Sooo many suggestions... lol... Will take time to get around to them.
"Destiny Link" would be OP as an ability, and the games already have a move called "Destiny Bond" with that effect ;) Definitely gonna add that.
There is already "Lock On" for 100% hit chance, so Skill Buff sounds kinda redundant :p
Dammit, too many suggestions to comment on them all >.> I like all of those switching moves though.
And yea, I will make awesome looking OP attacks like the ones you suggested
Overdrive (normal) - Increase all stats by 1 stage, lasts for the next 2 turns, then decrease all stats by 2 stages
Interesting, I like this one.
Focus (normal) - Increase attack and evasion by 2 stages
2 stages of evasion might be a bit much.
Desperation (normal) - Transfer all defense and special defense to attack
Not entirely sure how this would work, but a move that lowers (sp.)atk for (sp.)def sounds interesting
Concentrate (normal) - Increase special atk by 2 stages, Increase accuracy by 2 stages
Could do this one, don't see why not.
Brave Fear (normal) - Decrease defense and special def by 1 stage, increase atk and special atk by 2 stages
No real comment here either, will probably add it
Hyper Rush (normal) - Increase speed, attack, and special atk by 1 stage
Again, sounds good.
Sacrifice (normal) - Halve HP, increase all stats by 2 stages
Interesting, will probably add that.
Stand Ground (normal) - Increase def and s. def by 1 stage, decrease atk and s. atk by 1 stage
Sounds rather similar to Desperation. Might just make it lower 2 stages and increase the others by 4 or something like that.
Rage Tackle (normal) - 60 Power, 95% accuracy, deals dmg = user's level, with each successive hit the dmg increases by 10%, 50% max
increased power per hit exists on a few moves already, don't see why not to add them.
Body Warp (psychic) - Switches stat changes with the opponent
Sounds good :)
Energy Armor (dark) - Changes the resistance of the user to 1 of your choice. Changes the weakness of the user to 2 of your choice
Not entirely sure how that would work, and probably wouldn't be that easy to implement. (Special side effects need to be hard coded into triggers)
Inferno Blast - Power 120, 95% Hit, 80% chance to cause burn.
Have you guys played Final Fantasy X? Ifrit's fireball that he spits out would look cool.
Frost Nova (i know, very original :P) - Power 100, 95% Hit, 80% chance to freeze.
I suggest the animation be something that temporarily freezes the arena or makes it look very snowy/icy.
Thunder Beam - Power 110, 95% Hit, 80% chance to paralyse.
Gonna add equivalents of those. The chance to freeze might be a bit too high, considering freeze is much worse than burn or paralysis. I'd also add a 1 turn cooldown like Hyper Beam. Don't know how Inferno Blast should look, didn't play Final Fantasy.
Tornado (flying) - Force both players to randomly switch in a new starmon
I like this one. Sort of a double roar :p
Mind Swap (psychic) - All starmon in your party have randomly switched passive abilities
Would be hard to implement I think. Up to Zelda as he's the one who would have to make it work.
Unstable ground (ground) - The active starmons are switched. That means you now control theirs and they control yours
Interesting. Don't know how hard it would be to get this to work though. Up to Zelda again.
Arena Warp (dark) - All starmon (including yours and the opponents) will randomly trade stats, EVs, IVs, and held items with eachother
I think this is already going a bit too far, lol. Apart from being totally random, it'd be a nightmare to implement.
Partial Paralyse (electric) - The next move the target starmon chooses cannot do damage
I like this one :)
Super Earthquake - Power 80, 100% hit, all starmon become confused and all starmons are hit including the user
Interesting, not sure how "balanced" it'd be though. You're pretty much shooting yourself in the knee for a not that powerful move with a confuse. Usual Earthquake would probably be more useful.
Skill Buff (normal) - There's a 1/3 chance a move of your choice on a particular starmon will have 100% hit for the next time it's used. When it fails it halves the PP of that move.
As I said, we have Lock-On, and usual 1-2 accuracy stages have the same effect. having a 66% chance to fail won't make it a player favourite either - You're better off taking your chances with crappy accuracy. Also, we don't have per move PP anymore but an energy bar.
Switch Heal: switches pokemon and Heals the pokemon its being switched to.
Definitely like this one, heal would have to be limited though.
