to change their number so you have all the hms you can get from every region .
 

Noah★

Pokémon Ranger
I completely agree. Other than Surf and Waterfall, all HM moves are either terrible to use in battle or are outclassed by other moves. Lowering accuracy is countered by a simple switch. Cut and Strength are just too low of a move to be viable in battle. Whirlpool and other trapping moves lost their usefulness after Gen 1. Fly is very rarely a decent move and makes you way too predictable (just about as bad as using Hyper Beam).

I think the HM moves should be like modern day TMs; you can teach your Pokemon an HM move but then you can have them forget the move soon after and still keep the HM. Or, we could just adopt the Gen 5 TM system and make all TMs/HMs reusable and allow HMs to be forgotten without having to go to a Move Deleter. This way, nobody has to have a dedicated HM slave on their team and nobody has to waste a moveslot on something as useless as Flash.
 

Saruish

Dragon Tamer
I completely agree. Other than Surf and Waterfall, all HM moves are either terrible to use in battle or are outclassed by other moves. Lowering accuracy is countered by a simple switch. Cut and Strength are just too low of a move to be viable in battle. Whirlpool and other trapping moves lost their usefulness after Gen 1. Fly is very rarely a decent move and makes you way too predictable (just about as bad as using Hyper Beam).

I think the HM moves should be like modern day TMs; you can teach your Pokemon an HM move but then you can have them forget the move soon after and still keep the HM. Or, we could just adopt the Gen 5 TM system and make all TMs/HMs reusable and allow HMs to be forgotten without having to go to a Move Deleter. This way, nobody has to have a dedicated HM slave on their team and nobody has to waste a moveslot on something as useless as Flash.
Lol I allways seem to use all of the HMs... no matter what they are. tho I think headbutt,secret power(I think it secret power)and sweet scent should be HM's so that they are reusable Considering that you can use them outside in the field.Even tho their use is pretty much for looking for rare pokemon and making tree houses/cave houses.
 
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