I say Defiantly get HotS as soon as you can so you can plan out Starmon around the new Units & Heroes in HotS, and more time to work out any patch issues that could arise from the new content. Plus who's not gonna get HotS Release day, I know that I'll be wanting the new Content ASAP for my own Projects and to enjoy the rich new Content.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Thanks, that list is definitely useful ;) Once I'm done setting up the new pokemon from the crapton of models I implemented, I'll get back to move creation.
And I guess we'll focus on keeping it in WoL then, even though I'd love to use some of the new models in the beta >.>
Screenshots aren't that great for showing moves >.> The fire and little sparkly things spin around, the fire changes from red to blue the higher it gets.
EDIT: You can't really make it out, but the user is one of the new starmon I added, Ice+ghost, using the Baby Lich model from WoW.
About psychic and flamethrower - How about I cut their accuracy down to 90ish, but increase their side effect chance?
Hey, sorry for not answering that idea, totally slipped by me >.>
Will definitely look into it. I don't really like how crazily low the catch rates for legendaries are, and you can't just not save and reload here. But its 4 AM, I should be asleep and not thinking of how to implement something like this :p will give a better reply tomorrow.
I've Liked most of Trieva's ideas until his "Hopefully this means you'll remove Psychic and Flamethrower" as there some of my and I'm sure others favorite moves because of there effectiveness.
I liked the Net Ball and other added pokeball types as I get certain types easier for the close to the cost of a regular pokeball. The mods seems like the same thing expect no Starmon type limit so either way is fine, tough I'd prefer The Net, Dusk, Master Pokeballs the mods work too.
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Hey Almaity i know this probably hasnt even been thought about, but could you also add Fossils, There only has to be 2, so we can choose 1 and make it so that its an item and then make a building that has a requirement that you have that item to give you the pokemon or something, I really hope you do I always loved those. If not its understandable too. :D
I have actually thought about fossils, but still need to talk about it with Zelda. Shouldn't be that hard, really. Hardest part would be finding the right models :/
About questy way to obtain pokemon - Sounds like a great idea, and we already thought about doing things like that for some of the random events (Find a wounded pokemon and bring it to the pokemon center, etc.) If you guys have more exact ideas, that would help :)
I also liked Flamethrower and Psychic a lot, which is why I want to keep these moves, but they'll either be nerfed or get better alternative so that they aren't overused.
About the pokeballs, I'll think about it. Keeping a combination of both probably. Also, Trieve, Ultra balls have a multiplier of 3 for the capture chance, the special balls had a multiplier of 4. Not that great of a difference, but still a difference....
Would definitely like to somehow improve capture rates over time, so that when you have a great party of pokemon already you'll have an easier time capturing pokemon.
Nice ideas for the events :) The second was one of my initial ideas as well, the others sound neat as well.
Catch rate increasing over turns is the Timer Balls specialty. I think we'll just increase the upper limit for that one, and increase the base multipliers of the other special balls (Ultra is 3, all other balls were 4. I think I'll make the special balls be something like 6 or so), plus have some way to increase your capture rate in general or something.
1. More accessible. The games I played offered them too far into the game or near the end when I've already caught most things or have ultra balls.
- I played Soul Silver with them and they were too late as I recall but they Fixed that in Black & White on NDS.
2. Are not ridiculously gimmicky. Mine do the job of increasing your catch rate. Lure balls are useless if I'm not interested in water types or don't have a decent rod to get something good. Timer balls were silly making you wait heaps of turns before becoming useful.
- Timer balls were a Complete waste IMO as it seem to work like a regular Pokeball no matter how long you were waiting, The rest I really liked as they made it possible to Catch E'm All without less than 50% HP in my experience.
- How they seemed gimmicky I don't get, there not just a different colored Pokeball they actually were quite effective at catching there said type. Net owned Grass,Bug and Water, Quick Ball was like a slightly Nerf'd Master Ball, ect. They made catching a lot more fun to me as anything better than a Pokeball was rare without cheats until those Pokeball types.
