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

this thing deletes drafts T_T anyways, comments.

yes, the player will choose the challenge. however, there are different challenges for running a cave more than once, to prevent blatent counter farming of an easier dungeon. There may be legendaries at the end of some of these multi- run dungeons (HINT HINT WINK WINK) but they are not able to be captured or sketched off of (to all those guys who want to go to the giritina dungeon to get shadow force for their necturna 9.9)

The typing of the wall will depend on the dungeon. a lava themed dungeon may have a fire/rock typed wall that has flame body as an ability. A dark forest themed dungeon may have a wall that heals itself each round.

Yes, as with all attacks, energy must be spent.

the minor mons are meant to be small annoyances that can be taken care of in an action or two, provided you have duo pokemon. I mean, a 25 HP zubat that only has 3 or so moves should not give you trouble, especially with two FE mons. However, the strongermons may need to be weakened a little bit, to your point.

The gems are generally "rough gems" that can be exchanged for the elemental gems and other items. There will be random item drops as well, for use only during that run. but the typing of said gems... Maybe make them a typeless gem that activates like a standard elemental gem but once it is used to boost a type, it stays with that type.

No items. And 1 back up Mon.


Also, definitely working on survivor also
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Okay, we have a final decision on something:

Eternal Drifter's Adventure Battles: Data was well-developed and the test run went by smoothly. The possibility of building your own character as well as RPing makes the proposition innovative enough to warrant approval. But the two test-runs were regarded as "too easy", as no RP should finish with the players winning with next-to-full health on a first run, regardless of what actually happened (also, in no moment in either of the battles, the players were in real danger); and, according to the last test, free recovery/chill between scenarios needs to be limitated somehow. Also, creator should refrain from including in the story actions he has performed in ASB (No problem in including stuff about the Itsumo story that happened or was developed on battles, but creator should avoid mention losing on the gym battle or picking zoroark on the showdown and things that occured with...uh...the person behind the computer screen, as it crushes the fourth wall).

Final Verdict is: Approved under the following conditions:
a) The Difficulty of the challenges is increased;
b) Chill and Recoveries are restricted somehow;
c) The creator refrains from mentioning, on the RP, actions performed by him (ED the player, not Walker the character) on ASB.

The Creator/Manager will have powers to create and adjust scenarios and data to his liking, create or change rules, as well as hire refs and accept official challenges, but, at least for the first couple of months, the Committee will supervise the operations closely and will intervene if needs be. Also, Creator/Manager cannot change payments (for players or refs) without first checking with a member of the Committee.
 
BETA INFO:
The Legend of the Hidden Temple
"Legends of the Hidden Temple... with your guide, Ashley DeFog!"

"Thank you Olmec. Welcome to the Hidden Temple, the rooms are filled with lost treasures that are protected by mysterious Temple Guards. Olmec knows the legend behind each of the treasures located within his hidden temple."

Summary:
The Legend of the Hidden Temple is a Battle Factory style roleplay. Challengers will select two (2) pokemon to bring with them as they engage in a temple run. Only one (1) pokemon can travel with them at a time. A Temple Run consists of up to twelve (12) rooms, dependent on Rank. The goal? Find the lost treasure in the Hidden Temple and escape before you run out of Energy.
During the run, traversing the temple and performing actions will consume a pokmeon's energy. Once a pokemon's Energy reaches 0, they will be defeated, forcing the trainer to return to the start and attempt the run again with their other pokemon. Besides Energy, trainers will have to worry about encountering one (1) of three (3) mysterious Temple Guards. Battling these foes consumes both energy and Health.
Once a trainer finds the lost treasure, all rooms in the Temple will unlock. It is then a race to the exit, choosing the most efficient path to avoid KOing themselves.

Battle Format:
Temple Guard Battle
Pokemon: 1 v 1 Singles
DQ: 2 days
Switch: KO
Abilities: 1*
Items: None
Recovers:
Chills:
Subs: 2
Arena: Room
Post Order: The challenger will order second. Battle flow is described further down.
Rewards: 2 UC for defeating the Guard.

