Other Modules

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    • Seen Jul 15, 2021
    Most people are probably familiar with Lure Modules by now. Plug one into a PokéStop and the Pokémon come to you!

    But the Module system seems like it's meant for more that just this one item. So what other Modules do you think we'll be able to attach to PokéStops in the future?


    A couple ideas of my own:

    Lock Module - Plug it in and for a limited time this PokéStop can only be accessed by players on the same team as you. Now it's not just Gyms involved in the turf war!

    Heal Module - A soothing aura surrounds the PokéStop and heals all injured Pokémon within its range. Not instantaneously, but over time. Useful on Stops nearby a Gym you want to conquer.

    Training Module - Creates a field of energy that increases XP gains. This one might be OP, especially if it stacks with the Lucky Egg. May need some thought. Not sold on the name, either.

    Also, each PokéStop should only support one Module at a time. You'll have to wait for one to run out before using another.


    So what do you think? Any other ideas for new and useful Modules?
     
    I love the ideas you have for the healing and training models I would love to see those.

    Maybe some exclusive lures made for each team? Where certain pokemon spawn for them? Or Lures that spawn certain types?
     
    Certain type modules would be great I think! Though in gen one there's quite a small amount of some types (like ice). The xp lure would be nice because of easier leveling up but with lucky egg if both give 2X xp it's a bit overpowered... (you'd get 2000 xp/evolve and you can easily hoard some pidgeys, weedles etc. you can evolve with only 12 candy)
     
    The exp and heal modules sound really cool - gym battles next to PokéStops would start to get really intense as everyone piles onto it at once to use up the boosts and you could even have 'power modules' to boost damage in battles. I'd love to see new modules like this, they do feel a bit lacking right now as just spawn rate enhancers. As for the lock module I like that idea a bit less (it's not really fun for anyone?) but the general concept is cool haha.
     
    My thinking with the Lock Module was that it would add to the turf war thing the Gyms have already started. Like, a team could own all of the Gyms and all the Stops in an area. At least for a while. Modules do run out, after all.
    Plus, you could put it on a Stop near a Gym your team owns to prevent rival teams from putting a Heal Module on it.

    But I could definitely see how it's not as appealing as other Module effects could be.
     
    Locking people out of Stops can result in actual physical fighting. Unlike gyms where you can at least counter opponents taking over by participating in gym battles, how will you let anyone counteract a hard lock on content? A group of people are trying to obtain some items and you're just going to outright stop them from doing anything productive? Are you going to tell them to take a hike? "Sorry guys, these are our stops. You can go walk six blocks down to the next group of PokéStops. Hopefully no one will lock you out there! HEEHEE!"

    Where's the fun in that?

    In NYC I know there are numerous hotspots where hundreds or even thousands of people will gather on a nightly basis. To have a group of people lock out the rest, even for 30 minutes (and let's not even consider refreshing the modules upon expiration)? That's asking for straight trouble. People are going to be incredibly upset.
     
    I was going to say I actually like the idea of lock modules the most out of your list there.

    Sometimes the turf war gets a little out of hand, but I still think this would be pretty fun. I would hope that no one would camp out too long and lock a bunch of other people out of the stops... but well, we've seen how that goes so far. Maybe if it had a little more regulation on how often you could use them...

    I think some stops will be Poké Centers soon enough, so the healing lure might be a bit moot.
     
    Locking people out of Stops can result in actual physical fighting. Unlike gyms where you can at least counter opponents taking over by participating in gym battles, how will you let anyone counteract a hard lock on content? A group of people are trying to obtain some items and you're just going to outright stop them from doing anything productive? Are you going to tell them to take a hike? "Sorry guys, these are our stops. You can go walk six blocks down to the next group of PokéStops. Hopefully no one will lock you out there! HEEHEE!"

    Where's the fun in that?

    In NYC I know there are numerous hotspots where hundreds or even thousands of people will gather on a nightly basis. To have a group of people lock out the rest, even for 30 minutes (and let's not even consider refreshing the modules upon expiration)? That's asking for straight trouble. People are going to be incredibly upset.

    Good, yes. Valid criticism, thank you! I took a walk to think about it and came up with some possible fixes.

    Every player that attempts to access a locked Stop will reduce its remaining time by a certain amount. Say, thirty seconds, just for a placeholder number. But each player can only reduce the time once. In popular areas, the other two teams and any non-affiliated players will whittle that down in no time.

    Or, if that's not enough, it could be that players can attempt to access a locked Stop every five minutes, just like a normal, unlocked Stop. Each attempt would take off another 30 seconds.

    And finally, maybe using a Lock of your own could take off a bigger chunk of time. Say ten whole minutes, which would be a third of the overall lock time. Three people (or one person with three spare Modules) could instantly take it down.

    You're definitely right that there needs to be some way to "fight" a Lock. That would make the turf war aspect even more apparent. And maybe even more fun?
    What do you think, would any of these ideas balance things enough?

    (Another idea, which would only happen a little down the line, would be if you had a Rotom in your party it could possess the Lock and transfer it to your team for the remainder of its time.)

    I think some stops will be Poké Centers soon enough, so the healing lure might be a bit moot.

    Oh boy I hope not. If some of my few Stops get taken away to become Pokémon Centres that I won't have any use for I will be sad.
    It would be better to add new locations for Centres. Or Centres should act like Stops too. But please, please don't take any of my Stops away.

    But even so, Heal Modules could still work, in my opinion. Just like we have incense and lures. Redundancy isn't necessarily a bad thing.
     
    I would love the xp modules. Another idea I have would be modules that attract certain types of pokemon specifically
     
    Some modules I'd like to see would be a 'Refresh Module' which means the PokéStop cooldown is halved, an 'Egg Module' or 'Pokéball Module' etc which means you'll always get those items from the PokéStop whilst in use, a 'Type Module' which means a certain Pokémon type (you could define this when you activate it, excludes Dragon) would be more likely to appear at the module and an 'Incense Module' which would cost more than the others but give each player the Incense buff when they walk through the PokéStop (likely would only last ~5 mins but could be refreshed). What do you guys think of these ideas?
     
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