3. Effectiveness. I haven't used those other balls much but does it really make catching that much easier? Most pokemon could be caught with a pokeball if weakened enough.
- You didn't have to weaken them as much to Catch them which is why I Liked them so much.
I'm glad you also like Flamethrower and Psychic a lot, I look forward to your version of them hopefully not too Nerf'd for more Status change effect chance.
The Catch rate Multiplier sounds great, I hope you have a Master Ball too for the 100% HP 100% Chance of Catching.
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
A modifier of 5 sounds reasonable I guess. Can make the timer ball go a lot higher over a long period of time, so that you can use it mostly for those legendaries that take a hundred balls to catch usually.
The last of your special events sounds interesting, Trieva :) I like that one. The other sound pretty neat as well, will keep them in mind once we actually start implementing events (We more or less need the terrain and everything done for that so that we know how to set things up right)
Yea, late game battles in pokemon seemed to be over quite fast, usually taking 1 or 2 turns, unless you were going up against an enemy you couldn't do much against (Like dragons for me in B/W. Ended up using my lantern ghost thingy, Will-O-Wisp to weaken physical attacks (Crunch) and just kept shadowballing or buffing self if there were more pokemon in the trainers party)
I definitely want to draw battle out a bit more, could possibly make items defensive instead of offensive. Maybe even adjust the health formula to give more health later on (Maybe increase health by Level% ? Would double health at highest level, but be relatively ineffective early on, making the Metapod/Cocoony fights not insanely hard at the start)
As for flamethrower and psychic, would probably just cut their accuracy by 5-10% and increase the secondary effect chance by the same - This will make some of the other move more appealing as there won't be any more high damage 100% accuracy moves, and will make lower power moves more viable as well as those will more likely be at 100% accuracy.
@TheAlmaity: Go
Having flamethrower and psychic cut their accuracy by 5-10% and increase the secondary effect chance by the same sounds like a great idea, it makes them still feel like Power House moves. While all so allowing Status Change Effects to be more appealing if there 100% accuracy, sounds like an improvement now to me Getting me even more PUMPED UP! for your version.
I'm liking your catch rate multiplier, and better max level battles very much keep up all the AMAZING work.
@Trieva: Go
I'm looking forward to the type of gameplay more like the beginning of the adventure where you tried being crafty by doing a growl, attack, maybe leer, attack again, etc. I completely agree that was sadly lacking from the mid to end game, it was more about stacking High Damage attacks as it felt the growl/leer was the strongest de-buff.
They never had better versions like the attacks such as ThunderShock is the weaker version of Thunderbolt. The only Status Change effect that work like that I recall was the Poison moves Sludge Wave inflicts damage and has a 10% chance of poisoning the target, and the better move Sludge Bomb inflicts damage and has a 30% chance of poisoning the target.
I think improving Status Effect moves will make this way more Strategic and fun for mid to end game battling. The HP was all so the problem with end game battles so I'm very glad to Hear TheAlmaity that your tweaking higher level HP. I think making all Status Effects do Damage over Time would be good, not just burns and poisons. Frozen and Paralyze should decrease your HP somewhat I think by Hypothermia and Electric Shocks, loving this Thread for feedback and contributing ideas.
