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New Battle Mechanics
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There are a number of things that affect battles - like a pokemon's moveset, their ability, and their nature.

If you could introduce a new mechanic to help shake up the battling scene, what would you introduce and why?
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>>24901802
Rather than introduce more, why not fix worthless stuff like Magic Room or Gravity?
Like, make Gravity last 3 extra turns with an item and have moves with less than 100 accuracy be 30% stronger while in affect (to go off that it raises accuracy and that maybe with heavier gravity these moves are condensed to be stronger..?)
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>>24901813
For magic room, the item thing is really useless. Why not make it +1 proirity and allow for indirect damage to be avoided, so every mon has magic guard basically.
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>>24901802
On hit life steal spell vamp items, reduced effectiveness for multi target abilities

Introduce basic attacks and make them scale with attack, make special attack scaling (magic spells) higher
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>>24901813
Power Trick, Power Swap, Guard Swap, Heart Swap, Trick Room, Power Split, Guard Split, Ally Switch, Heal Pulse: User takes 30% less damage on turn of use.
When the user selects one these moves, for the entire turn their defences are boosted by 30%, making it easier to use them, even for some stall situations. Really just adds to their use without removing the main intention.
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>>24901841
What in the fuck is this nerdspeak the hell are you on nigger
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how about giving us a special attack version of burn and intimidate already? Barely anything lowers special attack
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>>24901845
Heals you for a percent of the damage dealt is lifesteal spellvamp.
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>>24901847
Chansey exists. And if you haven't noticed, physical attack runs the meta. Swords Dance, Dragaon Dance, abilities that boost attack only like Hustle, Huge Power, Defiant: all physical threats. Hell, even the best special attackers like Latios and Keldeo have moves that hit on defence and not sp def.
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Fatigue; using the same move in succession will lower its effectiveness.

For example, if you use Flamethrower twice, the initial attack deals its normal damage, but the second one deals a small amount less. Continued use without changing moves will further weaken it.

You'd need to learn to combo moves to be effective, rather than spam the same move over and over. Think of Charizard's flamethrower in Smash Bros.
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>>24901884
While I like it, it kind of encourages stall, as recover can be spammed.
I love the combo idea, maybe make signature moves for a single mon that does it. That way, the whole meta wont shift but the gimmick could still work and maybe to a really good extent.
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>>24901889
Of course there'd be preventative measures, you dolt. No mechanic besides Struggle is only detrimental without a way to fix it.
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>>24901895
Howbout a mon with great stats and typing have the ability Fatigue. Then it can have signature moves that work in combos.
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New real-time battle mode. Attacks have cooldown timers.
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HM moves become abilities that each pokemon can learn (fifth move). Each pokemon has a set HM movepool to learn from and can have one at a time, and they have non-damaging effects in battle. The old battle versions of the moves are transferred to new ordinary moves.

Cut - removes the effects of Leech Seed, Worry Seed, Ingrain, Grassy Terrain, Wrap. If used while none of these are in effect, the next physical move will ignore Def boosts
Surf - cancels sunlight weather for a few turns (Waterfall HM effect part of Surf)
Fly - turns battle into sky battle for the rest of match. Reversed once mon is defeated or switched out
Dive - turns battle into underwater battle (equivalent of sky battle)
Strength - fuck if I know
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>>24901897
Battarush
Fighting/electric type
Ability: fatigue: moves decrease in damage 50% if used consecutivly
Signature moves:
- jolt chop: electric 40damage 80accuracy confuses the target on hit
-face slap: fighting 80 damage 100 accuracy removes confuse and deals double damage to confused targets
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Trainer Style:
Customize your character to one of a handful of different play styles that affect some of the plays and adds comands.
Hyper Aggressive can have a command that boosts an attack for a mon, Super Stall raises a mons defence for a turn, abilities like these that recharge after time and are selected while moves are used, like mega evolving.
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>>24902005
This sounds perfect great idea!
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>>24901802
>>24901884
replace PP with a better system

