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Old Nov 5th, 2012, 3:03:56 PM   #76
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FREAKING UNICORNS ON FREAKING RAINBOWS
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Go to the Bolderdash nest and attempt to befriend them
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Old Nov 5th, 2012, 4:28:49 PM   #77
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As you make your way to the nest, you hear some strange sounds coming from nearby. Being the curious person you are, you tell Flarelm to investigate.

In a hidden room in the cave, there lies a singular Mollux. It looks very strong.

Mollux



"It looks like you've discovered a Mini-Epic! These Pokemon are rather rare and strong, so would be an asset to your team. Of course, if you're feeling...confrontational, they probably hold a rare item as well. Oh, why isn't Cypress here? I'll tell you later. For now, however, proceed."

OPTIONS:
-Attempt to befriend the Mollux
-Attack the Mollux
-Leave the Mollux alone

Your Team:
Flarelm (Leader)

Necturine

Flarelm (Companion)

Your Items:
2 Oran Berries
2 Leppa Berries
1 Coba Berry
1 Icy Rock
1 Passho Berry
1 Big Root
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Last edited by UllarWarlord; Nov 5th, 2012 at 5:43:40 PM.
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Old Nov 5th, 2012, 4:53:26 PM   #78
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Holy fucking shit its a full movepool Mollux. PLEASE FOR THE LOVE OF GOD LET THIS WORK!

Attempt to befriend the Mollux
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Old Nov 5th, 2012, 4:56:46 PM   #79
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The Mollux sings a happy tune, easily surpassed by TEAMWORK. Its dancing and charming are also surpassed! The Mollux looks happy!

+.5EC/1MC/.5DC for Flarelm
+2 MC for Necturine


OPTIONS:
-Choose a teammate to dismiss and put Mollux in its place.
-Leave the Mollux without recruiting it (idiot)

Your Team:
Flarelm (Leader)

Necturine

Flarelm (Companion)

Your Items:
2 Oran Berries
2 Leppa Berries
1 Coba Berry
1 Icy Rock
1 Passho Berry
1 Big Root
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Last edited by UllarWarlord; Nov 5th, 2012 at 5:43:04 PM.
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Old Nov 5th, 2012, 5:04:37 PM   #80
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FREAKING UNICORNS ON FREAKING RAINBOWS
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Guess I'll just have to pump Elise up with UC. Oh well.

Recruit Mollux and dismiss Necturine

Did I mention I love this RP with all of my soul? <3
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Old Nov 5th, 2012, 5:43:59 PM   #81
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You dismiss Necturine. The little flower is sad to go, after all you've been through, but accepts your decision as she heads south.

Also, you finally made it to the Bolderdash nest! Two of them come forward to you, one holding what looks like a large rock of some kind.

Bolderdash


OPTIONS:
-Try to befriend the nest
-ATTACK THE NEST
-Leave the nest

Your Team:
Flarelm (Leader)

Mollux

Flarelm (Companion)

Your Items:
2 Oran Berries
2 Leppa Berries
1 Coba Berry
1 Icy Rock
1 Passho Berry
1 Big Root

Thanks for the compliment =D
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Last edited by UllarWarlord; Nov 5th, 2012 at 9:20:12 PM.
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Old Nov 5th, 2012, 6:14:27 PM   #82
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FREAKING UNICORNS ON FREAKING RAINBOWS
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I have no need for a Bolderdash, but friends are nice I guess.

Attempt to befriend the nest
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Old Nov 5th, 2012, 9:20:10 PM   #83
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The Bolderdashes try to show their rocky charm, but the combined efforts of your party win them over!

+.5EC/1MC/.5DC for Flarelm
+2MC for Mollux


OPTIONS:
-Recruit a Bolderdash and replace a member of your team
-Buy moves
-Save your game
-Leave the nest

Your Team:
Flarelm (Leader)

Mollux

Flarelm (Companion)

Your Items:
2 Oran Berries
2 Leppa Berries
1 Coba Berry
1 Icy Rock
1 Passho Berry
1 Big Root
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Old Nov 5th, 2012, 9:48:10 PM   #84
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HOLD IT.

Due to controversy, this Beta has been called. Sorry.

