Well Heres the entire evolution I went back and tried to lighten the queen up a bit.
would you like me to pvt msg you the textures or attach them on this post/
Those look cool :) Will include them when I make the next batch of starmon.
Attach or PM - up to you, I don't mind either. If you made those in photoshop, mind attaching the .psd files, in case I want to modify them at some point?
Today I implemented the system for non-arena quests. Basically we're going to have 10 "core" quests that are imperative to the storyline, and most of them are going to be relatively large. But because those quests require you to be at certain levels in order to start them, we want to give the player plenty of other things to do instead of just grinding. And those other quests come in two flavors: Random events, and side-quests. Doing these smaller missions will earn you experience for your party upon completion and many will also give you specific items (for example, we may make exp share a quest reward). We want to encourage players to cycle various starmon through their party instead of just having to use the same 6 all the way through, so players can take advantage of side quests to help power-level new starmon.
That said, we want to have tons of side-quests, and if there's one thing I'm terrible at, it's coming up with story ideas. We're working on writing the main story ourselves (and we wouldn't want to spoil it), but if you guys have any ideas for side-quests, feel free to suggest them here.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
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...
So, since we (Zelda and me) are now actively discussing the story for the map, we also talked about Legendaries and made a few important choices on how we are going to handle them.
In the regular pokemon games, the legendaries didn't really feel "Legendary" to me - They were definitely powerful, but not something you'd think is "one of a kind", and they most definitely did not feel like what their lore said they were (Creators of Ocean and Land in case of Kyogre and Groudon for example). I mean, they get defeated by a 10 year old kid that was a trainer for around a month at most, or they get captured by a tiny mechanical device (wielded by that ten year old) - They just don't feel as god-like as their lore makes them look.
So, in Starmon, you won't be able to capture the legendaries. Don't worry - This doesn't mean that there won't be captureable starmon that fulfill the same role. The Legendaries will be massive starmon causing chaos and destruction - If you get into a fight with them, we highly recommend spam-clicking the Run button (We're either giving them absurd base stats, a level of 150+, or both). The legendaries will be accompanied by epic cutscenes that are supposed to show off their power, and don't be surprised if they actually kill people.
Now for the captureable starmon - They will be weaker versions of the legendaries you encounter, and you will get to them through a series of quests. You might end up capturing the child of a legendary, or the legendary would burn-up like a phoenix and come back to life, but younger (smaller+weaker, but still powerful), or you could possibly clone the legendary. (If you guys have any good ideas for such "tricks" to explain the weaker version, feel free to suggest them). This way the true legendaries will stay those epic creatures you really don't want to fight, while still being able to acquire "legendaries" as they are in the pokemon games. We will most likely give the lesser, captureable type a different title, like "Hyper" or "Mythic" Starmon - So if we talk about Legendaries, we mean the big guys who have terrifying cutscenes, and if we talk about Hyper/Mythic Starmon, we're talking about those things you will most likely want end up capturing.
We currently have decided on a set of models for our Legendaries, and will be following a theme similar to Blue and Red - Three elemental flying legendaries (Fire, Thunder, Ice) plus one "main" legendary, whose storyline has some coincidental similarities to Mewtwo's - We'll most likely not talk about them yet though as there's a very good chance we will change our mind. Plus, we don't want to spoil everything :p
I'll fire up the editor now and work on some more things - The move "Protect" needs to be visually finalized (Got an awesome idea), then I have a couple more moves to add, will have to double check whether I have status moves for all stats (So +/- ATK, DEF, SPD, etc. Need to make sure I've got at least one for everything), then I've got a few data-systems to work on.
If you guys want certain Status moves in the game (Status moves = Doesn't deal direct damage. Modifies stats, applies ailments and other effects), request them now and I'll see which of them I can do.
Do you have the HP Status recovery moves like Sleep, Recover, Giga Drain, Leech Seed, Roost, ect. I love Roost on my Pidgeot, Recover on Mewtwo, and Giga Drain on my grass Pokemon.