False End: makes both users switch pokemon and forces the attacking pokemon and attacked pokemon to be the last to fight
I like the idea, but it's kinda unfair - use Toxic Spikes/Stealth rock or something, then use this to swap in a strong pokemon and you practically won. Add Lock-On and a 1HKO move and... Yea...
Relinquished Life-force: Sacrifices the pokemon but fully heals all non dead pokemon
Not a fan of sacrifice...
Passive ability: Endurance: Pokemon gains speed at the end of each round.
Something like this already exists, sounds like a nice one. Ninjask had in in Gen III afaik.
2 pronged attack: (Was a yu gi oh card admittedly) Sacrifice 2 pokemon in your party to kill 1 of your opponents pokemon.
Again, no real fan of sacrifice, especially not for something like this.
Heavy - Prevents switching by opponents effects
Don't see why not to add it.
Agile - Can switch back to the bench after every move
Interesting... Would probably limit it though to moves which hit first only, so that it's countered by faster enemies.
Beserk - Increase attack and special attack by 2 stages when HP drops below 50%
Like this one as well.
Destiny Link - KO's the opponent's starmon if this starmon is KO'd
Definitely not an ability. Would buff Destiny Bond to be 2 turns though, but work both ways.
Wonder Shield - All moves with 90+ power will not harm this starmon
I like this one :) Can see it being quite popular, forcing people to have weaker moves in their moveset.
Curative Substance - Removes status changes of the starmon that switched with this one
Interesting as well.
Surfs Up - Increase speed and evasion by 2 stages when rain dance or hydro bubble is active
Like this one as well.
Energy Muncher (electric) - Increase atk and spec. atk by 1 stage when hit by an electric, psychic, ghost, dark, or fire atk. Does not negate the atk or the dmg it deals.
I like this one as well.
Natural Healing (grass) - Heals a small amount (equivalent to leftovers) of HP every turn
I think this already exists, called Photosynthesis or something like that, and has increased effect in Sunny weather.
Energy Efficient - The first move used in battle will only drain 1/4 it's cost. The second will be 1/2. Third onwards will be normal
A permanent 1/2 energy consumption is probably better.
My Suggestion is don't go Overboard with too many units and/or abilities. Focus on getting a Working Complete version with enough units and abilities to offer various play styles without getting stuck in Development Hell where there never seems to be enough. I'll give an Example say you plan to have 3 Players so Each can Pick 1 of the 3 Starters than add 6*3=18 Extra Starmon for each player to catch in the wild, reaching 21 total Starmon Minimum 27 if you have the 3 Starters have 2 Evolves.
I want this to Reach COMPLETION VERY MUCH more than 150 units at v1.0 Release. You can always add more in Future updates, much better than burning yourselves out to add them later. I was planning to work on something Similar after my Current Projects are out, but after seeing that Amazing Pre-Alpha Video my visuals would be no comparison to yours as I'm more raw text/numbers Data and Triggers than Impressive ART Data, and Triggers.
I send my best wishes to your Wonderful Mapping Project. Thanks for your Hard Work: Mozared - Terrainer, zeldarules28 - Triggers, and TheAlmaity - Data Editor
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...
I was reading your list of already implemented Abilities... and I AM DISAPPOINTED!!! you forgot the best ability in the damn game... Dammit.
Splash.... usually does nothing :P, You should totally make it do "something" in starmon lawl.
also a thought, I know this is weird. But instead of doing just strait breeding. Since this is YOUR creation, you could do somehting as seen in Wc3 Element RPG
Throw 2 pokemon in whatever, and then you fuse their types to get a Steam type pokemon? Fire + water. And these pokemon should only be obtainable through this.
Just a thought. I used to love this feature in Element RPG, It would allow you to create new Types of pokemon, I would suggest only using the 5 elements for this though so that it would be only 25 pokemon obtainable through this.
I'm aiming for a bare minimum of 140 moves because you really can't do much with less (It sounds like a lot, but its barely 10 moves per type). Im already at 63 and Trieva has supplied many cool new ideas for more, plus I have to official list to pick up more moves from. As for the pokemon/starmon themselves, we have 32 currently (Half of them don't have their move sets completed yet due to lack of actual moves) and I want roughly a hundred before we release. These are less of a problem because they aren't much work - Just need to pick a few models, give them an ability or two and fill out their move sets and make up some weird lore. The main issue is moves, I just need A LOT of them for various reasons. And don't worry about us burning ourselves out, we are going to finish this project. I expect a playable version to be out this year, hopefully in around a month or two.
