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Encounters

Discussion in 'Trainer's Court' started by ChainReaction01, Oct 17, 2010.

  1. ChainReaction01

    ChainReaction01 Angry about Outer Heavens

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    Yeah, I imagine the Trainer stats would be pretty much set. Perhaps there could be a stat system that allows you to add points to certain skills (say, you could upgrade your Trainer's Move or Health, etc) but the simplest thing would be to say:

    Trainer Character
    3 Move
    100 Health
    50 DEF/Sp.Def

    Something like that.

    Also, I've been thinking about the Jump stuff, and I reckon Kanga's right. It could get really complicated for no real reason. So here's my updated proposal: Pokemon cannot jump, they have to use ramps to get to higher planes. This allows for strategy in that you have to hold the ramps as opposed to guard the entire freaking mountain. However, you could give Trainers a Jump stat, giving them a unique power.

    Actually, now I like that Trainer level up idea. Say that every Trainer starts off with roughly the stats above, and every time you rank up you can level up either Move, Health, Defences, or Jump.

    Thoughts?
     
  2. GliscorMan

    GliscorMan URPG!

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    Eh, it seems like a cool idea, but that would get way complicated way fast. The set you came up with looks good. Ramps would also be the smartest choice.
     
  3. Neonsands

    Neonsands Iron From Ice

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    I like everything that you have done so far, but being able to level up your move may be too much. It would at least have to be regulated to stop at a certain point because I could see people just easily evading everything because they have all of their points in movement. As much as I want to see people move across the entire map, perhaps it isn't the best call.
     
  4. ChainReaction01

    ChainReaction01 Angry about Outer Heavens

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    Good points. Perhaps we just stick with a set Trainer stat sheet. And yeah, the only Actions Trainers would be able to perform would be using items and returning / summoning Pokemon. Incidentally, I don't think we should force players to have a Pokemon out at all times. If they don't want to then that's their choice (just a side note).

    Anyway, I've been thinking about some of the stuff said on the first page (about fish Pokemon being limited to water tiles and kanga's idea of bridge items). Perhaps we could implement a shop that sells tile-changing items. Like, the current tiles are grass, water, lava, and chasm/acid/Flying-Pokemon-Only tiles. Perhaps the shop could sell, say, a Shovel that you can use a certain amount of times to turn grass tiles into water tiles, and maybe a mini-bridge or floatation device or something that does the opposite.

    We could even extend this to the lava tiles (perhaps), but the "death" tiles need to be left alone imo.
     
  5. Coasting Wingull

    Coasting Wingull I'm back

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    I think water pokemon should be able to travel from one section of water tiles on one side of the map, to other water tiles on the other. Kinda like in Clue where theres secret passages leading to other rooms. The pokemon that did this that turn though would not be able to attack that turn though.
     
  6. kanga

    kanga New Member

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    Ok i Love the whole Trainer stuff. Don't think that trainers should be able to jump either only use ramps. Also good disision over the whole level them up idea to complicated and excels people more on those that do more or have more money then those with skills in things like tactics.

    Wingull did you see the post about bridges? the whole idea of that would be basically as if you just say teleported.

    1. use bridge
    2. where to
    3. bridge made
    4. cross
    5. bridge disapears or bridge stays for other to use enamy and ally alike

    All of this happens in one turn.
     
    Last edited: Oct 21, 2010
  7. evanfardreamer

    evanfardreamer Trainer Ordinaire

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    I'm admittedly a little worried, looking at all this stuff; while you did a great job assembling it, it looks to be leaning towards something along the lines of D&D, where combat is the most robust part of the system. A lot of the Missions ideas I'd seen, or had, focus a lot more on things going on than climactic battles; and while they have their place, I can't help but think added complexity there might rob some of it from our other areas that could use it.

    And I think HKim would be sad if we didn't get to use the Anime-style battles he so wanted to see :)
     
  8. HKim

    HKim Head of the URPG

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    There has been some question if I would approve of this method despite it being different than the original anime-based battle method I had originally envisioned.

    The answer is: Yes.

    I think this is an awesome idea. Not only because it's creative and unique, but also because it takes something we are all fans us (a grid battling system) and applies it to Pokemon.

    It's good that we have an idea that is a consolidation of all our efforts and thoughts, rather than basing it off of one person. This is a team effort and we would not be at this point in time without all of you. Your work, and your creativity, have brought us this far and I have no doubt we can move forward and finish this work and create a wonderful and fun experience.

    So let's move forward with this and create a system we can all be proud of!
     
  9. ChainReaction01

    ChainReaction01 Angry about Outer Heavens

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    I've been thinking about what Pidge said in the testing thread, about how there isn't really any motivation behind moving to attack. Under the current system, it's much safer (and potentially effective) to just sit in your spawn area and buff your stats up to unbelievable levels. So I've come up with a couple of ideas to combat this, although in general each Mission Designer should be looking for ways to encourage Players to move forward in encounters on their own, be it time limits, an escort mission, whatever. That's just good game design theory. Anyway, here are my two ideas:

    Idea One: Buff Limits. Stat increases could be limited in one of two ways - either the increase max is limited to like 2 or 3 as opposed to the usual 6. Other possibility is that we only allow one buffing move to be active at one time - for example if Infernape uses Nasty Plot and then Swords Dance the next turn, it'll lose the Nasty Plot buff. Now, I'm not sure if either of those should be implemented, it's just an idea to keep in mind in case we need them later on.

