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- Seen May 6, 2020
So I've been popping in and out of this forum, posting one-off questions to lay the groundwork for my first game.
(obligatory shout out to how useful a resource this place seems to be)
I just want to do a once over to make sure that my general direction is a viable one that people will enjoy.
Brief overview:
Not a Nuzlocke, but I do want it to be a serious hindrance if your pokemon get knocked out. To accomplish this, I'm working with the premise that your character is operating outside the law, and thus pokemon centers and boxes won't heal your team. I am implementing a box system that the player can use to store pokemon, in case you revive them later (or to save them from overworld poison damage).
I have also selected wild pokemon that lean in a defensive direction, prioritizing moves that heal either HP or status, as well as suddenly useful abilities like pickup.
Resource management is going to be key
All these things together should make for a different kind of experience.
/overview
-----
My reach goal is to try and implement consequences for your mistakes. So If you make a dumb decision and fight someone that you shouldn't have... well... sad day for you.
So with that in mind, my questions to the community are:
*How much of an issue should PP be? Are PP problems always unfun? Should I distribute Ethers as if people will choose the same high-level moves as they would in other games (flamethrower), or should I give people incentive to keep some more of the weaker moves with high PP (ember)? I'm very strongly leaning toward the latter, since that's a brand new kind of experience for most people. Also, people could tackle this issue by keeping a team of more than 6 pokemon to spread the PP usage out. That works for me too.
*How should I handle a total party wipe? In a nuzlocke game, I guess the player can just go back to the last save? Well, that's not a consequence for failure, which means I may want something more drastic...
*... and If I want to do something drastic, I need to penalize people for constantly resetting. I think I have worked out a way for the game to do that, by having the game deduct some money from the player if they restart without having beaten a trainer since the last time the game was saved. Is this a reasonable way to enforce a penalty?
Thanks
(obligatory shout out to how useful a resource this place seems to be)
I just want to do a once over to make sure that my general direction is a viable one that people will enjoy.
Brief overview:
Not a Nuzlocke, but I do want it to be a serious hindrance if your pokemon get knocked out. To accomplish this, I'm working with the premise that your character is operating outside the law, and thus pokemon centers and boxes won't heal your team. I am implementing a box system that the player can use to store pokemon, in case you revive them later (or to save them from overworld poison damage).
I have also selected wild pokemon that lean in a defensive direction, prioritizing moves that heal either HP or status, as well as suddenly useful abilities like pickup.
Resource management is going to be key
All these things together should make for a different kind of experience.
/overview
-----
My reach goal is to try and implement consequences for your mistakes. So If you make a dumb decision and fight someone that you shouldn't have... well... sad day for you.
So with that in mind, my questions to the community are:
*How much of an issue should PP be? Are PP problems always unfun? Should I distribute Ethers as if people will choose the same high-level moves as they would in other games (flamethrower), or should I give people incentive to keep some more of the weaker moves with high PP (ember)? I'm very strongly leaning toward the latter, since that's a brand new kind of experience for most people. Also, people could tackle this issue by keeping a team of more than 6 pokemon to spread the PP usage out. That works for me too.
*How should I handle a total party wipe? In a nuzlocke game, I guess the player can just go back to the last save? Well, that's not a consequence for failure, which means I may want something more drastic...
*... and If I want to do something drastic, I need to penalize people for constantly resetting. I think I have worked out a way for the game to do that, by having the game deduct some money from the player if they restart without having beaten a trainer since the last time the game was saved. Is this a reasonable way to enforce a penalty?
Thanks
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