Rollback Post to RevisionRollBack
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
Thanks for the comments guys, helps a lot :) Sorry that I'm replying late, don't have much time this week as an IRL friend from Rome is spending a week in my city, so I'm not home that much, plus Mozared started terraining, which cuts into the time I have available to map (We can't work on it at the same time, since data and terrain are somewhat hard to transfer. We know how to, but can't be bothered to)
About the Timer Ball, what I thought was to give it a high max multplier, like 10-15 or so (Ultra Ball is 3) and have it reach that cap relatively slowly (Like 50 turns. Original Timer Ball had a multiplier of 1 for turns 1-9, 2 for 10-19, 3 for 20-29 and 4 for 30+. This one would slowly scale upwards to a very high multiplier, and it should pass the 4-5 multiplier most balls will have around turn 15-20, so that the others balls are useful as well)
And yea, I also like the "craftyness" of using all the stat mod moves in the lower levels. I tried using that in the end game, and it works relatively well. I mostly just use Gardevoir with Calm Mind, spam that and then just proceed to oneshot everything with psychic (Had a Gardevoir around level 48 in HG, went to the electric Kanto Gym (lvl 50+), which had mostly magnetons (Psychic is "not very effective). After a few calm minds, electric attacks dealt close to no damage and I oneshotted magnetons with psychic.) The health change will hopefully make moves like Baton Pass and U-Turn popular. U-Turn can be used as a sort of scout or initiate - Make your first starmon have it, see what your enemy has, hit it once and switch out for the best choice or just a tank. And Baton Pass would be more useful as you're going to have more time to stack those stat mods. I can already imagine a team with each starmon having Baton Pass and some stat up move, and then just constantly buffing and switching out when necessary, and the last starmon finally just mows down the enemy team because all its stats are crazy high.
It should also make my plan for ghosts more viable - Energy manipulation. Due to living longer, you'll need more energy, which means draining/damaging it is a lot more effective. (Combine a move that reduces energy by damage dealt with the baton pass strategy above (Inluding speed in upped stats) and it'll get deadly.)
I think that with some of the suggestions from earlier, like the switch-heal, we can have the equivalent of "control decks" in TCG games, as well as other types of decks like rush decks. (Control = You mess around for a long time, screwing over your opponent somehow to prevent him from killing you, and then you just unleash hell upon them and take them down quickly. Rush = KILL IT! KILL IT WITH FIRE! If that doesn't get the point across, its the equivalent of a 6pool - Win early or not at all.)
Also, I wouldn't make all status ailments deal damage. It just doesn't seem right. paralyze is already very dangerous, cutting your speed drastically and giving you a high chance to just waste a turn. Freeze is even worse, guaranteeing you can't do anything, and if I remember right it lasts longer than sleep. And making sleep deal damage is just illogical. I think the ailments are fine as they are, although poison could maybe use a buff because Burn just beats it with the physical damage debuff. (Maybe make poison increase energy spent? Or damage energy as well?)
Also, Trieva, there is no energy regen. Will probably add abilities and items that regen it though, like Leftovers and Photosynthesis. Using the formula I suggested (+1% per level) will make battles last twice as long at max level, so I think it should scale rather well before then, but it would require testing for mid game (levels 40-50)
Loving the way your thinking of setting it all up so far, I'd still like all Status Effects to do Damage over Time not just burns and poisons. Sleep already has one if you use Nightmare, what I thought odd is that paralyze and freeze don't. But if you want to leave it that way I guess I'm the only one who feels they should be DoT's.
The paralyze maybe could do Damage when you can get a move off while paralyzed, and freeze could give you better defense while damaging you each turn you remain frozen. That's how I see it being fair so your not always getting hurt while paralyzed, and all so makes freezing an opponent more of a tough choice if they had high defense.
My Projects:
Sorted Multiplayer Leader Board
Card Shuffle Dialog Demo
Air Wars Mass
Blizzard Fan since Starcraft. The Single Player story is AMAZING IMO, I can't wait for the Expansions. In Warcraft 3 I only enjoy the Custom Maps scene (& Blizzards...
@Trieva: Go
@DaFunk86: Go
I'm still don't really like the idea of making the ailments do damage. It just makes them more similar, and more importantly, deviates from the original games in a big way. The only ailment I would consider changing is poison, as it just seems like a weaker burn.