I like the idea of the Legendary's themselves not being catch-able and instead you get there egg's or a hatched baby version of them, but I hope when you raise them from a Level 1 Egg or Baby to Level 100 there as strong as there Parent at 100. If you want the Parent Legendary to more powerful would you either give them absurd base stats, a level of 150+, or both, so you can have them be stronger because of the higher level, Base Stats, or both they have. That way trainer Starmon are only level 100 but are still close to the power of the True Legendary's.
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...
Do you have the HP Status recovery moves like Sleep, Recover, Giga Drain, Leech Seed, Roost, ect. I love Roost on my Pidgeot, Recover on Mewtwo, and Giga Drain on my grass Pokemon.
We've got leech seed, roost, and mega/giga drain, as well as a few other recovery moves like Synthesis.
If you want to check on a particular move, our up-to-date moves list is available here.
I like the idea of the Legendary's themselves not being catch-able and instead you get there egg's or a hatched baby version of them, but I hope when you raise them from a Level 1 Egg or Baby to Level 100 there as strong as there Parent at 100.
Don't worry, The 'baby' version of the legendary you're able to capture will be basically the same as the legendary pokemon from the real games- not absurdly overpowered, but definitely good. The "legendary" starmon will have stats that are otherwise impossible to get (levels over 100, for example). According to our "lore" (if you can call it that), the legendary starmon are almost god-like, capable of leveling cities in a moment. They're not able to be contained within a capture core- you don't want to mess with them, and you certainly can't kill them with your 10-year-old trainer skillz.
I liked the love interest quest idea, I'd just tweak so your helping them out and since you plow through an area he/she needed help they become attracted to you, and seeks your help in difficult areas. Giving you a Quest line for helping them and a Rival if you don't.
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...
Woah, that was a lot :D Most of those a neat ideas, I've added them to the idea page :P
I might as well point something out regarding the rival. I'll keep this intentionally vague for now (We won't be spoiling the story for you guys, any potential spoilers will be in spoiler tags), but we're going to be stepping up the rival's role in the story. So he's probably not going to be in many side quests. That's all I'll say. But we can still use the same quest idea but just with another character. :)
Paralyse and sleep are my favourite status effects. Burn isn't bad but poison seems useless because it's so slow compared to high powered starmon attacks. The only exception is if you're vsing a starmon with insane defense/special-defense EVs but that's rare or can be dealth with another way. I would also like ways to increase or decrease evasion of any starmon.
Regarding status effects. We noticed the same issue fairly early during game development (poison, and burn to some extent, not being too useful because you can just use a way more powerful attack that will kill the opponent way faster). One thing we noticed was that during high-level pokemon games, pokemon almost always die within a single hit or two. For starmon, we wanted things to feel a little bit less one-shotty. We made a small change to the HP forumla, which is as follows: You receive a 1% bonus to your HP per level. So at level 100, you will have twice as much Hp as you would in pokemon, while at level 1 you won't notice any difference.
This should have (hopefully) a few positive effects- First, battles are not so one-shotty, and you'll need to mix up your strategies a bit more instead of just using power-moves to crush the enemy. And second, poison and burn become way more useful, because starmon actually live long enough to make the turn-based damage worth it. For example, Poison takes 1/8th of your HP per turn. If a starmon only lives 2-3 turns, it's a way better idea to just use a powerful move and kill it immediately. But if a starmon lives 4-6 turns, now your status ailments actually deal some damage. We've also gone with the 1st-Gen damage on poison (1/8th hp damage), instead of the newer poison damage (1/16th hp damage). Obviously if this hp bonus becomes a problem (or needs to be tweaked/remove) we'll re-balance it. Balance hasn't been too much of a concern for us until recently, but we're going to be starting on it soon(ish) once we get more starmon in. I'm actually working on some tools to help us balance the game, so rest assured we're going to be making things fair :)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
We haven't actually added in Seismic Toss and Night Shade (Can probably do so though), but why increase that damage? The point of doubling health is to double the survival of the starmon - If we double damage of night shade/seismic toss, it becomes twice as effective compared to all other moves. 100 damage is still a good amount against a defensive starmon, especially if you consider most other moves will deal less damage if the defenses are too high. While relative to max health its less effective than in the pokemon games, so are all other moves that don't directly deal % damage (like curse on ghosts)
YO Almaity I thought up one, The Medivac and the Hercules. it could be a steel type evolution that I could add a steel texture to or any type you want just tell me those 2 models go together quite well.
