Of the different project directions brought up in this thread, how do you think they compare with each other? I'm going to have to say that all of these directions look pretty solid, however there are definitely some that need to be developed more, and others that we will have to be very careful in order to be successful. Which are most likely to be successful? Least? The direction that is most likely to be successful is the sun mon. It really just is a perfect fit for this concept but I think it may be a little too easy for us. However, I really like jas's description of this direction because it really shouldn't be something that necessarily abuses the sun like venusaur or the other chlorophyll users do. I think something that would be given chlorophyll and could take out things like latios one on one would be incredibly overpowered and centralizing. It should be something that provides offensive, defensive or hazard support to patch up a sun team's weaknesses to make it more successful. I think this is a direction we could patch into one of the others as well. Something I thought of was something along the lines of starmie in terms of stats and support abilities but that could be used effectively in the sun. On the other side, I would say Direct Approach and Extremecould be a little too broad to be successful. I'll provide an example for this in the form of celebi in the current metagame. Specially Defensive Celebi is pretty much the best counter to common rain threats besides Tornadus right now. You would think people would be scared of using as many water types with this thing running around as it takes literally no damage from things like rotom-w, barely any from offensive threats like keldeo and specs politoed and it can hit them back for super effective damage while giving support to its team through thunder wave etc. at the same time. However, people aren't too scared of celebi because it can be dealt with by a multitude of common threats such as mamoswine, tyranitar, scizor, jirachi etc. This is the problem with these directions. In order for it to work, imo, we not only have to counter the common type that is in question, but we can't be shut down by common threats, even if they are uncommon types like mamoswine and tyranitar. If our rain counter is beaten by another common threat we won't have to resort to something such as an underused poison type to defeat it. We simply throw the counter's weakness onto our rain team and continue to spam specs hydro pumps from keldeo without a problem. And with this obstacle, I fear that we will try to give great stats, and secondary typings to take on the common pokes in OU that will likely counter us, and we will be making that does well against everything in OU which completely defeats the purpose of this concept. This may seem like the easy way out at first glance but I think if we don't look over every avenue with this direction we will just end up being dealt with by things we do not want to be countered by. Are any too restrictive? Too broad? Kind of already answered this above but I don't think any are too restrictive so that's good Do you believe any of them are more conducive to interesting discussion than the others? Definitely. I think both directions which are kind of underdeveloped at this point could bring some great discussion later on. These would be the Hazard Controller and the Help a Playstyle. The former option will provide some discussion and research into how controlling hazards in some way will truly affect both common and uncommon threats. With something like guaranteed no stealth rocks make things volcarona unstoppable? Or would it have very little effect at all? Would this absence of stealth rocks backfire on us and benefit the types we are going after such as dragon? What would our perfect rapid spinner be like in terms of stats, movepool, typing etc? Would lower used types like ground and rock become even less used because stealth rock is no longer helpful? I think these are all some good questions to look at going forward with this direction. The latter option really intrigues me because we would get to delve into underused play styles such as hail and anti-weather (weatherless) to see what would make them more usable in the current metagame. Would making an underused play style more viable make rain less effective? Would we just replace sand or sun as the "Next Best"? What type of poke would make playstyles such as hail and anti-weather more effective? Would it take out opposing counters through offensive coverage? Would it wall certain threats to these teams? Would it be viable to use this mon in other playstyles? Could we make an underused type more viable or would we just make common types more viable on these teams? I think these are all good questions to look at for this direction. However, as you can see, these options have many variables and although they will most certainly challenge us and bring some great discussion to the table, we may put lots of time and energy into just figuring out it will likely not succeed. And I kinda touched on the last two questions in my other answers and its getting late. Maybe I'll come back to it at another time but I think these are some things people should consider before deciding which way we should go with this.