Timer balls should take some time to become really effective - Otherwise they make all other balls obsolete. I think 10-15 turns is reasonable (That's 3 times faster than in the actual games, plus they are weaker there). If it's already going to take a while to catch the pokemon, odds are that you'll need a couple of turns to actually damage it and put a status ailment on it, and you might even spend a turn or two buffing (sp.)defense so that your poke won't get taken out quickly. I think damaging over 2-3 turns and applying a status ailment over 1-2 turns (They usually don't have 100% accuracy) is reasonable. Considering stuff will have more health, you'll need an extra turn or two for the damage, and there's a good chance that your damage dealer doesn't have the right status move, so another turn is wasted on switching out, and you're already halfway through the time it takes for the timer ball to become really effective. Then you use some of the other special balls, and if you haven't caught the thing after a couple of turns, timer balls are finally effective and keep increasing in effectiveness after that (I'd maybe cap its multiplier at like 10 or 15, gotten over 40-50 turns)
Also, I haven't done much work on the map recently. I'll try and do more in the coming days and probably post some more screenies or throw something else up for discussion as I make it.
The energy system is quite simple. You have 100 energy (per pokemon), moves cost energy (I usually give them costs that allow you to use them twice as much as in the original games. Moves with 25 PP got a cost of 2, moves with 10 PP got either 4 or 5 energy cost, etc.)
Energy is restored the same way as health: Poke center or items, possibly even an energy restoring move or ability.
No energy to use a move = struggle.
Immunity is already in, thick fat sounds interesting, will probably be adding that. Probably gonna use it on the snorlax equivalent.
Well, we aren't remaking any of the original stories. We're probably going to use some similar concepts (Starting at the poke lab, wanting to become the champion, etc.), but as I already said, there's only 1 city, no gyms (Gym leaders exist as sort of "milestone" trainers in the Arena, dunno what to name them yet. Champions maybe.)
We're also considering making the story less 2-year-old-kid friendly, partially due to the karma system we want to add.
Haven't actually thought about the players family, or even house, yet :p
@TheAlmaity: Go
I say Defiantly get HotS as soon as you can so you can plan out Starmon around the new Units & Heroes in HotS, and more time to work out any patch issues that could arise from the new content. Plus who's not gonna get HotS Release day, I know that I'll be wanting the new Content ASAP for my own Projects and to enjoy the rich new Content.
@Trieva: Go
Thanks, that list is definitely useful ;) Once I'm done setting up the new pokemon from the crapton of models I implemented, I'll get back to move creation.
And I guess we'll focus on keeping it in WoL then, even though I'd love to use some of the new models in the beta >.>
Draco meteor - 120 power. Lowers users special attack by 1 stage
Added dragon dance for now :)
Screenshots aren't that great for showing moves >.> The fire and little sparkly things spin around, the fire changes from red to blue the higher it gets.
EDIT: You can't really make it out, but the user is one of the new starmon I added, Ice+ghost, using the Baby Lich model from WoW.
About psychic and flamethrower - How about I cut their accuracy down to 90ish, but increase their side effect chance?
@TheAlmaity: Go
Mors -> Mortem -> Mortessus (Latin ish) for the lich evolotion?
@SheogorathSC: Go
Thanks :) There ya go.
@Trieva: Go
I'll probably add them but tweak them the same way, simply so that I still have the original moves.
@Trieva: Go
Hey, sorry for not answering that idea, totally slipped by me >.>
Will definitely look into it. I don't really like how crazily low the catch rates for legendaries are, and you can't just not save and reload here. But its 4 AM, I should be asleep and not thinking of how to implement something like this :p will give a better reply tomorrow.
@TheAlmaity: Go
I've Liked most of Trieva's ideas until his "Hopefully this means you'll remove Psychic and Flamethrower" as there some of my and I'm sure others favorite moves because of there effectiveness.
I liked the Net Ball and other added pokeball types as I get certain types easier for the close to the cost of a regular pokeball. The mods seems like the same thing expect no Starmon type limit so either way is fine, tough I'd prefer The Net, Dusk, Master Pokeballs the mods work too.
