EXoDuZ
Starting Trainer
i was thinking that it would be a shame to pass up the opportunity to put in an alternate combat in favor of just wallowing in the pokemons of the past that are still beings released by Nintendo every now and again anyways.
anyways heres my suggestion
instead of simply having 4 options expand things a bit and add 2 other pallets the 3 would be
1: classic offensive abilities: things like flamethrower, tackle and hyper beam, instead of 4 choices only have 3
1: defensive abilities: things like protect and double team, some moves like quick attack be used as a evasion tool like in the animes, can hold 2 moves
1: guard state: this is more like a passive that can be switched to 1 of 3 states before declaring the end of a turn
1: standard: higher accuracy and lowers target evasion
2: reckless: increased effectiveness in offensive abilities, higher chance to break defenses except evasion, decreases accuracy and evasion
3: evasive action: decreases effectiveness of offensive abilities and increases effectiveness of defensive abilities, passively increases evasion
next is to remove items except x battle items (one per pokemon) and berries, however in tournament battles and gym battles only berries
next is to add a playfield of say 12X12 squares each with either a no effect or something like water where the pokemon has to swim or rocks that can block damage that makes contact with them, rocks have health so a tackle will damage it but a hyper beam will break through to hit whats on the other side.
next instead of pp have a global pp that when its used up the pokemon gets exhausted (more damage from attacks and cant use large pp attacks) also have pp rest to full at the end of each battle
it would be nice if instead of carrying hordes of potions pokemon recover 25% of health every 1 or 2 real rime minutes
lastly instead of grinding simple xp to level simple stats have training points with levels and retrainers that for a high price can reallocate trainer points
nurf the stat gain from leveling up and have 6 stat points we can put in stats ourselves so that individuality among our pokemons are greater
lastly instead of simply getting moves at certain levels rather it should be that we get move points that we can put in a move we deem important and a basic small amount of move points in all of them (2 for each and we put an additional 3 for the ones we deem most important)
when a stat or move is leveled high enough we get rewards for doing that (health grants physical endurance and moves upgrade to their better counter part or get a passive of their own to make it better)
well that's all it might be a good idea to have both for those on the nostalgia trip but i truly believe that its a waste to throw away opportunity simply to go on nostalgia trips when there are already a lot of those around
anyways heres my suggestion
instead of simply having 4 options expand things a bit and add 2 other pallets the 3 would be
1: classic offensive abilities: things like flamethrower, tackle and hyper beam, instead of 4 choices only have 3
1: defensive abilities: things like protect and double team, some moves like quick attack be used as a evasion tool like in the animes, can hold 2 moves
1: guard state: this is more like a passive that can be switched to 1 of 3 states before declaring the end of a turn
1: standard: higher accuracy and lowers target evasion
2: reckless: increased effectiveness in offensive abilities, higher chance to break defenses except evasion, decreases accuracy and evasion
3: evasive action: decreases effectiveness of offensive abilities and increases effectiveness of defensive abilities, passively increases evasion
next is to remove items except x battle items (one per pokemon) and berries, however in tournament battles and gym battles only berries
next is to add a playfield of say 12X12 squares each with either a no effect or something like water where the pokemon has to swim or rocks that can block damage that makes contact with them, rocks have health so a tackle will damage it but a hyper beam will break through to hit whats on the other side.
next instead of pp have a global pp that when its used up the pokemon gets exhausted (more damage from attacks and cant use large pp attacks) also have pp rest to full at the end of each battle
it would be nice if instead of carrying hordes of potions pokemon recover 25% of health every 1 or 2 real rime minutes
lastly instead of grinding simple xp to level simple stats have training points with levels and retrainers that for a high price can reallocate trainer points
nurf the stat gain from leveling up and have 6 stat points we can put in stats ourselves so that individuality among our pokemons are greater
lastly instead of simply getting moves at certain levels rather it should be that we get move points that we can put in a move we deem important and a basic small amount of move points in all of them (2 for each and we put an additional 3 for the ones we deem most important)
when a stat or move is leveled high enough we get rewards for doing that (health grants physical endurance and moves upgrade to their better counter part or get a passive of their own to make it better)
well that's all it might be a good idea to have both for those on the nostalgia trip but i truly believe that its a waste to throw away opportunity simply to go on nostalgia trips when there are already a lot of those around
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