Eh, don't think I really want any more mechanical starmon - It just seems so weird (It's pretty much the main reason why we're trying to use more WoW models than sc2) Already using observer/phoenix/Urun for one, Probe+Sentry for another and spider mine + Point Defense Drone for a third evolution line. If I'm gonna use a mechanical model, I think the defaul texture would do alright anyway.
I'm currently trying to think of any creature models that are currently unused, but I'm not coming up with many >.> There's the Brood Lord, Brutalisk, Infestor, Aberration, Swarm Guardian and zombie/infested models, and none of those fit together to form an evolution line (Except for maybe BL+Guardian, but those wont need retextures anyway in that case), so I don't think there actually is anything worth retexturing :/
You should still keep in mind that health was doubled - So yeah, that means the cost was doubled as well, but 1/4th health can easily be 150-200 damage per turn, which I think is quite something :p Curse should still be pretty damn powerful, but if it doesn't feel that way I'll consider lowering the health cost (Not upping damage in any case, 1/4th every turn is already pretty ridiculous. Ghosts will have high Sp.Atk as well, which means that if they survive the turn they'll be dishing out a lot of damage the next turn. I wouldn't be surprised to see ghosts two-shotting enemies using curse)
Yea, Dragon rage will be pretty crap I think, but I always thought it was more of an early-levels move, seeing as 40 damage is pretty crap even around level 50, and the health bonus is not really noticeable in the earlier levels where dragon rage is useful. (It's +1% HP per level, so at level 20 you only get a 20% HP boost, which at that point results in roughly 10 more HP)
Move ideas(i sure hope that ur still taking move requests ant that my move posts aren't just annoying now)
Suction punch(water) opponent can't act next turn and all moves used after this move apply physical damage instead of long-range pwr 65 accuracy 85
Sidestep strike(fighting) the user goes last, making incoming attacks miss and then attacks, lowering the foe's defense pwr 90 accuracy 100 chance to drastically lower opponent's defense 100%
Etherioplasm(ghost) pwr 70 accuracy 80 hits normal types chance to burn and paralyze 60%
Full steam(normal) drastically increases speed and evassiness
Blackout(dark) starmon disappears, and the opponent's accuracy is minimized, and their defense is lowered. On the seccond turn, the starmon appears and attacks for pwr 90 accuracy 95.
Ability ideas
-night vision - neither speed nor accuracy can be lowered
-tunnel deep - defense is upped each time this starmon takes damage, but speed is decreased.
-A massive legendary is sieging a large city with a huge population. Join forces with three other trainers to hold it at bay so that the city's population can escape. Note- this will be a 4(you and 3 other trainers) vs 1(the legendary. The quest ends after either ten turns pass, when the run button is made available, or when all of your starmon are defeated. The seccond option will not send you packing to the last starcenter you were at. Instead, you (with bolth options) will view a cutscene in which two of the three other trainers are killed, and you and the remaining trainer(your rival) talk some sense into the legendary. You part ways, and only you notice the small star-egg where the legendary was just a moment ago. It hatches for you.
-an epidemic is sweeping through a refugee camp in the slums of the main city. You and your rival team up and must enter the sewer, because something doesn't seem natural about the sickness...
-An earthquake decimates a small fringe village, and you are left picking up the pieces, when something brushes the edge of your vision. It turns out that it is a legendary that is not mean or evil, and is warning you about a severe aftershock, caused by her brother, the earthquake starmon. Team up with a REAL legendary, find the life stone of moltia, and witness what a true clash between true gods of the storms and of the quakes is like. WARNING! This will be extremely challenging and requires an extreme reward: the baby form of Tectonos and Cumulos, gods of the earth and sky.
