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Roleplay Role Playing Approval Center (Update 5-12-13)

Discussion in 'Network Center' started by Deck Knight, Feb 13, 2011.

  1. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    1. Ranged attacks are a neat trick. I think to determine their usefulness, we'll have to see an actual game in action.
    2. Offense, most definitely. Though you both adamantly deny that it will become a stallfest, with the massive advantages the defender gets EVERY skirmish, not much offensive movements will be happening, because its too much risk for too little reward. At the very least, make both commanders decided before the attacker orders, since the attacker ordering first makes sense flavorwise.
  2. Gerard

    Gerard

    Joined:
    Feb 16, 2011
    Messages:
    4,373
    2. I think defensive should have the advantage, since you're the one who chooses how many mons you'll be attacking a kingdom (or a square) with, it gives you the advantage that you can always have equal or more Pokemon attacking than the ones defending, which it's a huge advantage considering you only have 6 mons to defend all the terrains you might have, while you get an opposing team with likely three members attacking again and again
  3. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    You want people to ref... this? Yeah, you're not cute.
  4. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    1. Doesn't seem too bad. It might be nice to have at least 1 ranged attack for each type, but as Leethoof said, it'll have to be actually played to see the results. Tomohawk seems to have the most options, I can't help but notice...
    2. Defenders. From a situational point of view, a attacker will more-often-than-not have a numbers advantage. And a defending army would have had time to 'garrison' the area, bracing themselves for an attack. However, I fully support naming a commander before entering battle: One action not prepared for in any way is too dangerous.
  5. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    4,005
    Alternatively you could make the map in Excel or otherwise not make it purely text based.
    [​IMG]
    It's more aesthetically pleasing and probably simpler to make.
  6. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    That is the exact thing that killed the first Labyrinth iteration stone dead. Excel would be GREAT... If one didn't have to upload a new image (meaning a conversion to image!) every single update.

    No, we need something we can copy-paste in-forum and edit when replying, quickly and intuitively.

    ***

    Regarding Hazards: You'd be surprised how ineffective turtling is. Offense has the advantage of being able to single out their targets—e.g. avoiding trios and attacking less-populated spaces with a larger team. A player who wants to hold a defensive line is forced to either spread out and become vulnerable to outnumbering, or stay clumped and lose their territory. Defense is what needs help, not offense. Thus, hazards are used to deter specific foes ("Come at me, Volcarona!") from attacking for a turn.
  7. zarator

    zarator Credits to Mos-Quitoxe for the cute sprite^^
    is a Community Contributoris a Contributor Alumnus

    Joined:
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    Messages:
    4,975
    About Engineer's and Lou's RP proposal:

    1) There is no way I'm not allowing this to run a beta test, at the very least. It looks way too fun and original, compared to existing RPs, to pass.

    2) I find the RP name misleading. As I see it, this RP kind of resembles the "King of the Hill" modes of many RTS games, although only somewhat vaguely. I dunno what the right name would be, but "Inquisition" just doesn't seem right.

    3) The ruleset is pretty complex, and there's no way theorymon can tell us what the balance between offense and defense should be until proper testing. I wouldn't be surprised if this game needed 2 months of daily hotfixes or something close to it.

    The complexity of the ruleset makes hard to give more in-depth advice at this stage. But for what I care, keep up the good work! I'm sure this can turn out to be awesome once you figure out how to balance the rules.

    EDIT: I am sorry for not being as active in checking this thread as I should be, but if you need advice or approval for anything here, just hit me with a VM and I'll give it a read^^
  8. Lord Jesseus

    Lord Jesseus

    Joined:
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    Oh yeah this is something that occured to me earlier. Inquisition sounds like something that involves a lot of sneaking around and investigation or "inquisition" as it were. Something Mafia-esque; which this is obviously not.
  9. Gerard

    Gerard

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    4,373
  10. Destiny Warrior

    Destiny Warrior also known as Darkwing_Duck
    is a Smogon Media Contributor Alumnus

    Joined:
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    I've spoken about this on IRC before, but here it actually is:

    ASB Mystery Dungeon

    Basic Mechanics

    Each dungeon is unique. Some dungeons are short, while others can be long. Different dungeons have different resident Pokemon. The layout of a dungeon also changes with each attempt, though its overall structure is similar over a variety of attempts. The aim of the player is to find the staircase on a floor to get to the next floor. The location of the staircase and the player on each floor are randomized. This means that a player may start right next to the staircase on a floor, or may have to search through an entire floor to find the staircase.

    The player cannot bring all of his Pokemon in however. No more than four Pokemon may enter a dungeon at a time, and the sum of the Size Classes of all the Pokemon that are present on the team cannot exceed 14. Players may recruit Pokemon while they are exploring the dungeon. These Pokemon will join the player's active party only if the player has less than 4 Pokemon on their team, and the Pokemon would not break the SC cap.

    Similar to the "original" PMD games and unlike the PMD2 games, for a player to be able to take a recruited Pokemon onto their mainstream ASB team, he/she must ensure that the Pokemon survives until the end of the dungeon. If the recruited Pokemon faints while in the dungeon and is not revived(discussed later), it is lost for ever from the player's party. The actual recruitment formula is given later in this thread.

    Mystery Dungeon introduces a variety of new items. While the exclusive items have not been carried over to this RP, the other items such as the X-Ray Specs have. These items will be detailed later in the thread, because there are a LOT of them and they would take up several posts here.

    Pokemon that appear in dungeons do not appear as they would in ASB. Their stats and other details are adjusted to suit the RP. Additionally, the concept of priority is scrapped. Instead a system of range is used. Moves have the same ranges as they do in the PMD games. While exploring dungeons, the Belly of a Pokemon goes down.

    IQ

    Every Pokemon has a special stat called IQ. This IQ stat is responsible for unlocking special skills known as "IQ Skills". Every Pokemon falls under an "IQ Group", which determines the IQ skills it can learn. There are 10 different IQ groups, A to J.

    All Pokemon start at 0 IQ, including recruited Pokemon, even if they had a higher amount of IQ before recruitment.

    The IQ stat of a Pokemon can be increased by consuming Gummis and Nectars. Gummis impact the Pokemon's IQ based on its typing. Each Gummi is associated with a type. The impact of Gummis is as follows:

    Gummi type = 1 of Pokemon's types -> 5 IQ
    Gummi type = Super-effective on Pokemon -> 4 IQ
    Gummi type = Neutral on Pokemon -> 3 IQ
    Gummi type = Not very effective on Pokemon -> 2 IQ
    Pokemon is immune to Gummi type -> 1 IQ
    Wonder Gummi -> +10 IQ
    Nectar -> +10 IQ

    But you may wonder, "At what values of IQ do I gain IQ skills? Furthermore, are any IQ skills different in ASB?" Fear not, for they are given below, along with the description of the IQ skill:

    IQ Skills (open)
    Escapist - Base Skill
    Allows Pokemon to explore dungeons. This IQ skill cannot be turned off.

    Item Master - Base Skill
    Pokemon can use held items and items from the bag. This is necessary if you want a Pokemon to be revived by a Reviver seed.

    Experienced Traveler - Base Skill
    This Pokemon gains +1 Movement speed if all of its allies have fainted.

    Item Catcher - Base Skill
    Can catch thrown items.

    Efficiency Expert - 1 IQ
    In a Monster House, this Pokemon does +1 bonus damage if it is attacking the Pokemon with least HP.

    Status Evader - 3 IQ
    This Pokemon has a 10% chance of evading a hostile status move.

    Cheerleader - 3 IQ
    This Pokemon raises the Atk and SpA of nearby(within a 2 tile radius) by 1 stage.

    Nontraitor - 4 IQ
    This Pokemon will never hurt its allies in any circumstance due to a status condition.

    Acute Sniffer - 5 IQ
    On entering a floor, this Pokemon will be able to tell how many items are present at the time of entering. Buried items are included in this, though items in Sealed Chambers are not.

    Energy Conserver - 6 IQ
    8% chance that the Pokemon does not expend energy when using an attack.

    Bodyguard - 7 IQ
    This Pokemon will take hits instead of it's low HP(<=25% max HP) ally, as long as it itself is not at low HP.

    Self-Curer - 7 IQ
    This Pokemon cures itself of temporary status effects sooner.

    Brick-Tough - 10 IQ
    +10 max HP while inside a dungeon. This IQ skill can't be turned off.

    Type-Advantage Master - 11 IQ
    Critical hit rate doubles when using a super-effective attack.

    Weak-Type Picker - 13 IQ
    This Pokemon's attacks get a bonus +2 BAP if super-effective.

    Power Pitcher - 13 IQ
    Items thrown by this Pokemon do 30% more damage.

    Survivalist - 14 IQ
    This Pokemon's Belly is increased by 10%. It also has a 50% chance to negate the effects of a consumed Grimy Food.

    Coin Watcher - 15 IQ
    Cash picked up by this Pokemon has 120% of its actual value.

    Nonsleeper - 16 IQ
    This Pokemon is immune to all moves that induce sleep while in a dungeon.

    Gap Prober - 17 IQ
    This Pokemon's line-range moves and thrown items bypass allies.

    Wise Healer - 18 IQ
    This Pokemon's natural regeneration is boosted by 15%.

    Wary Fighter - 18 IQ
    If this Pokemon's attack misses, it will go one step back if there is room to do so.

    Concentrator - 19 IQ
    This Pokemon has a permanent +1 Accuracy stage, but also a -1 Evasion stage.

    Deep Breather - 19 IQ
    This Pokemon gains 6 EN each time to ascends/descends a staircase.

    Practice Swinger - 20 IQ
    If this Pokemon's attack misses, it will have a temporary +1 boost to both it's Attack and Special Attack.

    Experienced Learner - 20 IQ
    This Pokemon gains 1 extra MC for every 6 opponents that are KOed.

