Prof_Oatfield
Prof. Oatfield
- 24
- Posts
- 4
- Years
- Portugal
- Seen Jul 13, 2024
Hello, all.
I have had a bunch of ideas for alternative mechanics and ROM hacks over the years, and I think I am finally trying to put them to practice.
I am still unsure about a few of them, though. It's that type of thing that sounds cool the first time you think about it, but perhaps it only sounds cool to you, and it would be nice to work on something that other people also enjoy.
I would like to hear your thoughts on any of the following topics.
Levels
These are, many times, poorly used. Should level caps exist? What is the best level curve to follow? Also, should learnsets and evolutions be adjusted (like Pyrite does)?
I have been thinking more and more on an alternative mechanic. Have all Pokémon set to level 50 stats (the closest to the species' base stats). Then, either remove levels from the game entirely, or keep them on a smaller but rewarding scale. For the former, there must be alternative mechanisms to evolve and learn new moves (unlocked with badges, for example). For the latter, think of Pokémon going from levels 1 to 15, or so, and every level being meaningful. Example: Caterpie starts at level 1, evolves at levels 2 and 3. Butterfree learns a new move every level, from 3 onward. Starters could evolve at levels 5 and 10. Pseudo-legendaries at levels 6 and 12, or so.
IVs and EVs
If following the new level up mechanics above, these could either be removed entirely, or kept as a small bonus to incentivize training (ex: perfect IVs at level 15, zero IVs at level 1).
If you are fond of EVs, how do you feel about simplifying them? Instead of going from 0 to 252, these could go from 0 to 3 (think of them more like stars rather than points). 1 star = 84 EVs, 2 stars = 168 EVs, 3 stars = 252 EVs. You would unlock these after some meaningful event.
I suggest this because, honestly, 99% of the time people do not care for all the in-between possibilities you are offered. Most spreads are 252+252+4.
An alternative for EVs is to go back to Stat Experience (Gens I and II), but done differently. You gain experience in attacking stats every time you attack, experience in speed every time you outspeed the opponent, and experience in defenses every time you take a hit, for example. You no longer have to learn which Pokémon gives you what; training depends on what you do.
Moves
I haven't thought this through completely, yet, but I have been thinking about a move upgrade system. Like starting out with basic moves (Tackle, Scratch, Punch, Ember, Water Gun) that you can upgrade with items, levels or some other means (Tackle into Body Slam for a Normal upgrade, or Flame Charge for a Fire upgrade, or Spark for an Electric upgrade; Punch into Mach Punch for a Fighting upgrade, Fire Punch for a Fire upgrade, etc.). Not sure this would make much a difference in the end.
Move rebalancing. I feel like some people talk about rebalancing underused Pokémon a lot, but not enough about rebalancing underused moves.
Some moves deserve a Move+ version. Imagine an upgraded Aurora Beam that has a 50% or 100% chance to reduce Attack. Despite its 60 Power, it is now a more tempting and strategic choice over the ubiquitous Ice Beam or Blizzard.
PP and Stamina
This is another mechanic that I think deserves a revisit. I really do not like it when battles boil down to a single over-powered Pokémon taking down (or defending against) the opponent's whole team. As such, I propose an Energy/Stamina system. Have Pokémon tire the more they stay in battle.
This can be easily achieved by reducing PP (and restoring when appropriate, for free), or implementing something like Mana in other RPGs (I even came up with a formula to calculate stamina for each Pokémon based on its base stats).
The Energy thing deviates from traditional Pokémon a little, but could open up for creative thinking (e.g., using a powered-down version of a move because you do not have enough energy).
Stat Stages
Another measure against overuse of setups.
I feel like stat raises/decreases should be more drastic (e.g., Growl/Howl lowers/increases Attack by 2 stages, Charm/Swords Dance by 3 or 4, etc.).
In return, stat changes should decay by 1 after every turn, gravitating back to neutral.
Alternatively, they should have less of an effect in battle. Cap it at 2 or 3 stages, instead of 6.
Others
I have more ideas, regarding new rules for Gym battles and such, but this post is long as it is. Let me know if you are interested.