-open war is raging in the remote fringe town of Umotia Villiage, and only a savior destined in a prophecy by the angered Villiage guardian spirit(Viridia the natural one) can save everyone in the reigion from open carnage. Turns out, It's your starter!!! Battle warrior starmon from the depths of the underworld, discover secrets that you never knew existed about the worl dowd under, and get a reward of the baby form of Viridia.
I don't like the idea of a refugee camp in the slums of the main city. Sounds too much like some war torn area, or a failing economy. Not something I think fits while playing a Starmon kind of game.
I really liked the Earthquake and Massive Legendary ideas they seem a perfect fit for a Starmon game.
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...
Move ideas(i sure hope that ur still taking move requests ant that my move posts aren't just annoying now)
I'm definitely interested in abilities since I'm going to have to make them at all some point. Maity's nearing the end of the moves, so I'm not entirely sure how many he's going to be adding. Either way I like the ideas you listed :)
As for the side quest stuff- I love 'em :D Obviously not every side-quest is going to be on the same epic scale as the ones you've described here, but we do want to have at least some that are "big" quests.
I don't like the idea of a refugee camp in the slums of the main city. Sounds too much like some war torn area, or a failing economy. Not something I think fits while playing a Starmon kind of game.
Yeah, our main city is not the backwater town you'll be familiar with from Pokemon. The "Arena Town" (our temporary name for it) is the main hub for the absolute best trainers on the planet. This is the place where the "Elite 4" type of people live. While the town terrain is mostly empty at the moment, the plan is to have a big and wealthy city- billboards all over, fountains, etc... surrounding the colossal Arena in which these elite-fights take place. So it's not a slum :P That said, the idea of some nasty poison starmon living in a sewer somewhere is still a totally viable idea.
Anyways, today I put in a few minor things. I fixed a game-breaking bug that was preventing battles from starting, and added a nice debugging tool for myself and TheAlmaity. Since balance is going to become more of an issue as we begin to add more content, we want the process of balancing to be as quick and accurate as possible, so it's easy for us to find and correct imbalances.
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Feel free to Send me a PM if you have any questions/concerns!
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@TheAlmaity: Go
Well Heres the entire evolution I went back and tried to lighten the queen up a bit. would you like me to pvt msg you the textures or attach them on this post/
Those look cool :) Will include them when I make the next batch of starmon.
Attach or PM - up to you, I don't mind either. If you made those in photoshop, mind attaching the .psd files, in case I want to modify them at some point?
@TheAlmaity: Go
Sure I actually saved them just in case :P
Here this is easier :P https://dl.dropbox.com/u/93971126/Textures.rar
Any other evolutions you need? (Rather not be a 2nd Grass :P not yet)
@Taintedwisp: Go
Thanks a lot ;)
No real ideas yet, if you can think of a good combination of models, feel free to do something :) Maybe DaFunk or Trieve have some ideas.
Today I implemented the system for non-arena quests. Basically we're going to have 10 "core" quests that are imperative to the storyline, and most of them are going to be relatively large. But because those quests require you to be at certain levels in order to start them, we want to give the player plenty of other things to do instead of just grinding. And those other quests come in two flavors: Random events, and side-quests. Doing these smaller missions will earn you experience for your party upon completion and many will also give you specific items (for example, we may make exp share a quest reward). We want to encourage players to cycle various starmon through their party instead of just having to use the same 6 all the way through, so players can take advantage of side quests to help power-level new starmon.
That said, we want to have tons of side-quests, and if there's one thing I'm terrible at, it's coming up with story ideas. We're working on writing the main story ourselves (and we wouldn't want to spoil it), but if you guys have any ideas for side-quests, feel free to suggest them here.
@zeldarules28: Go
Very good new thanks.
So, since we (Zelda and me) are now actively discussing the story for the map, we also talked about Legendaries and made a few important choices on how we are going to handle them.