    Agressor - 22 IQ
    This Pokemon has a permanent +1 boost to its Attack and Special Attack, but suffers a permanent -1 stage Defense and Special Defense.

    Defender - 23 IQ
    This Pokemon has a permanent +1 boost to its Defense and Special Defense, but suffers a permanent -1 stage Attack and Special Attack.

    Trap Evader - 24 IQ
    This Pokemon has a 30% chance of not triggering a trap if it steps on it.

    Metabolism Regulator - 25 IQ
    This Pokemon's Belly reduction rate is reduced by 10%.

    Sharp Shooter - 26 IQ
    This Pokemon has an increase in critical hit rate of 1 stage.

    Hit-And-Runner - 27 IQ
    This Pokemon is immune to counterattacks.

    Counter Basher - 28 IQ
    This Pokemon has a 12% chance of returning the damage that it takes in full back to its foe when at <=50% HP. However, this IQ skill reduces both its Defense and Special Defense by 1 rank while in the dungeon.

    Quick Healer - 29 IQ
    This Pokemon naturally regenerates 1 extra HP every 20 steps.

    Lava Master - 30 IQ
    This Pokemon will not be burned if it steps on lava.

    Multitalent - 31 IQ
    This Pokemon has an extra 20 EN while exploring dungeons. This IQ skill can't be turned off.

    Exp. Elite - 32 IQ
    This Pokemon gains an extra MC for every 10 opponents KO'd.

    Counter Hitter - 33 IQ
    This Pokemon has a 10% chance of dealing 1/4th of the damage it takes when it is attacked.

    Erratic Player - 34 IQ
    This Pokemon increases the emphasis on types. Attacks involving this Pokemon either as a target or as an attacker change their SE and NVE multipliers to 1.8 instead of 1.5.

    Haggler - 35 IQ
    This Pokemon gets 20% better prices in dungeons at Kecleon shops, both for buying and selling.

    Clutch Performer - 36 IQ

    At low HP(<=25% max HP), this Pokemon gains a +1 stage boost in Evasion and Accuracy thjat lasts as long as it remains at those HP levels.

    Collector - 37 IQ
    Increases the chance of a foe dropping a box to 30%.

    All-Terrain Hiker - 40 IQ
    This Pokemon can walk on all non-wall ties.

    Trap Buster - 42 IQ
    This Pokemon has a 33% chance of destroying a trap when it triggers it.

    Critical Dodger - 44 IQ
    This Pokemon has a 50% chance of dodging a critical hit.

    Stair Sensor - 48 IQ
    On entering a floor, this Pokemon gets a compass bearing of the rough direction of the staircase.

    Sure-Hit Attacker - 50 IQ
    Attacks that cost 4 EN or less used by this Pokemon never miss.

    Extra Striker - 52 IQ
    Attacks with 6 or less BAP used by this Pokemon have a 10% chance of being used twice for 3 extra energy.

    Quick Dodger - 54 IQ
    This Pokemon has a 20% chance to evade any attack that targets it.

    Fast Friend - 55 IQ
    This Pokemon has a +10% chance of recruiting a wild Pokemon.

    Intimidator - 56 IQ
    This Pokemon has a 20% chance of making an adjacent foe flinch when it has to move.

    No-Charger - 57 IQ
    This Pokemon uses attacks that are delayed either due to a charge-up turn or an evasive turn at normal priority, at the cost of 5 extra energy.

    Map Surveyor - 58 IQ
    This Pokemon knows the entire map of the floor when it enters it. It still needs to explore it to find the staircase, items, etc. however.

    Trap Seer - 60 IQ
    This Pokemon reveals an invisible trap when it steps on it.

    Quick Striker - 75 IQ
    Attacks with 6 or less BAP used by this Pokemon are used twice for 6 extra energy.

    House Sensor - 80 IQ
    This Pokemon can sense a Monster House, and can alert others about it before they enter the room.

    Pierce Hurler - 85 IQ
    Items thrown by this Pokemon travel through Pokemon and walls till they disappear from the map. It affects all Pokemon that it passes through.

    Nature Gifter - 90 IQ
    Berries and Seeds eaten by this Pokemon affect everyone on the team.

    Time Tripper - 95 IQ
    This Pokemon has a permanent +1 Movement speed.

    Absolute Mover - 99 IQ
    This Pokemon can walk on any terrain, and can break down walls when it wants to walk through them.


    Group A (open)
    Escapist
    Item Master
    Item Catcher
    Experienced Traveler
    Status Evader
    Nontraitor
    Acute Sniffer
    Energy Conserver
    Type-Advantage Master
    Survivalist
    Coin Watcher
    Nonsleeper
    Lava Master
    Multitalent
    Haggler
    Collector
    All-Terrain Hiker
    Trap Buster
    Stair Sensor
    Map Surveyor
    House Sensor
    Pierce Hurler


    Group B (open)
    Escapist
    Item Master
    Item Catcher
    Experienced Traveler
    Status Evader
    Cheerleader
    Nontraitor
    Bodyguard
    Type-Advantage Master
    Coin Watcher
    Nonsleeper
    Gap Prober
    Wise Healer
    Deep Breather
    Lava Master
    Haggler
    Trap Buster
    Fast Friend
    Trap Seer
    House Sensor
    Pierce Hurler
    Nature Gifter


    Group C (open)
    Escapist
    Item Master
    Item Catcher
    Status Evader
    Nontraitor
    Brick-Tough
    Type-Advantage Master
    Power Pitcher
    Survivalist
    Nonsleeper
    Concentrator
    Practice Swinger
    Experienced Learner
    Aggressor
    Counter Basher
    Lava Evader
    Erratic Player
    Clutch Performer
    Extra Striker
    Intimidator
    No-Charger
    Pierce Hurler


    Group D (open)
    Escapist
    Item Master
    Item Catcher
    Experienced Traveler
    Status Evader
    Nontraitor
    Energy Conserver
    Self-Curer
    Gap Prober
    Concentrator
    Practice Swinger
    Trap Evader
    Sharp Shooter
    Lava Evader
    Counter Hitter
    Clutch Performer
    Critical Dodger
    Stair Sensor
    Extra Striker
    Quick Dodger
    Trap Seer
    Quick Striker


    Group E (open)
    Escapist
    Item Master
    Item Catcher
    Efficiency Expert
    Status Evader
    Cheerleader
    Nontraitor
    Bodyguard
    Brick-Tough
    Power Pitcher
    Survivalist
    Wise Healer
    Wary Fighter
    Deep Breather
    Defender
    Energy Saver
    Quick Healer
    Lava Master
    Counter Hitter
    Sure-Hit Attacker
    Intimidator
    House Sensor


    Group F (open)
    Escapist
    Item Master
    Item Catcher
    Status Evader
    Nontraitor
    Energy Conserver
    Self-Curer
    Type-Advantage Master
    Weak-Type Picker
    Gap Prober
    Wary Fighter
    Sharp Shooter
    Hit-and-Runner
    Lava Master
    Multitalent
    Exp. Elite
    All-Terrain Hiker
    Trap Buster
    Stair Sensor
    No-Charger
    Hosue Avoider
    Pierce Hurler


    Group G (open)
    Escapist
    Item Master
    Item Catcher
    Status Evader
    Nontraitor
    Acute Sniffer
    Energy Conserver
    Self-Curer
    Practice Swinger
    Experienced Learner
    Trap Evader
    Hit-And-Runner
    Quick Healer
    Lava Master
    Exp. Elite
    Erratic Player
    Critical Dodger
    Stair Sensor
    Quick Dodger
    Map Surveyor
    Trap Seer
    Quick Striker


    Group H (open)
    Escapist
    Item Master
    Item Catcher
    Efficiency Expert
    Status Evader
    Nontraitor
    Bodyguard
    Self-Curer
    Brick-Tough
    Coin Watcher
    Wise Healer
    Wary Fighter
    Deep Breather
    Quick Healer
    Lava Master
    All-Terrain Hiker
    Trap Buster
    Critical Dodger
    Quick Dodger
    Fast Friend
    House Sensor
    Nature Gifter


    Group I (open)
    Escapist
    Item Master
    Item Catcher
    Status Checker
    Nontraitor
    PP Saver
    Self-Curer
    Power Pitcher
    Survivalist
    Deep Breather
    Practice Swinger
    Experienced Learner
    Aggressor
    Sharp Shooter
    Quick Healer
    Lava Master
    All-Terrain Hiker
    Extra Striker
    Quick Dodger
    Intimidator
    House Sensor
    Time Tripper


    Group J (open)
    Escapist
    Item Master
    Item Catcher
    Status Evader
    Nontraitor
    Energy Conserver
    Weak-Type Picker
    Gap Prober
    Wary Fighter
    Concentrator
    Practice Swinger
    Defender
    Energy Saver
    Hit-And-Runner
    Lava Master
    Multitalent
    Stair Sensor
    Sure-Hit Attacker
    Intimidator
    Map Surveyor
    House Sensor
    Absolute Mover


    Pokemon from Generations 1-4 use the same IQ groups as they do In Pokemon Mystery Dungeon: Explorers of Time/Darkness/the Sky.

    "I want to use CAPs and Generation 5 Pokemon in dungeons! What IQ groups do they come under?"

