This thread will be moderated to keep discussion focused.
Why is Trace Can be Activated? Why are abilities with commands like Drought and Intimidate Innate? Why are abilities like Magnet Pull (which have ongoing effects in addition to command-based ones) Can be Activated? Why are two of our ability categories (Trait and Innate) synonyms of each other? And, as a more minor issue, why do three of our categories have such clunky names?
The four ability categories we have at the moment are kind of confusing, given how abilities that function in similar or even identical manners can wind up in different categories, while abilities that function in significantly different ways might end up in the same category.
The current ability categories and their descriptions are as follows:
Ability Type:
Trait: This Ability is always in effect as a natural part of the Pokemon, even in matches where No Ability is specified.
Innate: This Ability is always in effect, although it may only be activated in certain situations.
Can be Activated: This Ability can be activated (specified by each ability) in battle at any time, but it uses an action. Activated abilities use Commands and have variable energy costs.
Can be Enabled: This Ability can be enabled at the beginning of a round without using an action, however the trainer must be issuing their attacks first. It will remain enabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be enabled upon entry.
Can be Disabled: This Ability can be disabled at the beginning of a round without using an action, however the trainer must be issuing their attacks first. It will remain disabled until ordered otherwise. If the Pokemon has just been sent out, the ability may be disabled upon entry.
This thread is for discussing clearer categories (both name-wise and definition-wise) for abilities. Feel free to throw out suggestions.
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When I was looking through the abilities in the Data Audit Thread, I found that there are seven kinds of ability. One of those, however, had literally only one ability that fit, so I merged it with the closest of the other six kinds and so I have this list:
- Traits [abilities that, for game balance purposes, are forced to be always active even in no ability matches or when not chosen] (Defeatist, Slow Start and Truant)
- Always active or conditionally active abilities that are not traits (Flash Fire, Guts, Levitate ...)
- Abilities that cause something to happen when the pokemon is sent out and can have this effect be caused again by spending an action and some energy (Drought, Intimidate, Trace ...)
- Abilities with an effect that is tied to a command but does not automatically activate when the pokemon is sent out; such abilities sometimes but not always have additional ongoing effects like those of abilities in category 2 (Cloud Nine, Magnet Pull, Rebound ...)
- Abilities with an ongoing effect that can be turned on or off; currently the category names Can be Enabled and Can be Disabled imply whether the default is on or off (Illuminate, Normalize, Sheer Force ...)
- Abilities with two possible ongoing effects that the pokemon can switch between (Effect Spore, Poison Point, Poison Touch ...)
My original proposal was to keep these six kinds of ability in separate categories defined (though not necessarily named (although I like Passive over Innate)) like this:
- Trait: This ability is always in effect as a natural part of the Pokemon, even in matches where no ability is specified or in matches where one ability other than this ability is specified.
- Passive: This ability is always in effect except in matches where no ability is specified or in matches where one ability other than this ability is specified. The ability's effect may always be active or it may be active only under certain circumstances.
- Auto-activate: This ability's effect happens immediately when the Pokemon is sent out. By spending an action and a certain amount of energy, the Pokemon can trigger this ability's effect again later in the battle.
- At-will activation: This ability has an effect that can only be activated by spending an action and a certain amount of energy. Abilities in this category may have other effects that work like the effects of Passive abilities.
- At-will suppression: This ability can be switched on or off by the Pokemon. While the ability is on, its effect works like the effects of Passive abilities; while it is off, it has no effect whatsoever. Abilities in this category specify whether they are on or off by default, but the Pokemon may switch the ability on or off when it is sent out or at the start of any round in which its trainer is ordering first. Switching the ability on or off does not take up an action or cost any energy.
- Two-effect: This ability has two possible effects that the Pokemon can choose between. Whichever effect is chosen works like the effects of Passive abilities. One effect is specified as the default, but the Pokemon may switch between effects when it is sent out or at the start of any round in which its trainer is ordering first. Switching between effects does not take up an action or cost any energy.
However, it is certainly possible to condense the categories to five or four and still avoid confusion, and perhaps provide simpler definitions and better names for the categories. For example, the categories I called "Auto-activate" and "At-will activation" could potentially be merged into one, as could the categories I called "At-will suppression" and "Two-effect". With that in mind, I will also propose this ability category system somewhat based on one suggested by ZhengTann here:
Alternative Ability Category System said:
- Trait: This ability is always in effect as a natural part of the Pokemon, even in matches where no ability is specified or in matches where one ability other than this ability is specified.
- Passive: This ability is always in effect except in matches where no ability is specified or in matches where one ability other than this ability is specified. The ability's effect may always be active or it may be active only under certain circumstances.
- Activated: This ability has an effect that is activated by spending an action and a certain amount of energy. Sometimes the effect will also be activated automatically when the Pokemon is sent out; this may or may not cost energy. Abilities in this category may have additional ongoing effects like those of Passive abilities.
- Toggle: This ability has two effects that the Pokemon can choose between, one of which is given as the default and one of which may be no effect whatsoever. The effects of these abilities are like those of Passive abilities. The Pokemon may toggle between the two effects when sent out or at the start of any round in which its trainer is ordering first. Toggling between effects does not take up an action or cost any energy.
Of course, it may still be possible to simplify the ability category system even further, which is why I have made this discussion thread. So without further ado, let's discuss the ability category system!