In the regular pokemon games, the legendaries didn't really feel "Legendary" to me - They were definitely powerful, but not something you'd think is "one of a kind", and they most definitely did not feel like what their lore said they were (Creators of Ocean and Land in case of Kyogre and Groudon for example). I mean, they get defeated by a 10 year old kid that was a trainer for around a month at most, or they get captured by a tiny mechanical device (wielded by that ten year old) - They just don't feel as god-like as their lore makes them look.
So, in Starmon, you won't be able to capture the legendaries. Don't worry - This doesn't mean that there won't be captureable starmon that fulfill the same role. The Legendaries will be massive starmon causing chaos and destruction - If you get into a fight with them, we highly recommend spam-clicking the Run button (We're either giving them absurd base stats, a level of 150+, or both). The legendaries will be accompanied by epic cutscenes that are supposed to show off their power, and don't be surprised if they actually kill people.
Now for the captureable starmon - They will be weaker versions of the legendaries you encounter, and you will get to them through a series of quests. You might end up capturing the child of a legendary, or the legendary would burn-up like a phoenix and come back to life, but younger (smaller+weaker, but still powerful), or you could possibly clone the legendary. (If you guys have any good ideas for such "tricks" to explain the weaker version, feel free to suggest them). This way the true legendaries will stay those epic creatures you really don't want to fight, while still being able to acquire "legendaries" as they are in the pokemon games. We will most likely give the lesser, captureable type a different title, like "Hyper" or "Mythic" Starmon - So if we talk about Legendaries, we mean the big guys who have terrifying cutscenes, and if we talk about Hyper/Mythic Starmon, we're talking about those things you will most likely want end up capturing.
We currently have decided on a set of models for our Legendaries, and will be following a theme similar to Blue and Red - Three elemental flying legendaries (Fire, Thunder, Ice) plus one "main" legendary, whose storyline has some coincidental similarities to Mewtwo's - We'll most likely not talk about them yet though as there's a very good chance we will change our mind. Plus, we don't want to spoil everything :p
I'll fire up the editor now and work on some more things - The move "Protect" needs to be visually finalized (Got an awesome idea), then I have a couple more moves to add, will have to double check whether I have status moves for all stats (So +/- ATK, DEF, SPD, etc. Need to make sure I've got at least one for everything), then I've got a few data-systems to work on.
If you guys want certain Status moves in the game (Status moves = Doesn't deal direct damage. Modifies stats, applies ailments and other effects), request them now and I'll see which of them I can do.
@TheAlmaity: Go
Do you have the HP Status recovery moves like Sleep, Recover, Giga Drain, Leech Seed, Roost, ect. I love Roost on my Pidgeot, Recover on Mewtwo, and Giga Drain on my grass Pokemon.
I like the idea of the Legendary's themselves not being catch-able and instead you get there egg's or a hatched baby version of them, but I hope when you raise them from a Level 1 Egg or Baby to Level 100 there as strong as there Parent at 100. If you want the Parent Legendary to more powerful would you either give them absurd base stats, a level of 150+, or both, so you can have them be stronger because of the higher level, Base Stats, or both they have. That way trainer Starmon are only level 100 but are still close to the power of the True Legendary's.
We've got leech seed, roost, and mega/giga drain, as well as a few other recovery moves like Synthesis.
If you want to check on a particular move, our up-to-date moves list is available here.
Don't worry, The 'baby' version of the legendary you're able to capture will be basically the same as the legendary pokemon from the real games- not absurdly overpowered, but definitely good. The "legendary" starmon will have stats that are otherwise impossible to get (levels over 100, for example). According to our "lore" (if you can call it that), the legendary starmon are almost god-like, capable of leveling cities in a moment. They're not able to be contained within a capture core- you don't want to mess with them, and you certainly can't kill them with your 10-year-old trainer skillz.
@zeldarules28: Go
Now it would be awesome if they were killable, but ONLY when your really good an have a full team of max level pokemon :P
@Trieva: Go
I liked the love interest quest idea, I'd just tweak so your helping them out and since you plow through an area he/she needed help they become attracted to you, and seeks your help in difficult areas. Giving you a Quest line for helping them and a Rival if you don't.