    The IQ groups of the CAP families(only the final evolutions are listed) are given below:

    Syclant: Group C
    Revenankh: Group E
    Pyroak: Group A
    Fidgit: Group H
    Arghonaut: Group E
    Stratagem: Group G
    Kitsunoh: Group D
    Cyclohm: Group C
    Colossoil: Group B
    Krilowatt: Group E
    Voodoom: Group B
    Tomohawk: Group H
    Necturna: Group G

    The IQ groups of the Generation 5 Pokemon families(only the first stages are listed) are given below:

    Show Hide
    Snivy: Group E
    Tepig: Group C
    Oshawott: Group F
    Patrat: Group G
    Lillipup: Group D
    Purrloin: Group B
    Pansage: Group D
    Pansear: Group D
    Panpour: Group D
    Munna: Group H
    Pidove: Group A
    Blitzle: Group C
    Rogenrolla: Group B
    Woobat: Group F
    Drilbur: Group C
    Audino: Group B
    Timburr: Group D
    Tympole: Group A
    Throh: Group E
    Sawk: Group C
    Sewaddle: Group A
    Venipide: Group G
    Cottonee: Group H
    Petitlil: Group D
    Basculin: Group C
    Sandile: Group C
    Darumaka: Group C
    Maractus: Group A
    Dwebble: Group B
    Scraggy: Group E
    Sigilyph: Group F
    Yamask: Group E
    Tirtouga: Group A
    Archen: Group C
    Trubbish: Group F
    Zorua: Group B
    Minccino: Group G
    Gothita: Group A
    Solosis: Group E
    Ducklett: Group D
    Vanillite: Group D
    Deerling: Group F
    Emolga: Group A
    Karrablast: Group G
    Foongus: H
    Frillish: Group E
    Alomomola: Group H
    Joltik: Group C
    Ferroseed: Group B
    Klink: Group H
    Tynamo: Group F
    Elgyem: Group E
    Litwick: Group C
    Axew: Group C
    Cubchoo: Group B
    Cryogonal: Group F
    Shelmet: Group G
    Stunfisk: Group A
    Mienfoo: Group B
    Druddigon: Group D
    Golett: Group D
    Pawniard: Group E
    Bouffalant: Group F
    Rufflet: Group D
    Vullaby: Group E
    Heatmor: Group G
    Durant: Group G
    Deino: Group C
    Larvesta: Group F


    Linking Moves

    If the player has a Link Box in their bag, they can use it to link and delink moves. Linked moves are used one after the other(not simultaneously as in a combo). A link is one-way, and if the player loses the Link Box, is permanent until the end of the dungeon(unless the player somehow obtains another Link Box). Linked moves have a penalty of 5 Belly each time they are used, and cost (EC1 + EC2 + 5) EN. The Belly penalty cannot be circumvented by a Tight Belt.

    Recruitment

    One of the most important elements of Mystery Dungeon games is recruitment. If a wild Pokemon is impressed with you, and there is room for it on the party, it will make an offer to join you, which you can accept or decline. If a recruited Pokemon faints and is not revived while still in the dungeon, that Pokemon will permanently leave the team. If you manage to successfully take a recruited Pokemon with you to the end of the dungeon, it becomes a member of your mainstream ASB party, which you can claim in the prize claiming thread.

    Recruitment can only occur after a Pokemon has been KO'd, with the KOing blow being landed by the chosen leader of the party. The exact recruitment formula is given below:-

    Recruitment Chance=[{C/255)+M}*I*F*K*E]%

    where:
    C = Capture Rate of Pokemon in the normal games
    M = MIN[10, FLOOR(No. of moves the Pokemon knows)/10]
    I = Item Boost(1.1 for Friend Bow, 2 for Golden Mask/Amber Tear, else 1)
    F = Fast Friend Factor(1.1 is Fast Friend is active on leader, else 1)
    K = Kecleon Factor(if Pokemon is Kecleon, K = 0.1)
    E = Exploration Factor(If player is on a Solitary Exploration, 1.2, else if in Co-Op, 1)

    Kecleon Shops

    In dungeons, you will occasionally run into Kecleon shops. Kecleon shops stock items on their floors that you can buy using money that you find in dungeons. You can buy items from these shops, or sell any items that you have. Kecleon will also charge a higher price for items than they accept for them, because they need to make a profit(they have families to feed!). A Kecleon is scrupulous in a transanction however, and you can be sure they will not cheat you. However, they are also intolerant of thieves.

    If you take an item from a Kecleon shop and refuse to pay, Kecleon will raise a red alert! All further Pokemon that spawn in the dungeon will be Kecleon, all out to avenge their brother. Kecleon come down on you in a storm, and it can be difficult to fight your way to safety. To make matters worse, if you steal from a Kecleon, your Escape Orbs will fail to work till you reach the next floor. Additionally, if you are KO'd, all Seeds in your bags will turn to Plain Seeds, as an additional punishment to your normal losing punishment.

    If you do successfully steal from a Kecleon and live to tell the tale however, it is said a great treasure awaits you...

    Fainting in a Dungeon

    Dungeons are tough. If an exploration team faint while inside a dungeon, they are kicked out, they lose 1/4th of their items rounded down, selected randomly. This means that you could lose that all important Stamina Band, so be careful! There is one way to avoid this however, which is detailed later in the post. An exploration team is considered to have fainted if its appointed leader is knocked out, and cannot be revived.

    Monster Houses

    Monster Houses are traps set by a multitude of Pokemon in a dungeon. An unsuspecting explorer wanders into a room, and the Monster House pounces on him! Monster Houses are often tough to negotiate, as they involve several Pokemon attempting to attack you at once. Monster Houses are also laden with traps, which is another problem. Sometimes, however, there is no way but to take a deep breath and enter one, since the staircase to the next floor is there...

    Secret Bazaar

    Occasionally while exploring dungeons, you will uncover a hidden staircase. You can either follow this staircase to the Secret Bazaar, or ignore it and continue your dungeon exploration.

    In the Bazaar, there are 4 Pokemon, who can assist you in the dungeon:

    Shedinja: For the price of a mere 100 Poke, Shedinja will show you an escape route from the dungeon, allowing you to leave it without losing any of your items!

    Mime Jr.: For just 100 Poke, Mime Jr. will restore all your Pokemon to full health, energy and Belly!

    Lickilicky: For the small cost of a 100 Poke, Lickilicky will clean your items, and any sticky ones become usable.

    Swalot: For 100 Poke, you can participate in the Swalot Lottery! You always win an item, but what exactly will it be?

    Challenge Types

    Players can explore dungeons in 2 different ways:

    Solitary Exploration: The player explores a dungeon by himself. In a Solitary Exploration, players have a better chance of recruiting wild Pokemon.

    Co-Operative Exploration: Two teams enter a dungeon simultaneously. If one team faints, the other team can attempt to rescue them on the same floor provided they have not already reached the staircase. However, the site of the first team will house a Monster House bent upon trapping the second team. If a team fights through the MH and successfully revives the first team, the first team's members who were alive at the time the leader fainted will revive with 80% of their max HP and 75% of their maximum EN each. A team can only be rescued in this manner 10 times in a dungeon.

    Rewards

    Challengers get 0.1 CC for each room that they enter during the exploration(this includes the room they spawn in).

    Challengers get 1 KOC for every 5 Pokemon the team KOes, which can be given to any of the Pokemon on their team, or converted to CC at the end of the challenge.

    Challengers' Pokemon get 1EC/1 MC/1DC for every 5 Pokemon that they KO. They are permitted to learn moves "on the fly" in certain dungeons.

    Referees are paid 5 UC per floor in solo challenges, and 8 UC per floor in co-op challenges(as long as both challengers are alive), due to the amount of work they must perform to generate maps, and referee/control multiple Pokemon all over the map.

    Roleplay Flow

    Desk: Challengers sign up. A thread is put up for each individual challenge(if this becomes a popular roleplay, it will shift to a Social Group).

    Challengers give instructions for motion for 20 steps, with upto 3 Substitutions(junction, Pokemon, room) allowed each set of orders. By default, challengers stop moving after they they reach a tile adjacent to the enemy(unless specifically subbed against), and the next round automatically starts. The ref posts the explored map each round.

    Encounters with Pokemon are not separate, but occur as part of the roleplay. Each Pokemon is present on a tile, and every action, Pokemon move in this order:

    Leader
    Any other teammates
    Foes

    The system of Speed is done away with for this reason. Every move has Range, which is taken from the MD games, which determines what target it can hit. Referees control all wild Pokemon.

    Also, as approved by Deck Knight, certain dungeons may contain legendary Pokemon.

    Example: Zarator signs up with a Blaziken and a Feraligatr, and his challenge is taken. The referee puts up a new thread, and posts an image of the room that he is presently in.

    Zarator mulls over it, and then decides to go through the northeast exit of the room. He enters the corridor, and begins to go down it when he sees a Lilligant! Having come right in front of the Lilligant, it gets a free move, and decides to use Sunny Day to change the weather on the floor to Sun and activating Chlorophyll. It is then hit by a Fire Blast from Blaziken, which KOes it, and Zarator continues on his merry way.

    A few steps later, he sees another Lilligant, which uses its Chlorophyll speed boost to rip into Blaziken's HP with a repetitive Petal Dance Blaziken's HP drops perilously as its attack misses, and it is only saved because of Feraligatr knowing the IQ Skill Bodyguard, which it uses to bodyblock for the leader.

    Blaziken finally manages to KO the Lilligant, and then finds the staircase to the enxt floor in the next room. He takes it up, prompting the referee to generate the next floor.
  11. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,556
    So, I came up with a new RP idea.

    Poke-Cars!

    Pokecars???

    Yeah, Pokecars. Scientists have figured out how to turn Pokemon into cars. These cars are indestructible (almost) and perform well. However, the Pokemon's stats determine how well it performs. If a trainer has amassed enough PC, or Parts Counters, they can head over to the Parts Shop to upgrade their parts. However, Pokemon can never truly overcome their stats, so Deoxys-A will never have good Defensive Bounce Back, and Shuckle will never have good Speed. This RP does not lock Pokemon.

    Up to 10 trainers can be in one race.

