I already have a karoly black image, so it isn't a problem creating some forms with him instead of Goku, maybe I'll do something...
Regarding the power curve, I'm giving stats to the fighters these days, and I'm doing what you said!
Some fighters will level up faster than others, but I'm also trying to not create unrealistic situations keeping everything balanced.
Anyway if things will result too unbalanced, I'll always be able to change things in any moment, so I can simply try for now and see the results!
The move system doesn't need to be changed from the regular Pokémon one, moves varies from physical, special (all ki based moves) and everything else, with every move with its own damage and/or effects.
Almost all moves will be possible in a way or another, they just need to be thinked with the Pokémon mechanics in mind!
Anyway thanks for your ideas!
If you want to collaborate practically I can find something for you to do, otherwise you can simply continue to share your ideas... You'd be helpful in both cases!
Cool,
Even when you keep the same move system as in pokémon. Their are still things you can tweak with-in these limitations. Did you play league of legends rom hack yet? Their they actually focussed more on move priority what could make fights a lot more intressting. Rather than the typical base move & quick attack move priority you can make different type of move priority levels to prevent speed becoming a domination how a fighter should be functioning. I made an example with currently 4 priority levels (mostly included goku moves, bit lazy but you probally get the point):
Priority Move Ladder:
--Highest--
- Charge [50 base, physical, 90% accuracy]
- Dodon Ray [60 base, special, 100% accuracy]
- Death Beam
- Headbutt [70 base, physical, 100% accuracy, flinch chance, basicly pokémon headbutt] - kids
--Average--
- Kick [40 base, physical, 100% accuracy]
- Destructo Disc [100 base, special, 85% accuracy]
- Quick Kamehameha [75 base, special, 100% accuracy]
- Insta Kamehameha [85 base, special, 100% accuracy]
--Slow--
- Punch [50 base, physical, 100% accuracy]
- Kamehameha [80 base, special, 85% accuracy]
- Kaio-ken Kamehameha [90 base, special, 90% accuracy]
- Super Kamehameha [100 base, special, 85% accuracy]
- True Kamehameha [120 base, special, 85% accuracy] - SSJ3
- Rebirth Kamehameha [140 base, special, 85% accuracy] - SSJ God
- God Kamehameha [160 base, special, 85% accuracy] - SSJ Blue
--Slowest--
- Original Kamehameha [110 base, special, 90% accuracy] - Roshi
- MAX Power Kamehameha [150 base, special, 90% accuracy] - Roshi
- 10x Kamehameha [175 base, special, 85% accuracy] - SSJ4
This way channel moves are also way more ballanced. You can give them a higher priority so they can channel the first turn before most other abilities.
I'm not sure how many priority levels are possible but you might be able to get even more levels in the game to create an even bigger diversity.
With move priority in mind I also came up with an idea for Hit's ability:
- Timeskip: Allows to attack first