@Trieva: Go
Woah, that was a lot :D Most of those a neat ideas, I've added them to the idea page :P
I might as well point something out regarding the rival. I'll keep this intentionally vague for now (We won't be spoiling the story for you guys, any potential spoilers will be in spoiler tags), but we're going to be stepping up the rival's role in the story. So he's probably not going to be in many side quests. That's all I'll say. But we can still use the same quest idea but just with another character. :)
Regarding status effects. We noticed the same issue fairly early during game development (poison, and burn to some extent, not being too useful because you can just use a way more powerful attack that will kill the opponent way faster). One thing we noticed was that during high-level pokemon games, pokemon almost always die within a single hit or two. For starmon, we wanted things to feel a little bit less one-shotty. We made a small change to the HP forumla, which is as follows: You receive a 1% bonus to your HP per level. So at level 100, you will have twice as much Hp as you would in pokemon, while at level 1 you won't notice any difference.
This should have (hopefully) a few positive effects- First, battles are not so one-shotty, and you'll need to mix up your strategies a bit more instead of just using power-moves to crush the enemy. And second, poison and burn become way more useful, because starmon actually live long enough to make the turn-based damage worth it. For example, Poison takes 1/8th of your HP per turn. If a starmon only lives 2-3 turns, it's a way better idea to just use a powerful move and kill it immediately. But if a starmon lives 4-6 turns, now your status ailments actually deal some damage. We've also gone with the 1st-Gen damage on poison (1/8th hp damage), instead of the newer poison damage (1/16th hp damage). Obviously if this hp bonus becomes a problem (or needs to be tweaked/remove) we'll re-balance it. Balance hasn't been too much of a concern for us until recently, but we're going to be starting on it soon(ish) once we get more starmon in. I'm actually working on some tools to help us balance the game, so rest assured we're going to be making things fair :)
@Trieva: Go
We haven't actually added in Seismic Toss and Night Shade (Can probably do so though), but why increase that damage? The point of doubling health is to double the survival of the starmon - If we double damage of night shade/seismic toss, it becomes twice as effective compared to all other moves. 100 damage is still a good amount against a defensive starmon, especially if you consider most other moves will deal less damage if the defenses are too high. While relative to max health its less effective than in the pokemon games, so are all other moves that don't directly deal % damage (like curse on ghosts)
YO Almaity I thought up one, The Medivac and the Hercules. it could be a steel type evolution that I could add a steel texture to or any type you want just tell me those 2 models go together quite well.
@Taintedwisp: Go
Eh, don't think I really want any more mechanical starmon - It just seems so weird (It's pretty much the main reason why we're trying to use more WoW models than sc2) Already using observer/phoenix/Urun for one, Probe+Sentry for another and spider mine + Point Defense Drone for a third evolution line. If I'm gonna use a mechanical model, I think the defaul texture would do alright anyway.
I'm currently trying to think of any creature models that are currently unused, but I'm not coming up with many >.> There's the Brood Lord, Brutalisk, Infestor, Aberration, Swarm Guardian and zombie/infested models, and none of those fit together to form an evolution line (Except for maybe BL+Guardian, but those wont need retextures anyway in that case), so I don't think there actually is anything worth retexturing :/
@Trieva: Go
You should still keep in mind that health was doubled - So yeah, that means the cost was doubled as well, but 1/4th health can easily be 150-200 damage per turn, which I think is quite something :p Curse should still be pretty damn powerful, but if it doesn't feel that way I'll consider lowering the health cost (Not upping damage in any case, 1/4th every turn is already pretty ridiculous. Ghosts will have high Sp.Atk as well, which means that if they survive the turn they'll be dishing out a lot of damage the next turn. I wouldn't be surprised to see ghosts two-shotting enemies using curse)
Yea, Dragon rage will be pretty crap I think, but I always thought it was more of an early-levels move, seeing as 40 damage is pretty crap even around level 50, and the health bonus is not really noticeable in the earlier levels where dragon rage is useful. (It's +1% HP per level, so at level 20 you only get a 20% HP boost, which at that point results in roughly 10 more HP)
@TheAlmaity: Go
you might want to use the Left 2 die mod too. a lot more biological.