Please wait for approval before claiming prizes.

Again, the PMS Lab apologizes for the inconvenience.
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Old Nov 5th, 2012, 10:15:51 PM   #85
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Yeah, I can't really say I'm surprised. If this were to continue, I would've ended up with a fucking full movepool Mollux and well-trained Pyroak for literally no cost and very little work. While it is nice to quickly train a mon, and could probably be very balanced with a bunch of chamges, some little, some big, but right now, it just grants too high rewards, with recruiting being as easy as it is, the sheer amount of items you get, etc.

And so, I have a list of suggestions if and when a second Pokelution Beta test occurs.
-Possibly have a cost to start the RP, and possibly some cost to transfer recruited Pokemon back (possibly half of their rarity cost, then some fraction of the counters it received.) Stupid suggestion, but it does somewhat counter-balamce the amount of rewards
-Less random drops, and the drops will only be of lesser value (ie berries are ok, Big Root is not)
-Make recruiting MUCH harder. This could be done through a battle after you pass the charm/sing/dance check. If you want to befriend the nest, one member of the group must fight a member of the nest. If they win, the nest becomes friendly, and the Pokemon there can be recruited. If they lose, the companion (or leader) comes back with one HP, and losses could be figured out afterwards
-Of course, destroying a nest would become harder as well. Instead of only one weak opponent, why not 2 or 3, in order to keep it from being constant curbstomping if you have a type advantage.
-More ambushes at night, and make them harder. Seriously, those Revenankh were almost jokes >.>
-Less chances for healing. All friendly nests restore some health when resting for the night, but it should be limited. Nests of campanions and the home nest restore all Pokemon completely, but all other friendly nests only restore 50% of the maximum HP and EN
-In an effort to keep rewards balanced, companions will not gain any counters from battle they are in, but will still receive KOC if applicable, which can be distributed however the participant wants to during the claiming process
-A map of the island, outlining where you can/can't go, where friendly nests are and what Pokemon they have, etc. (HOLY SHIT A SUGGESTION THAT BENEFITS THE PLAYER!)

More suggestions may come if I can think of them, but I still think this is a really fun RP that can be really awesome, but as of now, its still a cakewalk, so we just have to turn the difficulty to 11, but not make it impossible.
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Last edited by waterwarrior; Nov 5th, 2012 at 11:31:23 PM.
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Old Nov 6th, 2012, 11:34:29 AM   #86
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Those are some good suggestions - expect me to incorporate some, if not all of them.

On that note, I'd like to open the floor to everyone. If you have CONSTRUCTIVE CRITICISM about Pokelution and how to make it better, feel free to post here!
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Old Nov 6th, 2012, 11:48:27 AM   #87
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Perhaps, when attacking the nest, the leader of the nest (with better stats than a mon normally would and an actual item with a pretty good AI) and a minimal of 2 other weaker mons attack.

When befriending a nest, a small battle occurs and you have to use "special actions" that take up turns in battle and leave you vunarable to attacks. If you succed with these actions, the leader begins to like you and, if you win, the leader may invite you to the nest.

If the above occurs, you cannot have the leader join you. Just weak members of the nest.

Random encounters should be strong mons with powerful items and bloated stats. This makes the player act carefully in order to prevent himself from being wiped out.

Each nest should have a trust gauge where, if a mon from that nest dies, it goes down. There is no way to increase the gauge, so if it gets Down to about 30%, you are barred from the nest for the rest of the RP and going near the nest will evoke attacks.

I have more ideas I can send as well
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Old Nov 6th, 2012, 2:00:30 PM   #88
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I definatly think the biggest thing here is that the befriending process needs an overhaul. I cant say that i have a process in mind at the moment, but i definatly think that befriending a nest should be about as big of an endeavor as fighting a nest. I also like the idea of mini-epics to help you out, however i think they should require a lot of effort to get recruited, and by no means should they be allowed to be taken out of the Roleplay with you. I also think were going to have to limit items here, either making them so they much harder to acquire, or make it so you can't take them out with you (or maybe just take one out with you). Also making healing more of a chore/resource sink would probably be beneficial, like only able to heal at your home nest, or have to trade an item to rest at a nest or something along those lines i think. Otherwise i think that the travelling system was alright, and i can't see anything else that really needed to terribly much work. Good Job Ullar, I look forward to seeing this in action again, and if I may be of service to make such a thing happen, feel free to let me know.
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Old Nov 6th, 2012, 2:38:56 PM   #89
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RagnarokAlex's and Waterwarrior's suggestions look good, though here are some things that will probably not be incorporated.