Whether we actually add breeding or not is already questionable. It's a complex system, and Zelda has less time now and it's better spent on other systems. We're definitely not going to add different "combo" types - It's what dual type is for. If we were to make special pokemon only attainable through breeding (Which isn't a bad idea), it would be Fire+Water instead of Steam and things like that.
I like Taintedwisp's suggestion for breeding. If you're not putting in breeding are you excluding natures? I'd like a fast way to get the desired nature for starmon.
With the moves I want to even out the variety for types. In the official pokemon some types really lacked moves (before the black and whites) like bug and rock.
EDIT: Do you mind if I suggest more generic damaging moves?
Not at all, those are a lot easier to implement :p
And yes, bug and rock don't really have many moves. I've got Quiver Dance, Silver Wind and U-Turn as bug moves only for now. http://bulbapedia.bulbagarden.net/wiki/List_of_moves
You can sort them by type there and compare the amount of moves each type has. Feel free to point out moves from that list that you think I should remake (And suggest models/mover paths/other visual aspects if you have ideas for those as well. It's hard to keep them all unique AND awesome looking)
As for breeding, I'm thinking about adding an NPC or something that can re-roll things like IVs, abilities and natures, along with other randomly generated things that are out of your control. For a high price of course. We might still add breeding after that, but I think it would be used only to transfer breeding-only moves and things like that, apart from the obvious pokemon multiplication. Maybe it could be used to guarantee good IVs and things like that.
I'll try and get pictures of the new starters sometime soon (Changing them to WoW models. Got fire and water planned out, still need to figure out grass.) and post them
Also, Trieva, any type you'd prefer for your gym leader equivalent?
A few more moves, Keep in mind that I think of these off the top of my head and haven't put ANY thought into them
Magnitude ====== Well its magnitude the Rock pokemon move, It randomly picks a number between 1 and 12 and the higher it is the more damage it does, you could do a Great Arm magazine type deal, where it throws between 1 and 12 rocks at them or something.
Seismic Toss ======Everyone already knows this Normal move :P Great move though
Transform ====== Ditto is awesome LAWL
Steel Wing ====== Steel - Flying Type move, Most notable on Charizard and Pigiot
Payday ====== Just do Button pressed player gets so many resources plus it does some damage
Curse ====== My favorite Ghost type move
Night Shade ====== Night Shade inflicts damage equal to the user's level. Although Night Shade deals Ghost-type damage, its type does not alter the amount of damage it inflicts. Night Shade hits both Normal-type Pokémon and Psychic-type Pokémon, both of which have immunities to Ghost-type moves during Generation I.
Explosion ====== I know you hate sacrifice moves... but some on its a signature move for voltorb and Gravler...
Thanks for reminding me of explosion, it should be fairly easy to implement, will add that one. Will try and get the others in as well.
Also, after Gen I, ghost became Super Effective vs. Psychic, just fyi.
EDIT: Trieva, you psoted while I was writing :p
Lots of nice ideas for moves. Although I'll probably make a lot of thos 100% hits, and wont implement some (Charge Spread is awfully similar to Charge Beam for example), but I like most of those and they should be relatively simple to implement.
Oh, forgot to say, there are no real Gyms. Its one big arena with 100 trainers you have to fight (Kinda like Mt. Battle from XD, but you only fight one at a time instead of 10 in a row) So every 10th trainer is the equivalent of a "gym leader" (Not sure what I want to call them yet), so I guess you're the Electric one :) Currently the only choices for electric pokemon are Lux/Luxon/Luxer (Electric pidgey line. Observer, phoenix, Urun), Probichu/Zenchu (Pikachu/Raichu. Identical stats.) and Galvamine/Galvadrone (Will probably change these to look more like Magnemite and Magneton). You'd be level 25 or 35 (I want to have electric early on. Bug is first, at level 15.) Will add more in the future.
Nah, they sorta hang around in the arena. We're thinking of sending them out into the zones though so that the players actually have to explore and not just be able to progress through the arena super fast.