Hey Almaity i know this probably hasnt even been thought about, but could you also add Fossils, There only has to be 2, so we can choose 1 and make it so that its an item and then make a building that has a requirement that you have that item to give you the pokemon or something, I really hope you do I always loved those. If not its understandable too. :D
@Trieva: Go @Taintedwisp: Go
I have actually thought about fossils, but still need to talk about it with Zelda. Shouldn't be that hard, really. Hardest part would be finding the right models :/
About questy way to obtain pokemon - Sounds like a great idea, and we already thought about doing things like that for some of the random events (Find a wounded pokemon and bring it to the pokemon center, etc.) If you guys have more exact ideas, that would help :)
I also liked Flamethrower and Psychic a lot, which is why I want to keep these moves, but they'll either be nerfed or get better alternative so that they aren't overused.
About the pokeballs, I'll think about it. Keeping a combination of both probably. Also, Trieve, Ultra balls have a multiplier of 3 for the capture chance, the special balls had a multiplier of 4. Not that great of a difference, but still a difference....
Would definitely like to somehow improve capture rates over time, so that when you have a great party of pokemon already you'll have an easier time capturing pokemon.
@Trieva: Go
Nice ideas for the events :) The second was one of my initial ideas as well, the others sound neat as well.
Catch rate increasing over turns is the Timer Balls specialty. I think we'll just increase the upper limit for that one, and increase the base multipliers of the other special balls (Ultra is 3, all other balls were 4. I think I'll make the special balls be something like 6 or so), plus have some way to increase your capture rate in general or something.
First terrain update went out today. If you bug maity enough you may get a sneak peek at the choose-your-starter lab.
@Trieva: Go
1. More accessible. The games I played offered them too far into the game or near the end when I've already caught most things or have ultra balls.
- I played Soul Silver with them and they were too late as I recall but they Fixed that in Black & White on NDS.
2. Are not ridiculously gimmicky. Mine do the job of increasing your catch rate. Lure balls are useless if I'm not interested in water types or don't have a decent rod to get something good. Timer balls were silly making you wait heaps of turns before becoming useful.
- Timer balls were a Complete waste IMO as it seem to work like a regular Pokeball no matter how long you were waiting, The rest I really liked as they made it possible to Catch E'm All without less than 50% HP in my experience.
- How they seemed gimmicky I don't get, there not just a different colored Pokeball they actually were quite effective at catching there said type. Net owned Grass,Bug and Water, Quick Ball was like a slightly Nerf'd Master Ball, ect. They made catching a lot more fun to me as anything better than a Pokeball was rare without cheats until those Pokeball types.
3. Effectiveness. I haven't used those other balls much but does it really make catching that much easier? Most pokemon could be caught with a pokeball if weakened enough.
- You didn't have to weaken them as much to Catch them which is why I Liked them so much.
@TheAlmaity: Go
I'm glad you also like Flamethrower and Psychic a lot, I look forward to your version of them hopefully not too Nerf'd for more Status change effect chance. The Catch rate Multiplier sounds great, I hope you have a Master Ball too for the 100% HP 100% Chance of Catching.
@DaFunk86: Go @Trieva: Go
A modifier of 5 sounds reasonable I guess. Can make the timer ball go a lot higher over a long period of time, so that you can use it mostly for those legendaries that take a hundred balls to catch usually.
The last of your special events sounds interesting, Trieva :) I like that one. The other sound pretty neat as well, will keep them in mind once we actually start implementing events (We more or less need the terrain and everything done for that so that we know how to set things up right)
Yea, late game battles in pokemon seemed to be over quite fast, usually taking 1 or 2 turns, unless you were going up against an enemy you couldn't do much against (Like dragons for me in B/W. Ended up using my lantern ghost thingy, Will-O-Wisp to weaken physical attacks (Crunch) and just kept shadowballing or buffing self if there were more pokemon in the trainers party)
I definitely want to draw battle out a bit more, could possibly make items defensive instead of offensive. Maybe even adjust the health formula to give more health later on (Maybe increase health by Level% ? Would double health at highest level, but be relatively ineffective early on, making the Metapod/Cocoony fights not insanely hard at the start)
As for flamethrower and psychic, would probably just cut their accuracy by 5-10% and increase the secondary effect chance by the same - This will make some of the other move more appealing as there won't be any more high damage 100% accuracy moves, and will make lower power moves more viable as well as those will more likely be at 100% accuracy.
