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Battle Systems next step (My opinion)

  • 28
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    11
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    • Seen Aug 30, 2023
    (If this is in the wrong forum, please move it or redirect me to the area where this thread would belong. Thank you :D.)

    Ahhhhhh the good ole battle between the turn based vs real time battlers. Turn based battlers continue to cling on to the old system, while real-time battlers (who continue to watch the anime and say "why not me?") try to push for super smash bros. meets pokemon with 700 characters to choose from. But what if there was a solution to keep turn based battling, but tweak/add stuff to the battling system to enhance it (like they pretty much do in every generation).

    (Note: This is just my idea, and not an idea rumored for any future games to come so if you don't like it, don't worry :D.)


    My idea is actually split into 2 parts so i will start off with the first idea: Dodging

    Back in either the 4th or 5th gen (i don't remember if this was implemented in 4th gen games or not) they changed the event where an attack is missed to the pokemon "avoids" the attack. Even though this made a ton of sense to implement, it still didn't calm down some of the anime game haters. They watch the anime and see ash call out and say "dodge it" and they are all like "I am like champion of 5 pokemon leagues and ash is champion of 0 and he can tell his pokemon to dodge and not me?!?!?!?!!?" Then they want pikachu to aim for rhydon's horn to avoid the ineffectiveness of electric on ground types, but then it just gets stupid. Anyway, in the game we can't tell a pokemon to dodge it, so how can we implement it without ruining the battle system? Here is my idea :).

    Since pokemon has gone 3d now, i believe this could be implemented. Let's say there are 2-3 spots on each side of the battle field of where a pokemon can move. The one would be the pokemon currently stands on, and then there would be 1-2 other spots he can move to. During the time when you pick your move, you also get to pick if you stay, or move to one of the other spots on the field. It seems like this turns thunderbolt from 100% chance of hitting to 33-50% without even using a smokescreen or sand-attack, but there is more ;). Now let's add speed into the equation. My next idea to add on this would be the combination of the speed of the pokemon and the speed of the move being a factor into the equation of dodging. Lets say a max speed ev'd Garchomp uses giga impact on a snorlax.....That should probably hit before snorlax gets a chance to move right? Exactly. This is where speed comes into play. A certain formula would have to be implemented into the battle system to do this properly. I don't have that equation that will make it work, but it needs to include the variables x y and z, with x being the pokemons speed stat, y being the moves speed stat and z being the opposing pokemon's speed stat. Sooooo an example of this would be something like this:

    1/2xy
    ____
    z

    if answer is >1 then attack is faster. if answer is <1 attack is slower
    If attack is faster, it has a like a 90-95% chance of hitting. If attack is slower, it has like a 10% chance of hitting.


    Obviously that equation would only work if the possible maximun x stat = possible maximum y stat so it would make the equation just the average of the two divided by z.

    However, this equation would not work because slower pokemon would almost NEVER hit and would get hit pretty much EVERY time. That is where the correct formula would come into play. The move the pokemon uses would have to account for more of the speed then the pokemon's speed itself, but the speed of both the attacking and opposing pokemon should come into play somewhat.

    (Note: If you do want to criticize this idea, don't criticize for the equations or how many spots a pokemon can "jump to because i'm just using examples for a company of super smart people that know more about the battle system then anybody *cough* Gamefreak *cough* Nintendo *cough* to actually produce an almost perfect equation and # of spots or whatever.)

    Last tweak needed to be fixed to make this work are ground type moves and 1-hit KO moves, and 2 turn moves. I'm guessing 1-hit KO moves would be super fast, but super inaccurate to maintain there 30% chance of hitting. For ground type moves (earthquake is the one that comes to my mind) is a problem. The simple solution is to make earthquake not destroy the ground of the entire area of the player, but only one specific spot on the field. For 2 turn moves like dig fly and bounce (aka moves where for 1 of the 2 turns, you can't get hit...unless you use magnitude for dig, or thunder for fly...you get it :D) These moves would still do the same thing.

    ex: fly on first turn you would fly into the air second turn you would fly downward and attack.

    You could still dodge before flying up into the air for the first turn, but on the second turn you would not have the option to dodge.

    For moves like razor wind, and solar beam where you charge up on the first turn before using it, you can dodge on the move you charge up, but on the move that you use your attack you can't dodge. For moves like frenzy plant, and hyper beam, you can dodge on the move that you use it but can't dodge on the second turn for the recharge.

    All in all, this is just a general idea that would need tweaking to even be considered into a game.


    My second idea has to do with getting rid of leveling, but keeping base stats, stat increases by battling and training, and ev's (pokemon would only evolve by happiness in either day night, or would matter, or they would evolve by stone) but i just decided to let one idea get criticized to death first before i type out another.


    So, what do you guys think about this? Is this a good idea? Is it really dumb and i should just leave now? No just no? Yes, no, maybe? Comment and thanks guys!
     
    Tl;dr, but I'm not against the idea of using algorithms to incorporate more elements from the anime.
     
    STSplashy said:
    Since pokemon has gone 3d now, i believe this could be implemented. Let's say there are 2-3 spots on each side of the battle field of where a pokemon can move. The one would be the pokemon currently stands on, and then there would be 1-2 other spots he can move to. During the time when you pick your move, you also get to pick if you stay, or move to one of the other spots on the field.
    I remember having the exact same idea at one point, in regards to the 1-2 spots thing. Except I was thinking how the amount of spaces you have to pick from could be based off an evasion stat, and the number of squares your attack hits is affected by an accuracy stat. (I probably subconsciously absorbed this from some other rpg game, dunno.)

    I feel as though this would be better suited for a sidegame or even a fan game than the actual pokemon main series... a dodging system would be the type of new mechanic that would frustrate a lot of players.
     
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