    Car Stats

    Each Pokecar starts with certain parts. The parts affect certain stats. Pokemon cannot start with certain parts. The stats are as follows:

    Speed: Affects max speed.
    Acceleration: Affects how fast a car gets to max speed.
    Offensive Bounce Back: Affects the likelihood of an attack succeeding.
    Defensive Bounce Back: Affects the likelihood of an opponent's attack succeeding.
    Chassis HP: Max Chassis Endurance in the Grand Prix.
    Tire HP: Max Tire Endurance in the Grand Prix.
    Road Grip: Affects the likelihood of spin on Road.
    Off-Road Grip: Affects the likelihood of spin on Off-Road.
    Rain Grip: Affects the likelihood of spin in Rain or on shallow water. This likelihood is averaged with the Road or Off-Road Grip, depending on what the course is at the site of shallow water or Rain.
    On Water: Affects a car's speed in (or on) deep water.
    Snow: Affects a car's grip on Snow.
    Gravity: Affects how often a car jumps, causing it to lose control.

    There are various parts that affect various stats, and some give special abilities.

    Race Counters

    RC are needed for everything. The race awards 25 RC to the winner, 15 to the second-place car, and the third-place car gets 10. Everyone else gets 5.

    Parts, Items, and Synthesis

    Parts Shop:
    Parts can be bought using RC in the Parts Shop. Some parts (ex. Twin V10 Engine) cost a ton of RC, and one (Chassis 4) can only be obtained from an event. Races are the only way to get RC.

    Item Shop:
    A variety of items can be bought using RC from the Item Shop. Some items (ex. Black Piston, Devil's Egg) cost a lot of RC, and some (ex. Angel Wings, Shining Piston) can only be obtained via events. Races are the only way to get RC.

    The Lab:
    Items can be Synthesized to make parts here. Only certain pairings will work. RC is required, and with certain parts (ex. Angel's Engine), they cost quite a bit of RC. Races are the only way to get RC.

    Races

    So now to the actual races...

    At each part of a course (say a turn) the ref gives the order of cars, and the trainers command their Pokecars (say, "Attack zataror's Regirock!"). The ref then creates a scenario for this (you spin, target spins, you pass someone) and proceeds to the next portion of the race.

    The Grand Prix

    The Grand Prix has 5 laps per race, as well as 5 races, as opposed to the normal 3 laps per race. There also need to be 10 people, on 5 teams of 2. The Grand Prix picks randomly (with the Medium courses more likely to be picked.) from the courses on each island. The GP scoring system is outlined below:

    Win: 70 Points
    2nd: 60 Points
    3rd: 50 Points
    4th: 40 Points
    5th: 30 Points
    6th: 20 Points
    7th: 10 Points
    8th-10th: 0 Points

    Endurance matters! Less endurance means that the parts have less performance. The Pit can be used to recover endurance, and the trainer can order the Pit, but it takes time to regain endurance in the Pit.

    After 5 races, the scores of each team are tallied up. The rewards are then doled out as follows:

    First: 75 RC
    Second: 50 RC
    Third: 40 RC
    Fourth and Fifth: 25 RC

    There are also Grand Prix-related events, which give parts and items:

    Participate in one Grand Prix: Angel Wings
    Win one Grand Prix: Chassis 4
    Win 3 Grand Prix: Shining Piston

    Courses

    Island 1:
    High Speed Oval Short:
    Road: 100%
    Off-Road: 0%
    Weather: Clear
    Comments: Rather easy.

    High Speed Oval Medium:
    Road: 100%
    Off-Road: 0%
    Weather: Night
    Comments: A bit tighter turns.

    High Speed Oval Long:
    Road: 100%
    Off-Road: 0%
    Weather: Clear
    Comments: Tight turns

    Uptown Resort Short:
    Road: 100%
    Off-Road: 0%
    Weather: Clear
    Comments: Curvy road, 180 degree turn.

    Uptown Resort Medium:
    Road: 100%
    Off-Road: 0%
    Weather: Clear
    Comments: 180 degree turn.

    Uptown Resort Super-Long
    Road: 100%
    Off-Road: 0%
    Weather: Rain
    Comments: Twists and turns aplenty.

    Sky Highway Short
    Road: 100%
    Off-Road: 0%
    Weather: Night
    Comments: Get ready to bounce and spin!

    Sky Highway Medium:
    Road: 100%
    Off-Road: 0%
    Weather: Clear
    Comments: Fast-paced linear race.

    Sky Highway Long:
    Road: 100%
    Off-Road: 0%
    Weather: Cloudy
    Comments: Round curves aplenty.

    Island 2:
    Seaside Paradise Short:
    Road: 0%
    Off-Road: 100%
    Weather: Clear
    Comments: A course filled with water, both shallow and deep.

    Seaside Paradise Medium:
    Road: 0%
    Off-Road: 100%
    Weather: Clear
    Comments: Water, caves, and sand.

    Seaside Paradise Long:
    Road: 25%
    Off-Road: 75%
    Weather: Cloudy
    Comments: UFOs invade! Investigate the ruins.



    Weather

    Clear: Does nothing
    Night: Increases chance of spin
    Midnight: Further increases chance of Spin
    Cloudy: 30% chance to turn into Rain at the end of each lap.
    Rain: Adds Rain to the course. Rain Grip is now taken into account.

    ASB Prizes

    Each race will award 3 CC. Each Grand Prix awards 10. The ref gets 2 UC for every lap reffed.

    ------------------------

    This is just a rough idea. It is not by any means final, and I have NO data whatsoever.
  12. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    To be honest, there isn't really much to this RP if each action represents a full lap. Perhaps you could split tracks into various parts and each action could represent how a car handles a particular part of the track. It also allows for more inventive tracks, which would increase the replay value of this RP.
  13. Maxim

    Maxim

    Joined:
    Jul 15, 2009
    Messages:
    3,521
    Hmm, pretty cool concept AOPS. I do wonder if you should allow for a bit more strategy rather than let RNG decide most of the RP.
  14. AOPSUser

    AOPSUser

    Joined:
    Dec 3, 2011
    Messages:
    1,556
    Ah, I could do that. Although it would take longer for the Grand Prix to run, I suppose it adds more action.

    EDIT: I have made each race longer and more flavor-based. This allows for trainers to command their cars more effectively (Revenankh, dodge Objection's Medicham's attack! Then, retaliate with your own as you turn, but be sure not to spin!)

    EDIT2: Revamped RC.
  15. Its_A_Random

    Its_A_Random Solves issues recursively
    is a Forum Moderatoris a Community Contributor
    Moderator

    Joined:
    Mar 19, 2010
    Messages:
    2,310
    Battle Dome (Warning: tl;dr)

    ITP: Yet another Facility RP. This is a WIP at the moment, but feedback is greatly appreciated.
    [​IMG]
    BATTLE DOME
    [​IMG]
    Overview
    The Player participates in a 16-man Tourney filled with Ref controlled. The battles before the final utilises Team Preview, meaning whatever Pokémon is at the head of the party means nothing. The Battle Dome uses a Cups System as a form of progression, & to get to the next cup in a specific format, the player needs to conquer the previous cup in that format. It is based on the Battle Dome Facility in Pokémon: Emerald Version.

    User Interaction
    -Challengers who enter the Battle Dome & win may re-challenge immediately. If the user loses, or is Disqualified, then a 7 day cooldown period will occur.
    -Challengers may not use more than one Pokémon of the same species.
    -There are no restrictions on Pokémon you can enter based on current activity, but said Pokémon may not be in a roleplay that locks Pokémon in.
    -Challengers keep battling until they win the 16-man tourney, where the final is (always) against the appropriate Frontier Brain for that format (Dome Ace Tucker in Singles. Doubles & Triples Domes will be released at a later date). That, or they lose a match.

    Dome Details
    -The Battle Dome has Four Cups, listed in order of easiest to hardest difficulty: Bronze, Silver, Gold, & Platinum. The Pokémon used by NPC's is determined by the Cup which the player is going for.
    -Players may only challenge the Bronze Cup for each format initially, & after winning a tourney, if the player has not won that Cup for that format before, then the Cup of the next difficulty up becomes challenge-able to that user for that format.
    -At the beginning, each player (Consisting of the player, the Dome Ace, & 14 others) is given a Seed. The Player is always seeded 1, the Dome Ace is always seeded 2, the rest are randomised, & the bracket is organised as follows:
    Left Bracket: 1 vs 9, 13 vs 5, 8 vs 16, 12 vs 4
    Right Bracket: 3 vs 11, 15 vs 7, 6 vs 14, 10 vs 2
    -All NPC Trainers have their Pokémon randomised from a pool of Pokémon (60 in Bronze Cup, 50 in Silver Cup, 40 in Gold Cup, 30 in Platinum Cup), of which depending on the Cup.
    -When dealing with a tie-breaker with NPC's, the ref simply rolls the RNG to determine who advances. The Frontier Brain of the format will always win tie-breakers, no matter what.

    Battle Details
    -In Dome Singles, Each Battle in the Battle Dome is B3P2 vs. B3P2 Singles, except for the final which is 3v3 Singles.
    -In Dome Doubles, Each Battle in the Battle Dome is B4P3 vs. B4P3 Doubles, except for the final which is 4v4 Doubles.
    -In Dome Triples, Each Battle in the Battle Dome is B6P4 vs. B6P4 Triples, except for the final which is 6v6 Triples.
    -Each Player has Pokémon up to the allowed number—3, 4, & 6, depending on the format—each NPC having their team RNG'd at the beginning of the challenge. At the start of each battle, the NPC's team is displayed, then the player is then required to send out their first Pokémon.
    -Each player (Pre-Dome Ace) can only use Pokémon in a match, up to the allowed number; 2, 3, & 4, depending on the format.
    -tl;dr Referee issues first R1, before alternating.
    -In the final, The appropriate Frontier Brain is always the final opponent. This match is 3v3 Singles/4v4 Doubles/6v6 Triples, depending on the format, & the Brain always sends out first, issues second R1.
    -During the NPC battles, the Battle Dome operates under a Self-KO Clause, that is, if a match ends in a tie, the player who KOed their Pokémon loses the match. Against the Dome Ace, ties count as a loss for the challenger.
    -The Battle Dome STRICTLY follows ingame mechanics (i.e. Roleplaying Actions is outlawed).