Battle Flow:
  1. Temple Guard orders
  2. Challenger orders
  3. Round is reffed
  4. Challenger orders
  5. Temple Guard orders
  6. Round is reffed
  7. Wash-Rotom, Soak, Encore.

Temple Rooms:
Each room will have its own quirk to solving it. Only after the room puzzle is solved will a door leading further into the temple be unlocked. Trainers can only travel through unlocked doors prior to finding the relic. Once the relic is found, all doors will unlock and then it is up to the trainer to determine the most efficient path to escape the temple.
Temple Guards can be encountered in any room. Because of this, every room has its own set of mechanics for battles.

Gameplay Flow:
1) Challengers sign up with two (2) pokemon they wish to challenge the Temple with, the selected ability of the pokemon, and which pokemon they intend to start with.
Trainer: John Jacob Jingleheimer Schmidt
Thread: None
Pokemon 01: Zangoose @ Toxic Boost
Pokemon 01 Data:
Pokemon 02: Durant @ Truant
Pokemon 02 Data:

2) A referee will accept the challenge.
3) The referee will either put up a new thread if none exists or post in the Challenger's Hidden Temple thread.
4) The referee will use an RNG to determine the room layout, Half-Life Pendant locations, Relic locations, and Temple Guard locations.
5) The referee will post the pokemon, the pokemon's data, the rank of the run, and the task to unlock the door in the first room in the thread. Referees are not to denote the location of the treasure, temple guards, or half-life pendants to the trainer.
6) The challenger will declare their actions for the room.
-The actions cannot consist of:
I solve the puzzle.
I find a Half-Life Pendant.
I do not encounter a Temple Guard.
I found the lost treasure.
et cetera
Possible Accepted Actions said:
OK, Zangoose, I want you to smash this pot and look for a key. If you don't find a key, smash another pot and look for it. If you don't find the key, smash the last pot and pick up the key. Put it in the key hole.
7) The referee will RNG the success of the pokemon's actions, along with the consumption of energy.
-It is possible for the trainer to encounter a Temple Guard during these actions. In that case, a Battle with the Temple Guard can start.
-Travelling to a room with a Half-Life pendant in it will automatically result in the acquisition of the half-life pendant.
8) Once the room is completed, the referee will decide which door opened.
9) The trainer and his/her pokemon will travel to the next room.
10) Repeat steps 6 through 9 until the lost treasure is obtained.
11) The trainer must choose a path out of the temple. This includes any room in the temple, including the rooms they did not unlock during the traversal of the temple. All uncollected Half-Life pendants disappear from the temple upon collecting the lost treasure. Temple Guards do not disappear.
12) Upon successful escape of the temple, the referee gives prizes for self and the challenger.

Rewards:
Battler Rank 1: (0.5 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC & (2 * Number of Temple Guard Battles beaten) = UC
Battler Rank 2: (1.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC & (2 * Number of Temple Guard Battles beaten) = UC
Battler Rank 3: (1.5 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC & (2 * Number of Temple Guard Battles beaten) = UC
Battler Rank 4: (2.0 * Number of Rooms Completed) + (2 * Number of Half-Life Pendants) + (5 * Number of Life Pendants) = CC & (2 * Number of Temple Guard Battles beaten) = UC
Ref All Ranks : (2 * Number of Entered Rooms) + (3 * Number of Battles) + 3 = UC

Temple Layout:

Trainers start at room 1.
The grey lines signify entrances/exits between rooms.
There are 24 possible rooms in the temple.
Rooms 1, 2, 3, 4, 9, 10, 11, and 12 are the same size. The areas for those rooms are interchangeable. As such, they have the largest number of possible rooms.
Rooms 8 and 7 are the same size. The areas for those rooms are interchangeable.
Rooms 5 and 6 have their own unique sizes.

Ranks:
A Rank 1 run consists of six (6) rooms.
A Rank 2 run consists of eight (8) rooms.
A Rank 3 run consists of ten (10) rooms.
A Rank 4 run consists of twelve (12) rooms.

