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- Seen May 17, 2023
I've been working on my game's battle system rules,
I would love any ideas/ suggestions.
basically, I'm trying to prevent problems in the current pokemon battle system:
1. Sweeping
the fact that you can boost up 6 times, and sweep the foe's entire team.
I remember beating Gardenia's Roselia with a Budew using Absorb (!), by simply boosting up first.
> I can limit stat modifiers to x3 (it's normally x4 when you have +6)
> I can force a switch if you faint 3 foes in a raw
> I can make both sides attack at once (but then Speed is meaningless)
2. Non- Offensive moves
they're not as good as offensive ones.
players just delete them/ ignore them. most of them are too situational / only useful in longer battles.
trainers use them randomly- with no logic, which gives the player easy wins, and makes all trainers in the game look incompetent.
> I can play with the damage formula, to make battles longer (with visible pokemon like Let's Go, so there are less wild battles)
> I can make them inflict damage / heal HP, on top of their effect. so you can kill a weak wild pokemon with Growl, etc.
> I can lower the PP of strong moves, so people would use Leer to save PP, or Growl to waste the foe's PP. (that sounds annoying though)
> I can add 1 extra move slot, which can only have non-offensive moves.
3. Switching
It's kinda broken. it's half the strategy in any competitive battle.
trainers don't switch / rarely do, which puts them at a huge disadvantage. no AI can do this well anyway.
> I can give more EXP when the foe has a type advantage/ when you don't use a super effective move to win
- to make players play more dangerously / swap out less.
> I can give some trainers 2 pokemon which cover each other's weaknesses. they can randomly swap between them.
> I can lock a pokemon for 5 turns after it swaps out. so you can't always use the pokemon super-effective on the foe.
I would love any ideas/ suggestions.
basically, I'm trying to prevent problems in the current pokemon battle system:
1. Sweeping
the fact that you can boost up 6 times, and sweep the foe's entire team.
I remember beating Gardenia's Roselia with a Budew using Absorb (!), by simply boosting up first.
> I can limit stat modifiers to x3 (it's normally x4 when you have +6)
> I can force a switch if you faint 3 foes in a raw
> I can make both sides attack at once (but then Speed is meaningless)
2. Non- Offensive moves
they're not as good as offensive ones.
players just delete them/ ignore them. most of them are too situational / only useful in longer battles.
trainers use them randomly- with no logic, which gives the player easy wins, and makes all trainers in the game look incompetent.
> I can play with the damage formula, to make battles longer (with visible pokemon like Let's Go, so there are less wild battles)
> I can make them inflict damage / heal HP, on top of their effect. so you can kill a weak wild pokemon with Growl, etc.
> I can lower the PP of strong moves, so people would use Leer to save PP, or Growl to waste the foe's PP. (that sounds annoying though)
> I can add 1 extra move slot, which can only have non-offensive moves.
3. Switching
It's kinda broken. it's half the strategy in any competitive battle.
trainers don't switch / rarely do, which puts them at a huge disadvantage. no AI can do this well anyway.
> I can give more EXP when the foe has a type advantage/ when you don't use a super effective move to win
- to make players play more dangerously / swap out less.
> I can give some trainers 2 pokemon which cover each other's weaknesses. they can randomly swap between them.
> I can lock a pokemon for 5 turns after it swaps out. so you can't always use the pokemon super-effective on the foe.