    NPC Pokémon (WIP)
    Bronze NPC (open)
    Pikachu (M) @ Light Ball, Ability=Static, Nature=Naive
    Nidorina (F) @ Black Sludge, Ability=Hustle, Nature=Brave
    Nidorino (M) @ Black Sludge, Ability=Hustle, Nature=Rash
    Clefairy (F) @ Moon Stone, Ability=Magic Guard, Nature=Quiet
    Golbat (M) @ Soothe Bell, Ability=Inner Focus, Nature=Hasty
    Kadabra (M) @ Link Cable, Ability=Magic Guard, Nature=Naive
    Machoke (M) @ Link Cable, Ability=No Guard, Nature=Brave
    Graveler (M) @ Link Cable, Ability=Rock Head, Nature=Adamant
    Magneton (-) @ Magnet, Ability=Analytic, Nature=Naive
    Haunter (M) @ Expert Belt, Ability=Levitate, Nature=Hasty
    Dragonair (F) @ Dragon Fang, Ability=Marvel Scale, Nature=Modest

    Togetic (F) @ Shiny Stone, Ability=Serene Grace, Nature=Modest
    Marill (F) @ Sea Incense, Ability=Huge Power/Sap Sipper, Nature=Brave
    Skiploom (F) @ Big Root, Ability=Chlorophyll, Nature=Hasty
    Aipom (M) @ King's Rock, Ability=Pickup, Nature=Jolly
    Yanma (M) @ Life Orb, Ability=Compoundeyes, Nature=Naive
    Murkrow (M) @ Dusk Stone, Ability=Prankster, Nature=Hasty
    Misdreavus (F) @ Dusk Stone, Ability=Levitate, Nature=Modest
    Gligar (M) @ Eviolite, Ability=Sand Veil, Nature=Adamant
    Sneasel (M) @ Nothing, Ability=Pickpocket, Nature=Adamant
    Porygon2 (-) @ Eviolite, Ability=Trace, Nature=Quiet
    Pupitar (F) @ Rocky Helmet, Ability=Shed Skin, Nature=Brave

    Lombre (M) @ Water Stone, Ability=Swift Swim, Nature=Quiet
    Nuzleaf (F) @ Leaf Stone, Ability=Early Bird, Nature=Rash
    Kirlia (M) @ Dawn Stone, Ability=Trace, Nature=Modest
    Vigoroth (M) @ Expert Belt, Ability=Vital Spirit, Nature=Quiet
    Loudred (F) @ Expert Belt, Ability=Scrappy, Nature=Quiet
    Lairon (M) @ Iron Ball, Ability=Rock Head, Nature=Adamant
    Volbeat (M) @ Power Lens, Ability=Prankster, Nature=Quiet
    Spinda (F) @ Life Orb, Ability=Tangled Feet, Nature=Naive
    Dusclops (M) @ Reaper Cloth, Ability=Pressure (x2)/Levitate, Nature=Brave
    Sealeo (F) @ Destiny Knot, Ability=Ice Body, Nature=Modest
    Shelgon (M) @ Iron Ball, Ability=Rock Head, Nature=Quiet
    Metang (-) @ Muscle Band, Ability=Light Metal, Nature=Brave

    Staravia (M) @ Sharp Beak, Ability=Reckless, Nature=Adamant
    Luxio (M) @ Air Balloon, Ability=Intimidate, Nature=Rash
    Cranidos (M) @ Expert Belt, Ability=Mould Breaker, Nature=Quiet
    Bronzor (-) @ Eviolite, Ability=Heatproof, Nature=Quiet
    Gabite (M) @ Yache Berry, Ability=Sand Veil, Nature=Mild
    Riolu (M) @ Black Belt, Ability=Prankster, Nature=Mild
    Hippopotas (M) @ Smooth Rock, Ability=Sand Stream, Nature=Adamant
    Skorupi (F) @ Silverpowder, Ability=Sniper, Nature=Hasty
    Croagunk (M) @ Poison Barb, Ability=Anticipation, Nature=Hasty
    Snover (M) @ Icy Rock, Ability=Snow Warning, Nature=Quiet
    Rotom (-) @ Magnet, Ability=Levitate, Nature=Timid

    Boldore (M) @ Link Cable, Ability=Sturdy, Nature=Careful
    Gurdurr (M) @ Link Cable, Ability=Guts, Nature=Careful
    Krokorok (M) @ Soft Sand, Ability=Intimidate, Nature=Hasty
    Gothorita (F) @ Twistedspoon, Ability=Frisk, Nature=Quiet
    Duosion (F) @ Expert Belt, Ability=Magic Guard, Nature=Brave
    Vanillish (M) @ Nevermeltice, Ability=Ice Body, Nature=Quiet
    Klang (-) @ Metal Coat, Ability=Clear Body, Nature=Brave
    Eelektrik (M) @ Macho Brace, Ability=Levitate, Nature=Quiet
    Lampent (F) @ Dusk Stone, Ability=Flame Body, Nature=Modest
    Fraxure (M) @ Life Orb, Ability=Mould Breaker, Nature=Adamant
    Zweilous (M) @ Eviolite, Ability=Hustle, Nature=Brave

    Syclar (M) @ Nevermeltice, Ability=Compoundeyes, Nature=Hasty
    Flarelm (M) @ Big Root, Ability=Chlorophyll, Nature=Brave
    Bolderdash (-) @ Expert Belt, Ability=Mould Breaker/Levitate, Nature=Timid
    Duclohm (F) @ Magnet, Ability=Shield Dust, Nature=Modest
    Colosshale (M) @ Flame Orb, Ability=Flare Boost, Nature=Modest
    Silver NPC (open)
    Nidoqueen (F) @ Expert Belt, Ability=Sheer Force, Nature=Quiet
    Nidoking (M) @ Expert Belt, Ability=Sheer Force, Nature=Rash
    Ninetales (F) @ Heat Rock, Ability=Drought, Nature=Modest
    Arcanine (M) @ Razor Fang, Ability=Intimidate, Nature=Naive
    Golem (M) @ Link Cable, Ability=Sturdy, Nature=Careful
    Marowak (M) @ Thick Club, Ability=Rock Head, Nature=Adamant
    Kangaskhan (F) @ Expert Belt, Ability=Scrappy, Nature=Adamant
    Jynx (F) @ Brightpowder, Ability=Forewarn, Nature=Hasty
    Aerodactyl (M) @ King's Rock, Ability=Rock Head, Nature=Jolly

    Crobat (M) @ Soothe Bell, Ability=Inner Focus, Nature=Hasty
    Lanturn (F) @ Mystic Water, Ability=Illuminate, Nature=Quiet
    Xatu (M) @ Sharp Beak, Ability=Magic Bounce, Nature=Hasty
    Politoed (M) @ Damp Rock, Ability=Drizzle, Nature=Quiet
    Sunflora (F) @ Sun Stone, Ability=Solar Power, Nature=Relaxed
    Unown (-) @ Expert Belt, Ability=Levitate, Nature=Modest
    Magcargo (M) @ Hard Stone, Ability=Magma Armour, Nature=Brave
    Skarmory (F) @ Metal Coat, Ability=Sturdy, Nature=Jolly
    Miltank (F) @ Silk Scarf, Ability=Scrappy, Nature=Jolly

    Linoone (M) @ Razor Fang, Ability=Pickup, Nature=Jolly
    Ludicolo (M) @ Damp Rock, Ability=Rain Dish, Nature=Quiet
    Shedinja (-) @ Focus Band, Ability=Wonder Guard, Nature=Quiet
    Delcatty (F) @ Moon Stone, Ability=Normalise, Nature=Adamant
    Flygon (F) @ Expert Belt, Ability=Levitate, Nature=Hasty
    Claydol (-) @ Light Clay, Ability=Levitate, Nature=Relaxed
    Banette (M) @ Spell Tag, Ability=Cursed Body, Nature=Quiet
    Absol (M) @ Razor Claw, Ability=Super Luck, Nature=Mild
    Walrein (F) @ Icy Rock, Ability=Ice Body, Nature=Quiet

    Gastrodon (M) @ Rare Candy, Ability=Storm Drain, Nature=Quiet
    Ambipom (F) @ King's Rock, Ability=Pickup, Nature=Jolly
    Mismagius (F) @ Dusk Stone, Ability=Levitate, Nature=Timid
    Honchkrow (M) @ Dusk Stone, Ability=Insomnia, Nature=Quiet
    Hippowdon (M) @ Smooth Rock, Ability=Sand Stream, Nature=Brave
    Abomasnow (F) @ Icy Rock, Ability=Snow Warning, Nature=Quiet
    Weavile (M) @ Razor Claw, Ability=Pressure, Nature=Jolly
    Gliscor (M) @ Razor Fang, Ability=Poison Heal, Nature=Jolly
    Frosslass (F) @ Dawn Stone, Ability=Cursed Body, Nature=Rash

    Simisage (M) @ Leaf Stone, Ability=Overgrow, Nature=Hasty
    Simisear (M) @ Fire Stone, Ability=Blaze, Nature=Hasty
    Simipour (M) @ Water Stone, Ability=Torrent, Nature=Hasty
    Excadrill (F) @ Expert Belt, Ability=Mould Breaker, Nature=Jolly
    Throh (M) @ Flame Orb, Ability=Guts, Nature=Brave
    Reuniclus (M) @ Expert Belt, Ability=Magic Guard, Nature=Brave
    Chandelure (F) @ Dusk Stone, Ability=Flash Fire, Nature=Timid
    Bisharp (F) @ Power Bracer, Ability=Inner Focus, Nature=Brave
    Braviary (M) @ Expert Belt, Ability=Sheer Force, Nature=Hasty