Pendants:
For all intents and purposes, Pendants are not considered items. A total of five (5) Half-Life Pendants can be found in a single Temple Run. However, there is not a guaranteed chance that a battler will find a single Half-Life Pendant in a single run, even after exploring all rooms in that rank.
Rank 1 Chance: 6.25%
Rank 2 Chance: 12.5%
Rank 3 Chance: 25.0%
Rank 4 Chance: 33.3%

Half-Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 2 CC.
2) Having two (2) of them form a single Life Pendant.**
Life Pendants serve two (2) purposes in the Hidden Temple.
1) They are worth 5 CC.
2) They can be given to a Temple Guard to exit a battle.

Energy:
As of this time, pokemon start with 100 Energy.
In order to perform an action outside of battle, the pokemon will consume two (2) Energy on top of any move Energy Cost and Stab Energy Cost reduction. In order to travel between two (2) rooms, a pokemon will consume one (1) Energy.
This Energy is shared with the Energy a Pokemon uses during Battle.

Temple Guards:
The Pokemon the Temple Guards have are dependent on the BRT of the Trainer's Pokemon. The Temple Guards' Pokemon' BRT will be equal to or within two (2) BRT of the Trainer's Pokemon.

The probability of encountering a Temple Guard is equal to (3 - Number of Temple Guards encountered) / Number of Rooms Remaining.

Rooms:
Example Puzzle:
Area 01: Shrine of the Simisage - Trainer must find the 3 pieces of the Simisage statue and place them in the correct order on a pole. Acquiring all 3 pieces of the Simisage use one action. Constructing the Simisage, regardless of the correctness of the statue, uses one action.
Area 02: Guardians of the Lake - Trainer must place the 3 Lake Guardian statues on the correct pedestals. Placing of a Lake Guardian statue uses 1 action.
Area 03: Unown Pit - Trainer must cross a bottomless pit, aided only by his/her pokemon. Number of actions required to do so will be RNG'd out of ten.
Area 04: The Room Of The Fowl Trio - Trainer must hit the correct Legendary Bird statue with a Super Effective move. If the Trainer's pokemon does not know a Super Effective Move, it can use a move it does not know. However, that is only if it does not know a Super Effective Move. Attempts to use a Super Effective Move it does not know while it has a Super Effective Move at its disposal will result in a flat ten (10) EN loss.
Area 05: The Rooms of the Ekans Den - Trainer must place his/her hand in a snake hole, trying to press the button to activate the doors. There are 5 holes. 3 contain an Ekans that does 5 Damage to the trainer's pokemon and poisons it. 1 has the button to open the doors. 2 have no Ekans.
Area 06: The Room of the Bulbous Mass - Trainer must hit three (3) of five (5) targets simultaneous.
Area 07: - Trainer must hit a "far away" target with his/her pokemon's moves. Distance of attack is RNGed out of base speed - BAP of attack and base speed + BAP of attack. Initial Target distance is Base Speed * 3 units.
Area 08: The Room of Unown by Unown - Trainer must win a game of Tic-Tac-Toe. Referee will RNG the referee's choices.
Area 09:
Area 10:
Area 11:
Area 12:
Area 13:
Area 14:
Area 15:
Area 16:
Area 17:
Area 18:
Area 19:
Area 20:
Area 21:
Area 22:
Area 23:
Area 24:

Example Arena:
Arena 01: Grass-Type Moves cost one (1) less EN.
Arena 02: The probability of Secondary Effects are increased by a flat ten percent (10%).
Arena 03: Pokemon have access to all Types of Hidden Power.
Arena 04: The Effectiveness of super effective attacks are increased by one stage.
Arena 05: Poison and Badly Poisoned start at one (1) more damage per action.
Arena 06: Spread moves suffer no Spread reduction.
Arena 07: Non-Contact Physical Attacks are increased by one (1) BAP.
Arena 08: Probability of Critical hits is doubled.
Arena 09:
Arena 10:
Notes:
*Priority levels for abilities are factored in. If a pokemon has a trait, that trait is used as its ability by default. If a pokemon has multiple traits, then the trainer may select which trait to use.
**It is impossible to have an even number of Half-Life Pendants. As soon as two (2) half-life pendants are acquired, they disappear and the trainer receives a Life Pendant instead.
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Some official feedback on some ideas:

chifii

- Tower Defense: We aren't sure if it is feasible enough for the ref. Since the idea seems good, we would like to see an example run.
- Berry Plot: Something similar was tried before (check Acklow berry pies) and failed. Seems boring. Veto.
- Contest Hall: Something similar was tried before (I think Arcanite had it) and failed. Subjective nature of scoring makes this eh. Veto.

