Maruno
Lead Dev of Pokémon Essentials
- 5,286
- Posts
- 17
- Years
- Seen May 3, 2024
I don't think I'm taking this out of context.If you're contsantly fighting the same trainer over, changing your moves to give you a better advantage, it's probably time to start trying something else (different mons or training) cuz the moveset isn't the problem.
If the problems a player faces when trying to defeat an opponent aren't because of the movesets of their Pokémon, then why bother giving them slightly quicker access to a slightly larger movepool in the first place? You said the movepool is limited to 7 (because more won't fit on the screen; 7 is just as arbitrary as 4, and less logical because 3 of them can't be used in any given battle despite being known), so in the end you're going to be playing around with TMs and Move Tutors anyway. Why bother with 7 in the first place?
When you mentioned the free switch-out when the opponent sends in a new Pokémon, I immediately recalled the option in the Options menu - the one with the "Set" and "Shift" options (which I spent ages not knowing what they meant). The point is, it's an option the player can choose for themselves. Forcing it on the player isn't as good, particularly if it's this half-baked attempt at shaking things up (a proper attempt would at least be a limitless movepool to fill with moves, but that's a GUI problem you didn't want to face).
You said you thought this might be practical, and if not then it was just a fun waste of time. ЩѻƦḽᶑʂḽдƴƹƦ and I think it isn't practical, but I for one agree that it's fun to think about changing something so fundamental. However, what usually happens in these cases is that all sorts of little niggles and quirks start showing themselves, and you end up having to deal with a lot of extra side-effects that you weren't expecting. We've mentioned some of them.
You're playing with code, and that's always a good thing. It's a good effort, albeit one that falls short of being a good alternative (in my view, at least).