Hello all,
This thread is an offshoot of the Endless Battle Issues thread, with the purpose of more thoroughly fleshing out and discussing a fifty turn rule. The rule was first proposed by Eien here. There appeared to be some significant support for such a proposal judging by the likes on Ciele's later post here. The original proposal can be seen below:
Zarel, and I would guess some others, would like to see a fifty turn rule proposal hammered out more thoroughly before considering options to resolve the Endless Battle Issues thread. Note that this thread's existence does not necessarily mean we are going to move in the direction of a 50 Turn Rule as a solution to the Endless Battle Issues. Personally, I am neutral with regard to which solution we choose to resolve that thread. I would, however, like to see some sort of solution implemented before the start of OLT.
This thread is an offshoot of the Endless Battle Issues thread, with the purpose of more thoroughly fleshing out and discussing a fifty turn rule. The rule was first proposed by Eien here. There appeared to be some significant support for such a proposal judging by the likes on Ciele's later post here. The original proposal can be seen below:
I believe that eien's post serves as a decent starting point for the framework on a proposed fifty turn rule.If we do not implement a hard turn limit, is there any way to possibly implement a system similar to the fifty-move rule from chess? Fifty-move rule states that if no piece has been captured or no pawn has been moved in 50 turns, then a tie is forced. From the wikipedia page on this rule:
"The purpose of this rule is to prevent a player with no chance of winning from obstinately continuing to play indefinitely or seeking to win by tiring the opponent."
Here's an example of a disgustingly complicated system for Pokemon (I guess all endless battle systems are complicated, though?):
If:
1. No Pokemon has received direct damage (where direct damage means damage taken from the opposing Pokemon by any move)
2. No Pokemon has received net passive damage barring Pokemon with Regenerator (where net passive damage means final HP - initial HP < 0 in any one turn. self-induced damage, entry hazard damage, and ability- or item-caused damage would count)
3. No Pokemon has received net healing outside of Regenerator (where net healing means final HP - initial HP > 0 in any one turn)
4. No Pokemon with Regenerator has received greater than 30% net passive damage in any one turn
5. This is valid for X turns in a row (where X is the decided turns)
Then:
Tie is forced.
I haven't spent a ton of time on this, so if you find a loophole sorry, but assume loopholes are filled. This is also horribly complicated and I'm not advocating for implementation in this really ugly current form, but you get the general idea. The question is whether any variant of the fifty-move rule is feasibly possible in Pokemon.
Zarel, and I would guess some others, would like to see a fifty turn rule proposal hammered out more thoroughly before considering options to resolve the Endless Battle Issues thread. Note that this thread's existence does not necessarily mean we are going to move in the direction of a 50 Turn Rule as a solution to the Endless Battle Issues. Personally, I am neutral with regard to which solution we choose to resolve that thread. I would, however, like to see some sort of solution implemented before the start of OLT.