Matsjo
How Does I Pokéballer
- 31
- Posts
- 12
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- The Netherlands
- Seen Jun 22, 2014
This thread assumes that any innovation is possible, unburdened by history or tradition or the practical concerns of implementation. It ís about thinking about interesting changes, additions and mechanics that any Pokémon game (or spin-off thereof) could implement. If your contribution is something to the effect of "I couldn't transfer my Pokémon to the new game with this change" or "I'm not used to this" please deposit the reply somewhere else.
Hey there Pokéfans,
There's a mechanical matter I'd like to propose to you guys and girls. I've spent some time over the months thinking of all sorts of changes and possibilities for Pokémon games and recently I've gotten to thinking of one that is so large a change that I would really appreciate feedback to the very notion of it.
We all know that during Pokémon battles a Pokes different moves have PP; a fixed amount of times the Poke can use the move before it has to restore it in some way (usually through a quick PokéCentre visit). Weaker moves can be used more often, stronger moves only a few times. Now, this is a functional system, but carries with it a certain shallowness: a Pokémon can fire off a rapid succession of very powerful moves without tiring, until all of a sudden it loses the ability to use the move altogether??? Either the Poke càn or càn't use the move, and there is no middle ground to be found.
So I got to thinking, what if instead of PP, all Pokémon had an extra Gauge (below the HP bar) that tracked its remaining Power (functionally stamina), which is used up by performing moves. For example, Pokémon might start a battle with 20 points in the Gauge, the Gauge refills by 2 points at the end of each turn by default. Then, any move has a PP cost; say 6 for a move like Swift. Then every time the Pokémon uses Swift, it uses up 6 PP, and if at the start of a Pokes turn it doesn't have enough PP for the move, it can't use it!
The change would necessitate the addition of a "Wait" option in combat to regain PP more quickly but lose the turn, and a whole range of new move and Ability effects can be implemented around this new mechanic!
Players would have to start to ration their energy consumption, plan ahead for using powerful moves, medium-power moves would become more useful and balanced and defensive Pokémon can be more effective seeing as endless sweeps will be far more difficult.
Now, what do you guys think of this idea? Is it too complicated? Does it mess with that juicy Pokéflow too much? Or might this just be one to consider? So far my thought-experiments turn out pretty positive, but hey, that might be author's bias.
Looking forward to your thoughts,
Matthias
PS: if someone beat me to the punch on this, I'd appreciate (a) link(s) to it!
Hey there Pokéfans,
There's a mechanical matter I'd like to propose to you guys and girls. I've spent some time over the months thinking of all sorts of changes and possibilities for Pokémon games and recently I've gotten to thinking of one that is so large a change that I would really appreciate feedback to the very notion of it.
We all know that during Pokémon battles a Pokes different moves have PP; a fixed amount of times the Poke can use the move before it has to restore it in some way (usually through a quick PokéCentre visit). Weaker moves can be used more often, stronger moves only a few times. Now, this is a functional system, but carries with it a certain shallowness: a Pokémon can fire off a rapid succession of very powerful moves without tiring, until all of a sudden it loses the ability to use the move altogether??? Either the Poke càn or càn't use the move, and there is no middle ground to be found.
So I got to thinking, what if instead of PP, all Pokémon had an extra Gauge (below the HP bar) that tracked its remaining Power (functionally stamina), which is used up by performing moves. For example, Pokémon might start a battle with 20 points in the Gauge, the Gauge refills by 2 points at the end of each turn by default. Then, any move has a PP cost; say 6 for a move like Swift. Then every time the Pokémon uses Swift, it uses up 6 PP, and if at the start of a Pokes turn it doesn't have enough PP for the move, it can't use it!
The change would necessitate the addition of a "Wait" option in combat to regain PP more quickly but lose the turn, and a whole range of new move and Ability effects can be implemented around this new mechanic!
Players would have to start to ration their energy consumption, plan ahead for using powerful moves, medium-power moves would become more useful and balanced and defensive Pokémon can be more effective seeing as endless sweeps will be far more difficult.
Now, what do you guys think of this idea? Is it too complicated? Does it mess with that juicy Pokéflow too much? Or might this just be one to consider? So far my thought-experiments turn out pretty positive, but hey, that might be author's bias.
Looking forward to your thoughts,
Matthias
PS: if someone beat me to the punch on this, I'd appreciate (a) link(s) to it!