    Syclant (M) @ Nevermeltice, Ability=Compoundeyes, Nature=Hasty
    Fidgit (F) @ Light Clay, Ability=Prankster, Nature=Hasty
    Kitsunoh (M) @ Expert Belt, Ability=Cursed Body, Nature=Jolly
    Tomohawk (M) @ Expert Belt, Ability=Prankster, Nature=Brave
    Mollux (F) @ Charcoal, Ability=Dry Skin, Nature=Timid
    Gold NPC (open)
    Alakazam (F) @ Link Cable, Ability=Magic Guard, Nature=Naive
    Machamp (M) @ Link Cable, Ability=No Guard, Nature=Quiet
    Cloyster (F) @ Nevermeltice, Ability=Skill Link, Nature=Lonely
    Gengar (M) @ Link Cable, Ability=Levitate, Nature=Naive
    Gyarados (M) @ Life Orb, Ability=Intimidate, Nature=Jolly
    Aerodactyl (M) @ Everstone, Ability=Rock Head, Nature=Jolly
    Dragonite (F) @ Expert Belt, Ability=Multiscale, Nature=Naive

    Sudowoodo (F) @ Rock Incense, Ability=Rock Head, Nature=Careful
    Steelix (M) @ Expert Belt, Ability=Sheer Force, Nature=Brave
    Scizor (M) @ Metal Coat, Ability=Technician, Nature=Careful
    Heracross (F) @ Flame Orb, Ability=Guts, Nature=Jolly
    Kingdra (F) @ Dragon Scale, Ability=Sniper, Nature=Timid
    Blissey (F) @ Soothe Bell, Ability=Serene Grace, Nature=Bold
    Tyranitar (M) @ Expert Belt, Ability=Sand Stream, Nature=Quiet

    Slaking (M) @ Expert Belt, Ability=Truant, Nature=Sassy
    Sableye (F) @ Everstone, Ability=Prankster, Nature=Quiet
    Camerupt (M) @ Charcoal, Ability=Solid Rock, Nature=Quiet
    Milotic (F) @ Prism Scale, Ability=Marvel Scale, Nature=Bold
    Castform (M) @ Everstone, Ability=Forecast, Nature=Modest
    Salamence (F) @ Dragon Fang, Ability=Intimidate, Nature=Mild
    Metagross (-) @ Focus Sash, Ability=Clear Body, Nature=Sassy

    Rampardos (F) @ Expert Belt, Ability=Mould Breaker, Nature=Quiet
    Bronzong (-) @ Metal Coat, Ability=Heatproof, Nature=Brave
    Garchomp (M) @ Yache Berry, Ability=Rough Skin, Nature=Mild
    Lucario (F) @ Soothe Bell, Ability=Inner Focus, Nature=Hasty
    Gallade (M) @ Dawn Stone, Ability=Steadfast, Nature=Rash
    Porygon-Z (-) @ Life Orb, Ability=Adaptability, Nature=Timid
    Dusknoir (M) @ Reaper Cloth, Ability=Pressure (x2)/Levitate, Nature=Quiet

    Serperior (M) @ Miracle Seed, Ability=Contrary, Nature=Timid
    Swoobat (F) @ Rare Candy, Ability=Simple, Nature=Timid
    Conkeldurr (M) @ Link Cable, Ability=Guts, Nature=Careful
    Eelektross (M) @ Expert Belt, Ability=Levitate, Nature=Quiet
    Haxorus (F) @ Dragon Fang, Ability=Mould Breaker, Nature=Adamant
    Hydreigon (M) @ Razor Fang, Ability=Levitate, Nature=Lonely
    Volcarona (F) @ Life Orb, Ability=Flame Body, Nature=Timid

    Pyroak (M) @ Iron Ball, Ability=Rock Head, Nature=Brave
    Stratagem (-) @ Expert Belt, Ability=Mould Breaker, Nature=Timid
    Cyclohm (F) @ Expert Belt, Ability=Shield Dust, Nature=Timid
    Colossoil (M) @ Flame Orb, Ability=Guts, Nature=Hasty
    Necturna (F) @ Miracle Seed, Ability=Forewarn, Nature=Quiet
    Platinum NPC (open)
    Articuno (-) @ Brightpowder, Ability=Snow Cloak, Nature=Naive
    Zapdos (-) @ Expert Belt, Ability=Lightningrod, Nature=Naive
    Moltres (-) @ Charcoal, Ability=Flame Body, Nature=Hasty
    Mewtwo (-) @ Life Orb, Ability=Pressure, Nature=Hasty
    Mew (-) @ Expert Belt, Ability=Synchronise, Nature=Naive

    Raikou (-) @ Magnet, Ability=Volt Absorb, Nature=Rash
    Entei (-) @ Charcoal, Ability=Flash Fire, Nature=Quiet
    Suicune (-) @ Eversotne, Abilty=Water Absorb, Nature=Quiet
    Lugia (-) @ Leftovers, Ability=Multiscale, Nature=Bold
    Ho-Oh (-) @ Expert Belt, Ability=Regenerator, Nature=Naive

    Latias (F) @ Soul Dew, Ability=Levitate, Nature=Bold
    Latios (M) @ Soul Dew, Ability=Levitate, Nature=Rash
    Kyogre (-) @ Damp Rock, Ability=Drizzle, Nature=Timid
    Groudon (-) @ Heat Rock, Ability=Drought, Nature=Quiet
    Jirachi (-) @ King's Rock, Ability=Serene Grace, Nature=Naive

    Dialga (-) @ Adamant Orb, Ability=Pressure, Nature=Hasty
    Palkia (-) @ Lustrous Orb, Ability=Pressure, Nature=Hasty
    Heatran (F) @ Binding Band, Ability=Flash Fire, Nature=Naive
    Cresselia (F) @ Leftovers, Ability=Levitate, Nature=Modest
    Darkrai (-) @ Blackglasses, Ability=Bad Dreams, Nature=Timid

    Reshiram (-) @ Life Orb, Ability=Turboblaze, Nature=Naive
    Zekrom (-) @ Life Orb, Ability=Teravolt, Nature=Hasty
    Kyurem (-) @ Life Orb, Ability=Pressure, Nature=Hasty
    Meloetta (-) @ Everstone, Ability=Serene Grace, Nature=Naive
    Genesect (-) @ Douse Drive, Ability=Download, Nature=Hasty

    Pyroak (M) @ Iron Ball, Ability=Rock Head, Nature=Brave
    Stratagem (-) @ Expert Belt, Ability=Mould Breaker, Nature=Timid
    Cyclohm (F) @ Expert Belt, Ability=Shield Dust, Nature=Timid
    Colossoil (M) @ Flame Orb, Ability=Guts, Nature=Hasty
    Necturna (F) @ Miracle Seed, Ability=Forewarn, Nature=Quiet


    Battle Format

    Regular Battle (Singles)
    Pokémon: B3P2 vs. B3P2 Singles
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON

    Regular Battle (Doubles)
    Pokémon: B4P3 vs. B4P3 Doubles
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON

    Regular Battle (Triples)
    Pokémon: B6P4 vs. B6P4 Triples
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON
    Positioning: ON

    Final (Dome Ace) Battle (Singles)
    Pokémon: 3 vs. 3 Singles
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON

    Final (Dome Ace) Battle (Doubles)
    Pokémon: 4 vs. 4 Doubles
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON

    Final (Dome Ace) Battle (Triples)
    Pokémon: 6 vs. 6 Triples
    Battle DQ: 3 days
    Substitutions: 2
    Recovers: ∞
    Chills: ∞
    Switch: OK
    Abilities: ONE
    Items: ON
    Positioning: ON

    Arena

    [Image] The battle takes place in an indoor arena with lights flashing above. The actual battle is on a blue stand with a Poke Ball inscribed in the centre. To one side is a Grandstand where spectators sit & watch the game. The arena is constructed in a way where no one Pokémon can gain an inherent advantage, & that all moves are permitted, even though there appears to be no external sources...

    Rewards
    Players
    Singles (open)
    Bronze Cup
    -2 CC for each battle WON
    -5 CC for defeating Dome Ace Tucker
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Silver Cup
    -2 CC & 1 KOC for your Pokémon for each battle WON
    -5 CC & 3 KOC for your Pokémon for defeating Dome Ace Tucker
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Gold Cup
    -2 CC & 2 KOC for your Pokémon for each battle WON
    -5 CC & 5 KOC for your Pokémon for defeating Dome Ace Tucker
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Platinum Cup
    -2 CC & 3 KOC for your Pokémon for each battle WON
    -5 CC & 7 KOC for your Pokémon for defeating Dome Ace Tucker
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Doubles (open)
    Bronze Cup
    -2 CC for each battle WON
    -5 CC for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Silver Cup
    -2 CC & 1 KOC for your Pokémon for each battle WON
    -5 CC & 3 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Gold Cup
    -2 CC & 2 KOC for your Pokémon for each battle WON
    -5 CC & 5 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Platinum Cup
    -2 CC & 3 KOC for your Pokémon for each battle WON
    -5 CC & 7 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Triples (open)
    Bronze Cup
    -3 CC for each battle WON
    -5 CC for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Silver Cup
    -3 CC & 1 KOC for your Pokémon for each battle WON
    -5 CC & 3 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Gold Cup
    -3 CC & 2 KOC for your Pokémon for each battle WON
    -5 CC & 5 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)
    Platinum Cup
    -3 CC & 3 KOC for your Pokémon for each battle WON
    -5 CC & 7 KOC for your Pokémon for defeating Dome Ace ???
    -Standard 1 EC/2 MC/1 DC (Or 3 MC) for Pokémon for each battle they participate in (And KOC)


    Referees
    -2 UC Baseline
    -Standard Battle Tower Rewards for UC (e.g. 4 UC per 2v2 Battle, 7 UC per 3v3 Battle, etc.)
    -KO Bonus is applied to all matches reffed.
    -If subrefs occur, then all those who refereed the Challenge gets 2 UC for the baseline, all the UC for the battles a referee reffed to completion, & a portion of the UC in the battle where a subref is obtained, equal to the normal subref rules.