You can't fight all gym leaders in a row, you need to fight the 100 trainers in the exact order, and each battle is 1 level higher than the previous, starting at level 6. Each 10th is a "gym leader", meaning that the 8th leader is level 85. battle #90 (level 95) would probably be the rival, and battles 96-100 (All level 100) would be the elite four and champion.
So yeah, I'll let you choose the set up once we have enough content to actually finalize it. Wouldn't mind allowing 1 or 2 non-electrics with maybe an electric move (or even without one)
I know you already have that system thought up but another possibility, is make it so that there are 100 trainers, everytime the player defeats 1 trainer, All are upgraded when they player fights the next. And downgraded afterwards via triggers. Confusing system i know. But this way you can fight any trainer in any order and still have the progression of skill.
and then make the Gym trainers so to speak, come challenge you when you get so many wins.
Hey, sorry that I'm not answer, I just imported 32 models and am trying to implement them :p Probably wont be working on any moves today, and I have a lot of yours to add :p
Your latest batch seems to be combining a lot of high chance side effects with high power, which makes them quite powerful compared to regular moves.
either way, I am sure this game will be great, it looks good :P, That was just some half assed idea I had come up with, sitting here now I see several Faws, How would the level system work? thats dumbm what so I am going to start off fighting pokemon lvl1, then lvl 2, then lvl 3, then lvl 4... thats boreing, I would rather fight say a lvl 2, a lvl 1, and a lvl 4 in the same battle adds variety.
What you talking about now? The Arena system?
The arena is only part of it, and it starts at level 6 and not 1 :p And only the first pokemon in the party will be the defined level, Zelda put in some randomization to levels. The Arena isn't the only thing in the game either, there are zones with trainers just like in the original games, and a lot of stuff is going to be randomized (There'll even be random events)
also, here are the starters:
Last stage of the turtles just doesn't look different enough, so I modified the textures a bit.
I'll take some time to explain the arena system in a bit more detail, at least the way we currently have it planned out:
There are 100 trainers in the arena. You must defeat them all in order, each one being 1 level higher than the rest.
For clarity, we give trainers a level internally within the engine, and this level is used to determine how good the trainer is. For example, a level 20 bug catcher will have stronger and more evolved types of starmon compared to the level 5 bug catcher. This does not mean that all starmon you fight will be the same level, we use a heavy amount of randomization.
Every 10th trainer is a gym leader. The catch is that gym leaders, unlike standard trainers, are not just hanging around the arena. Defeating a gym leader will unlock a new area in the overworld, which will contain starmon appropriate to your level. In order to challenge a gym leader, you need to meet two requirements.
First, you need to defeated all the trainers before them.
Second, you need to have visited them in the over world and completed their quest chain. We have an over world full of stuff to do, so we wouldn't want players to just ignore it.
For example, say I want to fight the grass gym leader. I beat the first 9 trainers in the arena, but then I need to visit route 1 (our low-level grass/bug area). I may find the gym leader on a hike, who asks me to deliver something to his family in a different area. Upon completing that "quest", the gym leader will head back to the arena, and I can challenge him.
It's also important to note that the overworld we've created has trainers in it, who will challenge you on sight just like in the regular game. And of course, you'll need to explore the overworld zones anyways in order to catch starmon.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
hahhaha, What I had said in that second post was Contradictory to my idea on system was all, Because I thought up that system when i was really tired, and Realized this morning that it was stupid lawl.
Thats all, Thanks for the explanation of the system your putting in thats cool.
much better then that half retarded idea I posted last night lawl.
I probably will. Thanks for the suggestions though :) Now I have to actually work on all of them. I added 4 new pokemon (Well, 13 technically seen, but I guess the starters were already half done) and have another 20ish models for pokemon I can use, not counting sc2s own models.
Also, one thing I'm interested in knowing... The HotS beta is on our doorstep. Should we move the project to the beta, or keep it in WoL?
I need names for a Lich based evolution line (Baby Lich -> Regular Lich/Kelthuzad model -> "Minister of Death" model. they are all WoW liches), as well as for a line of rock+ice spiders. For the Liches, I thought about maybe getting names from another language (Like combining the word "death" from hebrew with some pre/suffixes, or something along those lines). If anyone has any suggestions, they're all welcome :)