SubwayJ GemOftheDay

- Survivor: We would like to see examples of the challenges. PM us (me, engineer and ralex) examples of challenges you intend to use on the RP.


Others will come asap.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
The following post was approved by the RP Overlord Mod Dogfish44

Announcement: Rediamond will replace Ragnarokalex on the RP Committee. We greatly appreciate the work Ralex has put in over these months and we understand that Real Life always take priority. But the wheel gotta move, I guess, so it had to be done.

Rediamond has hosted many RPs over the years, RPs that don't fall under the "facility" category, which gives him a kind of experience the Committee now lacks. Also, he is old as fuck and is a cool lad, so he will do good here.

Please redirect all RP related nagging and bitching concerns to him as I am sure he will be more than happy to help.
 
ASB POKÉMON CARD DUNGEON
(Name subject to changes)

During a routine trip to the depths of a mine, a worker saw a strange, dark-purple looking metal in the wall of one of the newest tunnels. Upon further inspection, it seemed like it extended in an area of 2x2 meters. With helo of his colleages, he removed the rocks and dirt, and found out it was an ancient door. And across that door, a pitch black stair sorrounded by pitch black walls and ceiling led further underground...

THE IDEA
So, now that the flavor is done, let's get to the actual idea.

As the name suggests, you will be using cards. However, do not expect this to be anything like the TCG. Battles will be done in ASB style and all, but with a minor twist:

Cards.

These cards will be divided by Tiers, and each card will correspond to a move in the game. Inside the dungeon, Pokémon may not use their own movepool: they, instead, must use cards to perform actions. Commands, however, can be used without the need of a Card, Once a card is used, it is consumed for the battle. A player may not enter the dungeon with more than 20 30 (number up to discussion) cards with him.
If the player runs out of cards, the Pokémon can only struggle (and use commands).

How do you get these cards, you ask? Well, you get a starter pack on your first run. Other that that, you can either buy a pack containing 5 random cards (with higher tier cards being rarer) for 1 CC, OR...

Battle.

The core part of most RPs, you have to battle. However, battles are slightly different than those of other facilities.

- First, there's the most obvious and important one, which is the cards. Cards allow the use of an attack just as if the Pokémon knew it. This means you can used cards in combos, they receive STAB, have their normal priority, etc etc. Cards are consumed after use, meaning that if you only have 1 card, you can only use the attack once. Cards are recovered after the battle ends.

You can, of course, bring multiples of one card (although that requires some insane luck or trading, the last of which I'll discuss in a second).

- The second point is that, like in the Pike, you bring 3 Pokémon and their HP and EN carries from battle to battle: status, however, doesn't.

- Items: There will be a mode with Items and a mode without items.

- Abilities: All abilities.

- Switch = OK, but can only switch the second round you order first.

- Substitutions: 2 subs, as most battles.

- Infinite Chills / 4 Recoveries per battle.

- Dungeon Orders first in the first round, the alternates.


- Battles can be of different sorts, depending of the difficulty. For example, a 4 stars door (I'll explain below) can either be a fight with a very though opponent, or it can be a 1v2 fight against 2 not so though opponents, but that will be equally (or maybe even more) difficult due to the fact of having to deal with multiple foes. There's also the possibility of battling doubles or maybe even triples and some other unique formats.

- The challenger arranges its team before choosing every door. This is because of the possibility of it being a doubles battle, so the challenger decides which mons will be in front of the party (i.e. which ones will be sends out in case this happens).

- If your Pokémon is defeated, you don't wipe out. You, instead, send in another one, until they are all KOed.

- Your opponent may have access to cards, too! This can make some battles considerably harder.

After every battle, you'll get a pack of 3 cards, with their rarity depending on the room.

Navigating in the dungeon.

Now, the other important part of the gameplay.