-Map for the players
This is an exploration roleplat, and as such the players should not be given a map.
-Trust Gauge
Just seems too complicated and adds unnecessary data storage. Simply making it so you can get only 1 companion max from a nest gives the same flavor and avoids number lists

Actually, the other ideas seem good, though Ullar has the final say. Thanks for all of the suggestions; any more?
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Old Nov 6th, 2012, 2:39:03 PM   #90
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It seems apparent to me that this RP is largely based of Maxis' Spore, specifically the creature stage, correct me if I'm wrong but that's what I saw when I was reading this– just something I'd like to point out, not as a criticism because I think this is an awesome game and subsequently this RP is also awesome.

As a suggestion for an overhaul of the befriending system, the initial encounter is based of the power teamwork so you can impress the nest of pokemon, but to earn their trust you need to do something for them like giving the nest a specific item or eradicating a nest pokemon close by.

I also support the idea of when engaging a nest there is an 'alpha' pokemon that has beefed up stats, large/complete move pool, up and evolution stage or a combination of these clauses.
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Old Nov 6th, 2012, 2:52:47 PM   #91
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Yes, it is based on Spore's creaure stage.
But about your suggestions: I feel somewhat uneasy about quests, because of length problems, but it seems like a promising idea. We'll think about it. Alpha mons make sense to me both flavour-wise and balence-wise, so I support it.

P.S. Everybody should remember that this is not meant to be as difficult to get through as TLR, to which it bears certain similarities. There are no Legends (high reward) or Potions and chosen items allowed (less risk), so pokelution must compensate for those like it does using picked-up items and healing nests
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Old Nov 7th, 2012, 11:48:01 AM   #92
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Okay, discussion has been open for nearly a day, and I want to give my thoughts on the situation.

Firstly, let me stress this itty bitty fact.

WW WOULD NOT HAVE GOTTEN A FULL MOVEPOOL MOLLUX. HE WOULD HAVE GOTTEN A FRESH MOLLUX, WITH ANY MC EARNED ADDED IN.

Now that THAT'S out of the way...

Battling:
The RNG-targeting system has to go. It makes the enemies easy to beat, with the right numbers. From now on, wild Pokemon will make the Leader their priority. They may target others to activate subs, or just to give them a big blow, but the Leader is public enemy number one. Why? Because if the leader falls, it's GAME OVER.

If you choose to attack a nest, it's guaranteed that the 'Boss' of the nest (more on that in a bit) will attack you as well. How many of his/her/its minions stick around, though, is different for each species; from 0-2.

Also, the difficulty needs to be ramped up with marauders, as well as befriending (more on that later). I've been convinced that if rewards are going to be around TLR difficulty, They need to be earned at TLR difficulty. As such, Marauder Pokemon encountered at night will be itemless parties of three, and ones encountered during the day will be itemless parties of two.

And that moves me on to my next topic:

Befriending:
Befriending needs to be a lot harder. Like, a lot. I liked ww's idea, and I think I want to stick with it; a 'duel of champions'. This would also result in a nest overhaul, but having a 'Boss' species leading a nest makes more natural sense to me. So I'll probably do away with Befriending stats altogether, and just call it Impressing.

Items:
I want to stress something else. ww had a .01% chance of finding that Big Root. Wobbanaut and Yarnus can confirm this, as well as zarator and Engineer. I've been convinced, however, that its mere possibility of being gotten is bad. A no-no. So, and Items that aren't acquired from making a nest extinct or defeating a Mini-Epic will have a CC cost of no more than 6; and even 6 will be rare.

That's basically what I wanted to talk about. There were some things that are a part of Pokelution that didn't happen in this first Beta run, and maybe we can address those in take two. For now, however, keep discussing!
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