I am looking forward to hearing your thoughts.
I have had a bunch of ideas for alternative mechanics and ROM hacks over the years, and I think I am finally trying to put them to practice.
I am still unsure about a few of them, though. It's that type of thing that sounds cool the first time you think about it, but perhaps it only sounds cool to you, and it would be nice to work on something that other people also enjoy.
I would like to hear your thoughts on any of the following topics.
Levels
These are, many times, poorly used. Should level caps exist? What is the best level curve to follow? Also, should learnsets and evolutions be adjusted (like Pyrite does)?
I have been thinking more and more on an alternative mechanic. Have all Pokémon set to level 50 stats (the closest to the species' base stats). Then, either remove levels from the game entirely, or keep them on a smaller but rewarding scale. For the former, there must be alternative mechanisms to evolve and learn new moves (unlocked with badges, for example). For the latter, think of Pokémon going from levels 1 to 15, or so, and every level being meaningful. Example: Caterpie starts at level 1, evolves at levels 2 and 3. Butterfree learns a new move every level, from 3 onward. Starters could evolve at levels 5 and 10. Pseudo-legendaries at levels 6 and 12, or so.
IVs and EVs
If following the new level up mechanics above, these could either be removed entirely, or kept as a small bonus to incentivize training (ex: perfect IVs at level 15, zero IVs at level 1).
If you are fond of EVs, how do you feel about simplifying them? Instead of going from 0 to 252, these could go from 0 to 3 (think of them more like stars rather than points). 1 star = 84 EVs, 2 stars = 168 EVs, 3 stars = 252 EVs. You would unlock these after some meaningful event.
I suggest this because, honestly, 99% of the time people do not care for all the in-between possibilities you are offered. Most spreads are 252+252+4.
An alternative for EVs is to go back to Stat Experience (Gens I and II), but done differently. You gain experience in attacking stats every time you attack, experience in speed every time you outspeed the opponent, and experience in defenses every time you take a hit, for example. You no longer have to learn which Pokémon gives you what; training depends on what you do.
Moves
I haven't thought this through completely, yet, but I have been thinking about a move upgrade system. Like starting out with basic moves (Tackle, Scratch, Punch, Ember, Water Gun) that you can upgrade with items, levels or some other means (Tackle into Body Slam for a Normal upgrade, or Flame Charge for a Fire upgrade, or Spark for an Electric upgrade; Punch into Mach Punch for a Fighting upgrade, Fire Punch for a Fire upgrade, etc.). Not sure this would make much a difference in the end.
Move rebalancing. I feel like some people talk about rebalancing underused Pokémon a lot, but not enough about rebalancing underused moves.
Some moves deserve a Move+ version. Imagine an upgraded Aurora Beam that has a 50% or 100% chance to reduce Attack. Despite its 60 Power, it is now a more tempting and strategic choice over the ubiquitous Ice Beam or Blizzard.
PP and Stamina
This is another mechanic that I think deserves a revisit. I really do not like it when battles boil down to a single over-powered Pokémon taking down (or defending against) the opponent's whole team. As such, I propose an Energy/Stamina system. Have Pokémon tire the more they stay in battle.
This can be easily achieved by reducing PP (and restoring when appropriate, for free), or implementing something like Mana in other RPGs (I even came up with a formula to calculate stamina for each Pokémon based on its base stats).
The Energy thing deviates from traditional Pokémon a little, but could open up for creative thinking (e.g., using a powered-down version of a move because you do not have enough energy).
Stat Stages
Another measure against overuse of setups.
I feel like stat raises/decreases should be more drastic (e.g., Growl/Howl lowers/increases Attack by 2 stages, Charm/Swords Dance by 3 or 4, etc.).
In return, stat changes should decay by 1 after every turn, gravitating back to neutral.
Alternatively, they should have less of an effect in battle. Cap it at 2 or 3 stages, instead of 6.
Others
I have more ideas, regarding new rules for Gym battles and such, but this post is long as it is. Let me know if you are interested.
I am looking forward to hearing your thoughts.