    How this Facility RP is different from other Facility RP's

    -You choose which Pokémon to use in the battles before the final
    -2v2 Singles/3v3 Doubles pre-final as opposed to 1v1 Singles/2v2 Doubles
    -Team Preview/The ability to know which Pokémon are being used
    -Mini-Tourney setting, with seedings, etc.
    ---------------------------------------------------
    Okay, that is the pitch. Some few Questions:

    -The Idea of "Cups" has been admittedly stolen from Lou's Battle Pike & Objection's (WIP) Battle Colosseum. This seems bad, but I personally feel that the Cups should be here for a couple of reasons:
    -I like the idea of progression, & rather than trying to build a streak, I prefer this system anyways. Being a Tourney-esque Facility RP, this, I feel, is natural, because you are participating to win a prize (In this case, cups). Cups & Tournaments mix well.
    Given this, the main arguments against is because "It is copying from other RP's", yet most facility RP's tend to copy each other. So, Ranks: Allow or Disallow?
    -In the battles before the final battle, what format should be used: B3P1 vs. B3P1 Singles/B4P2 vs. B4P2 Doubles, or B3P2 vs. B3P2 Singles/B4P3 vs. B4P3 Doubles? B3P1 vs. B3P1 Singles/B4P2 vs. B4P2 Doubles is faster, but makes it virtually the same as a normal facility with differences. B3P2 vs. B3P2 Singles/B4P3 vs. B4P3 Doubles, on the other hand, while it makes the typical run longer, allows more strategy, & I feel, makes it far less cut-throat than other facilities, because it sucks to lose a facility "Just because you rolled a Pokémon that has an advantage over you".
    -What other things should be done to improve this?

    Yeah, that is the proposal... Opinions?
  16. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    B3P2 will definitely set this apart from other facilities. The extra workload is worth it, imo. Overall, this looks very solid, though reducing it to a 8-man tourney may be necessary if each challenge takes too much time/effort.
  17. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    I may be new here, but I'm considering a simple role-play.

    In all Poke'mon games, there is a center in each town, where the most common use is to heal one's Poke'mon. But here, one's Poke'mon is usually refreshed after each battle, and when they aren't, it usually makes sense that they can't be healed (why would you find a Poke'mon Center in the middle of a cave that has connections to a legendary, for example?).

    So, if we don't have the Poke'mon Center for traditional use, what do we use it for?

    Developing the stories of trainers.

    The Poke'mon Center is that world's equivilent of a inn, where players communicate with each other and develop the characters they are playing. Successfully catch that elusive Poke'mon that you've been after for so long? Roleplay your character's reactions and show off your prize! Want to tell a story where you are supposedly the hero? Have your character speak the tale, and watch your audience's reactions! Want to moan of a defeat to another trainer? Talk things over with your Poke'mon outside of a battle? Invite a trainer in-character to an adventure? You can do all those things!

    Just... don't actually fight in the Center, all right? They have enough Poke'mon to heal already, and they don't need new patients from right on their front lawn.

    Because this is a small roleplay without the usual method of battling or the adventures of the Legend Run, raids, or mazes, this will mostly appeal to the true roleplayers who want to develop the characters of the trainers and Poke'mon. But to encourage people to pay a visit, there should be a prize, if small. Thus, for every five posts of a trainer's actions in the Center, a Ref will award them with 1 universal counter. But there is a limit: you can only one universal counter a week from here. Refs should also gain universal counters as well, say... 1 every five universal counters handed out?

    This is a work in progress, and this is currently NOT official, but I would like to see something of the sort here on Smogon. What do you think? I'm looking for feedback before I flesh this out further.
  18. The Royal Guard

    The Royal Guard

    Joined:
    Sep 20, 2011
    Messages:
    1,495
    I think this sounds really cool. It gives people a place to create a homey feel to ASB, where people can show their RP side over their battling side. I'd love to see some of the things that our well known flavor hounds can come up with, and I'd enjoy getting to use my writing skills to work!
  19. Eternal Drifter

    Eternal Drifter

    Joined:
    Apr 11, 2012
    Messages:
    1,604
    The official proposal:

    Smogon ASB Poke’mon Center


    [​IMG]
    Image from Bulbapedia at http://bulbapedia.bulbagarden.net/wiki/Nurse_(Trainer_class)

    Nurse Josephine: Welcome to the Smogon Poke’mon Center! Here, trainers from all around the Smogon Region come and gather to restore their Poke’mon to full health after going on adventures and participating in battles. We have almost a dozen nurses, five doctors, around twenty members of the Chansey line, and three dozen Audinos ready to help heal your Poke’mon, and one specially trained doctor to help heal any injuries a trainer themselves might have sustained. We also host the Delibird’s Feast restaurant, through the doors on the left, capable of serving any dish that can be made without using parts of a Poke’mon. The doors on the right lead to the local mart, capable of buying and selling most items found in the region. And if you want a rest, we have rooms available for rent for a few nights up those stairs and through those doors near the counter. If we can help you with anything, please let us know. We hope to see you again!

    Overview
    The Poke’mon Center is a place for trainers to chill out (in-character) between battles and adventures. It is based on the Poke’mon Centers of the games and anime.

    User Interaction
    -Trainers and Poke’mon may not be in another activity other than searching for a battle or a roleplay.
    -Battling in the Center is discouraged; they don’t need more patients from their own front lawn!
    -Trainers and Poke’mon interact with each other, role-playing out their actions (within reason). For example, a group of trainers could discuss where to find a certain Poke’mon and how to best catch it, or a performer does his act like singing a song while an audience watches and listens (and possibly gather some rotten food from the Feast for throwing).
    -Despite this being mostly free-form, you may not have Poke’mon in the Center that you do not have in your profile (this goes without saying). However, if you have a Poke’mon with the Illusion ability, you can have that Poke’mon appear to be a Poke’mon that you don’t have, though you’ll probably lose respect when discovered.
    -Trainers can lie about their actions in the past. For example: one can claim that they fought valiantly against a great Poke’mon that nearly wiped their team, but they could have in reality just turned tail and fled as soon as the Poke’mon was spotted. It will be up to each listener to determine whether a person is telling the truth.

    Rewards
    -1 Universal Counter for about every five substantive posts made (some posts may be worth more, depending on the ref). You can gain a maximum of 1 Universal Counter per week this way, though you can continue making posts to continue your actions beyond this limit (the posts won’t add up to more Universal Counters, but you can continue the story you are creating with more posts).
    -Refs will gain 1 Universal Counter for every 5 Universal Counters (about 25 posts) given out by the Ref. However, refs cannot approve their own posts in the Center for counters; one cannot ref one’s own battle, after all! Refs can gain only 2 Universal Counters from approving posts this way per week (and, unlike roleplaying, you cannot approve more posts that would put you over the 2 Universal Counter limit from reffing; leave some for the other refs!).

    Differences from other Roleplays
    -Battling mechanics are not needed
    -Players decide their own stories; they are not limited to certain pre-determined sets of actions
    -Players can develop the personalities of their trainers and Poke’mon without being influenced by a battle
    -Universal Counters are given out in prizes, but only small amounts compared to reffing matches and other role-plays; this is to prevent abuse of this system but give rewards that still improve battles in other areas

    __________________________________________________________

    What do you think?
  20. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Taking over this from Jesseus


    Nimbasa Dome Madness!

    Summary: A continuous 1v1v1v1 Melee with spectator participation

    Flavour: The game takes place inside the Nimbasa City Dome. Formerly, a sports stadium, it has been taken over and renovated, and it is now a huge stadium packed with battle addicts - spectators who crave nothing more than perpetual, unending entertainment.
    The battle here is non-stop. Pokemon come, Pokemon go, and the crowd loves every minute of it. Victory isn't unlikely - it's impossible! But you can try to set some records...

    Details: The battle is a 1v1v1v1 Free for All format. Players will sign up in the appropriate thread by posting the profile of the Pokemon they wish to enter and when the first four players have entered the battle will start.

    To begin with, the battle will play normally. There will be 2 actions a round, with actions being sent via PM to the ref. However, things get interesting when a Pokemon is KOd. At this point, the next player to have signed up will be entered into the fray in the last Pokemon's spot at the end of the round (this includes team passable bonuses such as screens, so you may get lucky). In this way the battle lasts forever, with new Pokemon constantly coming in to replace the old ones.
    Note that it's up to you to keep track of when you might be entered into the battle. You will be notified via pm, but if you aren't active enough you will fall victim to the "DQ" system below.

    As such, it is impossible to 'win'; you can't just beat all the other Pokemon and call it a day. The aim is to set records.

    Records: The aim of the game is to set records, with Prizes being awarded for 3rd, 2nd and 1st place. Records will be awarded when the Pokemon is knocked out, based on the standings when the Pokemon was knocked out. Records include:

    Rayquaza Trophy: Most KOs
    Must have at least 3 KOs to set new records
    1st place: 10 CC and 8 KOC
    2nd place: 6 CC and 5 KOC
    3rd place: 4 CC and 3 KOC

    Kyogre Trophy: Most Damage Dealt via Direct Attacks
    Must have at least 200 damage to set new records
    1st place: 6 CC and 8 KOC
    2nd place: 4 CC and 5 KOC
    3rd place: 3 CC and 3 KOC

    Groudon Trophy: Most Rounds Lasted
    Must have lasted at least 6 rounds to set new records
    1st place: 6 CC and 8 KOC
    2nd place: 4 CC and 5 KOC
    3rd place: 3 CC and 3 KOC

    Cresselia Trophy: Most Loved
    Calculated using the net input from the audience on the Pokemon (net HP from berries and rocks, plus treats)
    (Novelty, no awards)

    Darkrai Trophy: Most Hated
    Calculated using the net input from the audience on the Pokemon (net HP from berries and rocks, minus treats)
    (Novelty, no awards)

    Record Holders will be noted in a Hall of Fame

    Arena: The Arena is the Nimbasa City Dome, which functions exactly the same as the ASB Arena in every way but one—the crowd.
    If A Pokemon does not inflict any direct damage two rounds in a row, the crowd will become angered by their boringness and throw Rocks at them, reducing their HP by 15. They will continue to do so in any subsequent rounds in which no direct damage is dealt by the Pokemon.
    However, if a Pokemon scores a KO the crowd gets super excited and bombards their new hero with healing items, enough to restore half the Pokemon's max HP and energy, healing them of all status effects. This goes a long way in maintaining your existence in the ring, and setting records.