    Idea Two: Objectives. While this can also mean Encounter Objectives like the ones I mentioned above, in this case I'm talking about little objects that can be strategically placed on the Encounter grid that give both teams a reason to move forward instead of hide. Here are a few I've come up with (and don't worry, I'll clean up the visuals later, these are just proof-of-concept):

    Treasure Patch - [​IMG]
    Treasure Patches could offer a chance of a reward, for example when a Pokemon steps on the Patch there is a 10% chance of them finding an item, like a Potion or something. This reflects the hidden items in the Pokemon games, and since they're one-use only the Party would rush to get them before the enemy Pokemon. Important Note - these wouldn't be placed in Optional Encounters (aka ones that don't matter to the Mission story) because these Encounters aren't supposed to be rewarding.

    Power Berry - [​IMG]
    Power Berries offer one-use boosts, and can come in a variety of colours (I'll put them up later) with each colour giving a different boost, like the red ones give a 20% raw damage boost on your next attack, the blue ones with a 2 square range increase, the yellow ones a 30% accuracy increase on your next attack, etc etc etc. These are also one use and can be dangerous if handled properly (Zap Cannon at 80% accuracy and a range of 4 squares in a row would be absolutely devastating.). I'll put up more in-depth details about the way these change the way the range works later, again, this is just proof-of-concept.

    Strategy Point - [​IMG]
    Strategy Points are much the same as Power Berries, they offer a particular stat boost. However, unlike Power Berries, they always stay on the map. They can be captured by placing a Pokemon next to it and choosing to capture it instead of using a move. Once captured, the flag provides the given bonus to all allied units within its range, I'm thinking a 3x3 grid with the Point in the centre. Of course, Points can be captured and re-captured, once they've been done once doesn't lock them down.

    So, what do you guys think, about both of these ideas? I'll put up a more detailed list (and better pictures) of all objectives later, I'm trying to finish off the Trial Mission planning right now (signups should be open sometime tomorrow). In particular, I'd like some discussion about the Buff Limits one, because personally I can see how it might be good but I don't think I'd like it very much as a Trainer.
     
  10. kanga

    kanga New Member

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    perhaps for boost neither of those ideas at the top but perhaps more of a turn idea maybe you use say swords dance and it boosts your attack that boost might only be effective for say 2-turns and after teh 2nd or 3rd turn it disapears this would stop people from completly bulking up as by the time they have 2 or 3 boosts they start to lose them. just an idea but i kinda like it and its simple. also loving the other ideas that you have. perhaps on the strategy point we have it so the person with the most pokemon in the 3x3 sqaure has the choice to capture the point this gives an extra incentive to kill your opponents other then that great ideas.
     
  11. GliscorMan

    GliscorMan URPG!

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    I seriously don't like the buff limit, and wouldn't it be better to have a plot objective in this? Like you need to get past these guards so you can sabotage the computer. If they get to the alarm, you loose. That kind of thing. Although the treasure patch is a good idea.
     
  12. ChainReaction01

    ChainReaction01 Angry about Outer Heavens

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    Yes, in general plot objectives will be used, but that's up to the mission designer. There can't be mission objectives in every Encounter, and these items give an example of how the Encounter can be controlled by the DM without tacking on extra story-based stuff.

    And I like the time-limit idea, Kanga. Say each boosting move that raises you above a multiplier of 1 lasts for three turns before wearing off. And if you further raise that stat, then one turn is added to the timer. For example (only posted the stuff that pertains to the example):

    Vaporeon is sent out. (DEF Multiplier = 0) (Time Limit N/A)
    Vaporeon is hit by Screech. (DEF Multiplier = -2) (Time Limit N/A because debuffs don't have a time limit)
    END OF TURN
    Vaporeon uses Acid Armour. (DEF Multiplier = 0) (Time Limit N/A because the buff cancels out the debuff)
    END OF TURN
    Vaporeon uses Acid Armour. (DEF Multiplier = 2) (Time Limit 3 Turns)
    END OF TURN (Time Limit decrements by one)
    Vaporeon uses Acid Armour. (DEF Multiplier = 3) (Time Limit 3 Turns because increased stat raising adds only one turn to the limit)
    END OF TURN (Time Limit decrements by one)

    If you do it any other way, like tracking each individual raise, things could get very messy very quickly and mistakes would be easy to make, so I think this system is a fair compromise. Also, the only other thing is perhaps the Time Limit should be raised to four, but that's up to discussion.

    Lastly, I also like your idea about the majority of Pokemon in the area of effect having control, but then that point might become like an unassailable fort. For example, imagine four Snorlax in a 50% DEF/SDEF area. If there aren't enough Trainers to cover them mon-by-mon, the Snorlax would be invincible. If we make it a simple "touch the flag" option (i.e. choose between that and attacking) then it adds tactical depth, i.e. "Is it worth potentially sacrificing my Sandslash to negate the Points' effects? Or would it be better to just attack?"
     
  13. kanga

    kanga New Member

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    ok sounds goo lets keep the touch the flag option and increase the time limit to 4