Maybe EP (energy points) based on what the tcg does
pokemon start at 1 EP and gain 2 per turn. this way you can always use a move.
switching uses 2 and pokemon maintain there EP for the entire battle, so if after switching out a pokemon had 3 EP, when it comes back it it still has 3 EP
negative EP will require recharge
and moves like solarbeam and sky attack boost EP on the charge turn. this way if a pokemon is put to sleep or is paralyzed on the attack turn you net some benefit.
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>>24903349
It also allow hyperbeam/ giga impact and there variations some usefulness
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>>24901894
Make recover affected by it too. That way it heals for 50 the first turn, 45 the second, 40 for the third, 30 for the fourth, etc.

Make it on a counter of two turns. Without using the move to get it back to regular state so you can't just protect every other turn.

Or just scale effectiveness off of PP
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>>24901845
moba
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EX meter

It works like how it does in street fighter. It increases when you deal and take damage.

When it fills up, you all of your moves are powered up for three turns. The buff to the moves could be more damage or more additional effects. For example If a weak move like thundershock was powered up, it would have the same power as a thunderbolt attack or flash cannon has an increased chance of lowering defense with a damage boost. And If you used a status move, it can increase it by more stages or more stats.
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>>24901884
Do Choice users bypass the deduction or do they just get the boost and have to switch out to keep at full power
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>>24901884
And you could make it reverse with contrary, making the shitmons with it even more relevant
Looking at you serperior
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>>24903643
I've wanted furthered versions of status issues like poison>toxic
Paralysis is easy.
'Stunned' status works as it does now, paralysis makes you guaranteed to not move every (4th? 5th turn?)
Harder
Burn works as it does now, 3rd degree burn (all I can think of) causes all physical moves to damage you a small amount along with the power drop in attack
All I could think of
Cold works as frozen does
Frozen causes physical moves to do slightly more damage.
Any ideas and tweaks would help, and frozen May seem broken but remember how low freeze chance and how poorly distributes the ability to freeze well are.
It's not perfect but I want further forms and not just because muh patterns
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6 move slots per battle, with 2 of the moves reserved for HMs.

Protect and detect are no longer moves, but are implemented as a mechanic of sorts where a meter that fills based on the pokemon's evasion and accuracy stat(detect) and combined defenses stats(protect) respectively each turn. Most turns the bar is never full enough for the protect or detect to proc, thus normal gameplay, but when the meter is full, there is a chance that the effect will trigger, and the bar empties completely. What causes the bar to stop can include moves that lowers evasion/accuracy/defense scores, as well as using moves that might be considered "reckless", which essentially means High damaging moves like close combat, hyper beam, and such.

More pronounced effects regarding a pokemons affinity to you, with natures now playing a part into it. Certain natures are affected by certain actions the player preforms.

Status effects overriding each other, but based on a tier system where certain status effects will always take over for others.

Items now no longer take a turn to use, but only one item can be used per turn.

Natures now also determine how a pokemon fights in certain areas of the game. For instance a nature that favors water and hates fire would mean a pokemon gets a slight boost to stats in rain or in bodies of water, and lose some values if in a hot location like a desert, volcano, or such.

Fuck it, IDK.
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>>24901874
So, shell bell?
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make evasion, accuracy, and the chance to land secondary effects like ice beam's freeze into a new stat, luck
give most of the shit in NU higher base luck
having 50 base luck will be roughly similar to how things are now.
having 100 would be having evasion and accuracy raised by two stages, and ice beam would have a 15% chance of freeze instead of 10
let's see how shitty this makes the metagame
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a guard button
raises defense stats for a turn by a notable amount in exchange for not doing anything

also not really a mechanic so much as an idea for a gimmick mon, but something that changes type by giving it items meant for selling, like pearls, nuggets, or stardust. Water Rock and Psychic respectively
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>>24901813

low accuracy moves are already very powerful. that's why they're low accuracy.

gravity just needs easier ways to be set, like an item as you said, or an ability. i'm still holding out for mega steelix to get that in Z, retconning sand force because the ability didn't exist yet.
Thread replies: 31
Thread images: 2

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