    DQ: Players will never be DQ'd from the Arena. But there is a catch...
    At the end of each round, there will be a period of 48 hours in which players must send their actions to the ref. If the ref takes longer to act they may get lucky, but once a placeholder post has been made by the ref in the thread actions will no longer be valid. THIS WILL NEVER OCCUR BEFORE THE WAITING PERIOD IS OVER.
    If a player has not sent in actions, their Pokemon will idle for that round, and take a 30 hp and 30 en penalty. If this goes on, the crowd will get angry, not to mention that other players may pick on the easy target.

    Spectator Participation: In between rounds, spectators may choose to throw items at Pokemon in the stadium. Each spectator may throw one of the following per round:
    Rock: Deals 5 Damage
    Berry: Restores 5 HP. However, if the Pokemon is poisoned, the Berry will cure the poison instead.
    Treat: Restores 5 EN
    Rocks may never KO a pokemon in the stadium (they will just be discounted if they were supposed to)

    Rewards:
    When the mon is sent out it will get 1 CC for the trainer and 3 MC for itself. It will then gain an additional MC for every pokemon KO’d.

    KO Notes: KOs dealt by indirect damage are attributed to the last Pokemon to hit it.
  21. Leethoof

    Leethoof

    Joined:
    Feb 23, 2011
    Messages:
    2,450
    Yes Yes Yes Yes Yes Yes Yes I've been waiting for this. Though you should probably give regular rewards for battles (1 EC / 2 MC / 1 DC, KOC for a KO) in the off chance somebody brings a non-FE, or you have a separate LC version in which 40-move aipoms are banned.

    Also, I feel as if the rewards for record-setting is off. How exactly do the rewards for 2nd and 3rd place work? Let's say there is a melee with a really good Rhyperior, Rampardos, and Stratagem, and then the 4th battler somehow manages to keep sending in a Delibird, Masquerain, Butterfree, etc. They keep ramping up the KOs, until Rampardos has 6, Rhyperior has 5, and Stratagem has 4. Then suddenly, Rampardos is KOed! Do Strata and Rhyp suddenly get the rewards for 2nd and 3rd place? What if they continue battling and beat Rampardos's streak, does that mean Rampardos suddenly gets rewards for 2nd place? For this reason, I believe there should be no second or third place rewards. (Unless I'm an idiot and missing the obvious and clear way how it works). For this reason, increase the record-breaking rewards to make them epic and 100% worth the hard work, withstanding team-ups, and crowd anger.
  22. Pwnemon

    Pwnemon judges silently
    is a Tutoris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Smogon Media Contributor
    Doubles Co-Lead

    Joined:
    Aug 26, 2010
    Messages:
    3,744
    it says rewards are based upon when you are KOed. So:

    Rampardos would get first place rewards
    IF rhyperior was to be KOed directly afterward, it would get second place rewards.
    IF stratagem managed to net three more KOes and then it died, it would get first place rewards as well.

    It's very simple.
  23. LouisCyphre

    LouisCyphre heralds disaster.

    Joined:
    May 10, 2010
    Messages:
    2,618
    Just know that spectators will team up to protect popular streaks. Only popular users will be permitted to get streaks if you allow spectator participation.
  24. Orcinus Duo

    Orcinus Duo

    Joined:
    Aug 23, 2011
    Messages:
    2,869
    Hmmm
    Maximum audience influence on any mon is 20 HP and EN per round, and all items are decreased to 4 HP/en. Remember that mons can't be KOd by audience. Plus, audience thrown items only apply at the end of the round, which means that audience can't get a Pokemon out of a pinch.
    That seems fair? Besides, it encourages the use of unorthodox strategies in the arena, since the audience might appreciate that and help them out. This increases the diversity of battling in the arena.
    Of course the audience is going to have a say in who gets streaks and who doesn't. That is inevitable, and perhaps the whole point of having an audience. But under the current rules, I don't think that this will break the game in any way. In the case of 3 mons versus one mon with audience support, the 3 mons will always win. Always.
  25. Rediamond

    Rediamond

    Joined:
    Aug 9, 2010
    Messages:
    3,168
    The Orange Islands Exploration Guild
    (ASM v2.0)

    Overview

    The Guild employs a combination of investigation and dungeon phases to guide players through a mostly preset story. However, the exact details of the investigation will be altered by a players input. A player will gather information, items, and plot information during investigation phases and then face down challenges requiring intelligence and power during dungeon phases.

    Flavour

    The Orange Islands Exploration Guild is a group of explorers, adventurers, and detectives that is often hired to look into crisis situations, provide protection, and investigate mysteries. The events of the Orange Islands Exploration Guild occur after the Gen I-IV games and Gale of Darkness. The player guides a member of this guild through a mission.

    Basics of Gameplay

    The largest unit of the Orange Islands Guild are the Missions. Each mission has a primary objective and location, as well as its own storyboard. Clearing a mission will result in further missions being unlocked. Each mission is divided into individual "day" units, each of which is comprised by dungeon and/or investigation phases. Clearing a day will lead into another day until the mission is cleared.

    Character Creation and Registration

    OIEG revolves heavily around the player's RP persona. In order to enter a mission, a player must make a registration post creating a character. First off, a trainer class, each of which has its own advantages and weaknesses over the other trainer classes. This has little real significance in OIEG, but is a large aspect of the personality and backstory. Stats are the next item to be selected.

    There are six stats in OIEG: Personality, Intelligence, Strength, Perception, Reflec, and Skill. Personality determines the number of possible conversations a player may hold with NPC's. Intelligence determines the amount of information the player can receive about the mission leading in to it. Strength is useful for moving objects and hand to hand combat (rarer but possible). Perception determines what details of a room or puzzle a player can see in passing. Reflex ties in with the player damage formula, in how much damage a player takes and their chance of a avoiding traps and attacks. Skill is fairly useless in OIEG, but it buffs the advantages of the trainer class. Each stat can have a minimum of one, and a maximum of 15. A user has a total of 60 to distribute between the six stats.

    Personality is by far the most important part. While it has no direct impact upon the game's events, it determines a number of flavour details of the game, such as conversations, opinions on topics, and can make the game vastly more interesting than the basic plot structure.

    Characters, for the sake of balance and simplicity, will be the same for ASM v1 and v2.

    Following this, the player may make a post in the main thread, asking to join a specific mission and posting the team that will be used. A ref certified to ref that mission will make a post confirming they are picking it up. They will then send the player a briefing PM laying out the basics of the mission and asking for confirmation that the team is final. If this I provided, the ref will send a fairly lengthy PM covering the player's arrival at the mission site, and laying out the start of the game. At this point, the player finally takes control of their character.

    Investigation Phases

    Investigation phases are fairly simple. The available area is subdivided into smaller ones, each of which connect to other smaller areas. The player can choose to move to a connecting area, talk to an NPC in that area, or interact with things in some other way (shop, use an item, investigate an object. When a player talks to an NPC, they must post an attempted topic. If this topic matches one that an NPC is willing to talk about, a conversation period will occur in which the ref will create a dialogue between the RP persona and the NPC about the attempted topic. Movement will trigger a description of the new area, and possibly an event. Investigation will usually simply trigger a PM of the attempted action being completed.

    Events are usually prescheduled events that further the plot, and are sent in the form of a somewhat lengthy PM of the event playing out. Events and conversations will occasionally call the day to end, leading to a day clear.

    Dungeon Exploration

    Periodically an investigation will lead to a dungeon exploration. Generally, these work in much the same way as investigation phases, with sub areas leading into each other. These are filled with lackeys, bosses, puzzles, and traps among other things. Lackeys are regular Pokemon the player will have to battle to get through the dungeon, and order in much the same way as TLR lackeys. Bosses are Pokemon boosted in some way, or a non Pokemon opponent. Puzzles are obstacles of some time that require intelligence to bypass. Traps are obstacles usually triggered by failing a puzzle that damage either the player or their Pokemon. Dungeons work in much the same way as a Labyrinth with players PM'ing orders for how to deal with puzzles or to proceed to the next room that are met with a PM of how it all went down.

    Occasionally, defeating a final boss in a dungeon will lead to a day clear.

    Rewards and General

    Refs are expected to be prompt, but there is no set DQ. If the player believes the wait is unreasonable, they may request another ref and the situation will be looked into. Players do not have a DQ in the truest sense of the word. However, the challenge will be suspended after seven days of inactivity.

    A player may suspend their challenge at any time, and can post in the signal thread when they want to resume it. The only downside is that they must wait for a ref to pick the challenge back up.

    Players are rewarded at a Day Clear, based on the number of restarts. A player may sacrifice 5 CC to restart at the start of the room they failed on, and 3 CC to restart at the beginning of the Investigation/Dungeon phase they failed in. The player has 15 CC allowed for a day's maximum rewards. Taking a restart will subtract that amount of CC from that day's rewards and every subsequent day. If the player becomes unable to take a restart, they will lose the mission and receive no rewards for that day.

    The ref payout system is based upon the type of PM required, and is presently being determined in exact terms. When a consensus is reached, I will post it up.

    This is designed to replace the main ASM games as the primary focus of ASM, as that system is being ironed out. At present, I have a game completed in design, and ready to go to beta.


    What this has to distinguish it from other RP's:

    -Heavily based around Character development
    -Noncombat phases that advance the story
    -Storyline above a single dungeon that is completed in a single entity.

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