Move ideas(i sure hope that ur still taking move requests ant that my move posts aren't just annoying now)
Suction punch(water) opponent can't act next turn and all moves used after this move apply physical damage instead of long-range pwr 65 accuracy 85
Sidestep strike(fighting) the user goes last, making incoming attacks miss and then attacks, lowering the foe's defense pwr 90 accuracy 100 chance to drastically lower opponent's defense 100%
Etherioplasm(ghost) pwr 70 accuracy 80 hits normal types chance to burn and paralyze 60%
Full steam(normal) drastically increases speed and evassiness
Warp blade(psychic) pwr 80 accuracy
-(always hits)Blackout(dark) starmon disappears, and the opponent's accuracy is minimized, and their defense is lowered. On the seccond turn, the starmon appears and attacks for pwr 90 accuracy 95.
Ability ideas
-night vision - neither speed nor accuracy can be lowered
-tunnel deep - defense is upped each time this starmon takes damage, but speed is decreased.
Side quest ideas:
-A massive legendary is sieging a large city with a huge population. Join forces with three other trainers to hold it at bay so that the city's population can escape. Note- this will be a 4(you and 3 other trainers) vs 1(the legendary. The quest ends after either ten turns pass, when the run button is made available, or when all of your starmon are defeated. The seccond option will not send you packing to the last starcenter you were at. Instead, you (with bolth options) will view a cutscene in which two of the three other trainers are killed, and you and the remaining trainer(your rival) talk some sense into the legendary. You part ways, and only you notice the small star-egg where the legendary was just a moment ago. It hatches for you.
-an epidemic is sweeping through a refugee camp in the slums of the main city. You and your rival team up and must enter the sewer, because something doesn't seem natural about the sickness...
-An earthquake decimates a small fringe village, and you are left picking up the pieces, when something brushes the edge of your vision. It turns out that it is a legendary that is not mean or evil, and is warning you about a severe aftershock, caused by her brother, the earthquake starmon. Team up with a REAL legendary, find the life stone of moltia, and witness what a true clash between true gods of the storms and of the quakes is like. WARNING! This will be extremely challenging and requires an extreme reward: the baby form of Tectonos and Cumulos, gods of the earth and sky.
-open war is raging in the remote fringe town of Umotia Villiage, and only a savior destined in a prophecy by the angered Villiage guardian spirit(Viridia the natural one) can save everyone in the reigion from open carnage. Turns out, It's your starter!!! Battle warrior starmon from the depths of the underworld, discover secrets that you never knew existed about the worl dowd under, and get a reward of the baby form of Viridia.
@BladeOfAiur: Go
I don't like the idea of a refugee camp in the slums of the main city. Sounds too much like some war torn area, or a failing economy. Not something I think fits while playing a Starmon kind of game.
I really liked the Earthquake and Massive Legendary ideas they seem a perfect fit for a Starmon game.
I'm definitely interested in abilities since I'm going to have to make them at all some point. Maity's nearing the end of the moves, so I'm not entirely sure how many he's going to be adding. Either way I like the ideas you listed :)
As for the side quest stuff- I love 'em :D Obviously not every side-quest is going to be on the same epic scale as the ones you've described here, but we do want to have at least some that are "big" quests.
Yeah, our main city is not the backwater town you'll be familiar with from Pokemon. The "Arena Town" (our temporary name for it) is the main hub for the absolute best trainers on the planet. This is the place where the "Elite 4" type of people live. While the town terrain is mostly empty at the moment, the plan is to have a big and wealthy city- billboards all over, fountains, etc... surrounding the colossal Arena in which these elite-fights take place. So it's not a slum :P That said, the idea of some nasty poison starmon living in a sewer somewhere is still a totally viable idea.
Anyways, today I put in a few minor things. I fixed a game-breaking bug that was preventing battles from starting, and added a nice debugging tool for myself and TheAlmaity. Since balance is going to become more of an issue as we begin to add more content, we want the process of balancing to be as quick and accurate as possible, so it's easy for us to find and correct imbalances.