@TheAlmaity: Go Having flamethrower and psychic cut their accuracy by 5-10% and increase the secondary effect chance by the same sounds like a great idea, it makes them still feel like Power House moves. While all so allowing Status Change Effects to be more appealing if there 100% accuracy, sounds like an improvement now to me Getting me even more PUMPED UP! for your version.
I'm liking your catch rate multiplier, and better max level battles very much keep up all the AMAZING work.
@Trieva: Go I'm looking forward to the type of gameplay more like the beginning of the adventure where you tried being crafty by doing a growl, attack, maybe leer, attack again, etc. I completely agree that was sadly lacking from the mid to end game, it was more about stacking High Damage attacks as it felt the growl/leer was the strongest de-buff.
They never had better versions like the attacks such as ThunderShock is the weaker version of Thunderbolt. The only Status Change effect that work like that I recall was the Poison moves Sludge Wave inflicts damage and has a 10% chance of poisoning the target, and the better move Sludge Bomb inflicts damage and has a 30% chance of poisoning the target.
I think improving Status Effect moves will make this way more Strategic and fun for mid to end game battling. The HP was all so the problem with end game battles so I'm very glad to Hear TheAlmaity that your tweaking higher level HP. I think making all Status Effects do Damage over Time would be good, not just burns and poisons. Frozen and Paralyze should decrease your HP somewhat I think by Hypothermia and Electric Shocks, loving this Thread for feedback and contributing ideas.
@Trieva: Go @DaFunk86: Go
Thanks for the comments guys, helps a lot :) Sorry that I'm replying late, don't have much time this week as an IRL friend from Rome is spending a week in my city, so I'm not home that much, plus Mozared started terraining, which cuts into the time I have available to map (We can't work on it at the same time, since data and terrain are somewhat hard to transfer. We know how to, but can't be bothered to)
About the Timer Ball, what I thought was to give it a high max multplier, like 10-15 or so (Ultra Ball is 3) and have it reach that cap relatively slowly (Like 50 turns. Original Timer Ball had a multiplier of 1 for turns 1-9, 2 for 10-19, 3 for 20-29 and 4 for 30+. This one would slowly scale upwards to a very high multiplier, and it should pass the 4-5 multiplier most balls will have around turn 15-20, so that the others balls are useful as well)
And yea, I also like the "craftyness" of using all the stat mod moves in the lower levels. I tried using that in the end game, and it works relatively well. I mostly just use Gardevoir with Calm Mind, spam that and then just proceed to oneshot everything with psychic (Had a Gardevoir around level 48 in HG, went to the electric Kanto Gym (lvl 50+), which had mostly magnetons (Psychic is "not very effective). After a few calm minds, electric attacks dealt close to no damage and I oneshotted magnetons with psychic.) The health change will hopefully make moves like Baton Pass and U-Turn popular. U-Turn can be used as a sort of scout or initiate - Make your first starmon have it, see what your enemy has, hit it once and switch out for the best choice or just a tank. And Baton Pass would be more useful as you're going to have more time to stack those stat mods. I can already imagine a team with each starmon having Baton Pass and some stat up move, and then just constantly buffing and switching out when necessary, and the last starmon finally just mows down the enemy team because all its stats are crazy high.
It should also make my plan for ghosts more viable - Energy manipulation. Due to living longer, you'll need more energy, which means draining/damaging it is a lot more effective. (Combine a move that reduces energy by damage dealt with the baton pass strategy above (Inluding speed in upped stats) and it'll get deadly.)
I think that with some of the suggestions from earlier, like the switch-heal, we can have the equivalent of "control decks" in TCG games, as well as other types of decks like rush decks. (Control = You mess around for a long time, screwing over your opponent somehow to prevent him from killing you, and then you just unleash hell upon them and take them down quickly. Rush = KILL IT! KILL IT WITH FIRE! If that doesn't get the point across, its the equivalent of a 6pool - Win early or not at all.)
Also, I wouldn't make all status ailments deal damage. It just doesn't seem right. paralyze is already very dangerous, cutting your speed drastically and giving you a high chance to just waste a turn. Freeze is even worse, guaranteeing you can't do anything, and if I remember right it lasts longer than sleep. And making sleep deal damage is just illogical. I think the ailments are fine as they are, although poison could maybe use a buff because Burn just beats it with the physical damage debuff. (Maybe make poison increase energy spent? Or damage energy as well?)
Also, Trieva, there is no energy regen. Will probably add abilities and items that regen it though, like Leftovers and Photosynthesis. Using the formula I suggested (+1% per level) will make battles last twice as long at max level, so I think it should scale rather well before then, but it would require testing for mid game (levels 40-50)
@TheAlmaity: Go
Loving the way your thinking of setting it all up so far, I'd still like all Status Effects to do Damage over Time not just burns and poisons. Sleep already has one if you use Nightmare, what I thought odd is that paralyze and freeze don't. But if you want to leave it that way I guess I'm the only one who feels they should be DoT's.
The paralyze maybe could do Damage when you can get a move off while paralyzed, and freeze could give you better defense while damaging you each turn you remain frozen. That's how I see it being fair so your not always getting hurt while paralyzed, and all so makes freezing an opponent more of a tough choice if they had high defense.
@Trieva: Go @DaFunk86: Go I'm still don't really like the idea of making the ailments do damage. It just makes them more similar, and more importantly, deviates from the original games in a big way. The only ailment I would consider changing is poison, as it just seems like a weaker burn.
Gardevoir is psychic btw :p
Timer balls should take some time to become really effective - Otherwise they make all other balls obsolete. I think 10-15 turns is reasonable (That's 3 times faster than in the actual games, plus they are weaker there). If it's already going to take a while to catch the pokemon, odds are that you'll need a couple of turns to actually damage it and put a status ailment on it, and you might even spend a turn or two buffing (sp.)defense so that your poke won't get taken out quickly. I think damaging over 2-3 turns and applying a status ailment over 1-2 turns (They usually don't have 100% accuracy) is reasonable. Considering stuff will have more health, you'll need an extra turn or two for the damage, and there's a good chance that your damage dealer doesn't have the right status move, so another turn is wasted on switching out, and you're already halfway through the time it takes for the timer ball to become really effective. Then you use some of the other special balls, and if you haven't caught the thing after a couple of turns, timer balls are finally effective and keep increasing in effectiveness after that (I'd maybe cap its multiplier at like 10 or 15, gotten over 40-50 turns)
Also, I haven't done much work on the map recently. I'll try and do more in the coming days and probably post some more screenies or throw something else up for discussion as I make it.
@Trieva: Go
The energy system is quite simple. You have 100 energy (per pokemon), moves cost energy (I usually give them costs that allow you to use them twice as much as in the original games. Moves with 25 PP got a cost of 2, moves with 10 PP got either 4 or 5 energy cost, etc.)
Energy is restored the same way as health: Poke center or items, possibly even an energy restoring move or ability.
No energy to use a move = struggle.
Immunity is already in, thick fat sounds interesting, will probably be adding that. Probably gonna use it on the snorlax equivalent.
Well, we aren't remaking any of the original stories. We're probably going to use some similar concepts (Starting at the poke lab, wanting to become the champion, etc.), but as I already said, there's only 1 city, no gyms (Gym leaders exist as sort of "milestone" trainers in the Arena, dunno what to name them yet. Champions maybe.)
We're also considering making the story less 2-year-old-kid friendly, partially due to the karma system we want to add.
Haven't actually thought about the players family, or even house, yet :p
Call them Veterans ;-)