In another resemblance to the pike, you'll be asked to choose between three doors at the start. Unlike the pike, however, all doors lead to battles, and you are not able to see what lies behind the door. You, however, do get a hint of how difficult the fight will be by virtue of the "stars" engraved above the door.

Each door can have a "rank" from 1 star to 5 stars (up to discussion). The higher the amount of stars, the harder the fight gets.

A 1 star door, for example, could have a fight against a LC like Rattata.

A 5 stars door, however, could have a maxed legend resting behind.

The further you get in the dungeon, the easier it gets for you to face a high rank door. The thing would be somehing like this:

- Room 1: 70% for 1 star, 30% for 2 stars.

- Room 2: 60% for 1 star, 40% for 2 stars.

- Room 3: 40% for 1 star, 30% for 2 stars, 30% for 3 stars.

...

- Room 10: 60% for 4 stars, 40% for 5 stars.

You roll for each of the 3 doors.

Now, some people may want to advance faster to higher rank doors. To do this, you have to chose higher rank doors, which will allow you to advance faster in the dungeon. For example, if you fight a Rank 2 door at room 1, you skip to Room 3. Fighting a Rank 4 door at Room 10 would take you to Room 14, and so on. This so it doesn't become a "just fight the lower rank door to get further in the dungeon", since doing so would take more time and several weak mons can actually mean a bigger problem than a single stronger mon.

The harder the door, the higher the rewards. For example, packs of rank 1 doors will have things like Ember and Tail Whip, while rank 5 doors could have V-Create or Bolt Strike.
You also get different amounts of KOC depending of the rank of the door.

Trading.

You may be looking for one particular card to make your next run easier. Or maybe you just want to help someone else (and no, I don't mean Someoneelse). You can then trade.

Trading is easy: you post an offer, someone else replies, and someone else approves. This way, you can get cards you want without relying on INSANE luck.

Rewards.

This is the part I'm not so sure about.

At the end of the run, you get to open any card packs you obtained during the run. The way the cards you obtain are determined is something like this:

Rank 1 Pack: 70% for Tier 1, 30% for Tier 2.´

Rank 5 Pack: 70% for Tier 4, 30% for Tier 5.

You roll for each of the 3 cards.

Cards would be exchangeable for CC at a rate different for each tier:

10 Tier 1 cards for 1 CC.

6 Tier 2 cards for 1 CC.

etc. etc.

Or something like that.


Removing the above and just give a normal 1 CC per room, as chances are some people could just buy cards and sell them in case a very rare one popped out, practically getting free/almost free cards. Also, some people may have been turned down by this.

Instead, there will be a system which allows to change lower tier cards for higher tier ones, at a rate of 5 to 1. For example, 5 Tier 1 cards -> 1 Tier 2 card.


You would also get a variable amount of KOC depending of the rank of the door.

Rank 1 door = 1 KOC.
Rank 5 door = 5 KOC.

Or something like that.

Do have in mind that, by the time the challenger reaches high rank doors, his/her Pokémon should have been weakened.

Regarding referee payout, I find it hard to balance, as I can't really think of an average to make it appealing to ref without being too much. Maybe 3 UC for rank 1 and 2 doors, 3.5 UC for rank 3 and 4, and 4 UC for rank 5 doors. But I really dunno.

Actually, will probably vary depending on the door that is rolled, since some doors will have doubles, singles, and other stuff. Referee payout would probably be the same as for normal battles, depending on the amount of mons, along with a 3 UC baseline for the problem of rolling doors and cards.

BUT WAIT! THERE'S MORE!

Apart from normal rewards, you can get more if you manage to get an archievement!
These rewards can vary from a little CC or KOC to some big reward (obv with the committees permission).

Archievements will remain a secret until someone archieves (duh) them, and some of the may be 1 time only! So, go get your team and your deck ready, and try to get them all!


Examples and Codification
- Most damaging moves with a BAP <= 5. Examples: Gust, Ember, Thundershock, Confusion.
- Most stat affecting moves. Examples: Growl, Leer, Tail Whip, Hone Claws, Bulk Up.
- Most low accuracy status moves. Examples: Grasswhistle, Supersonic.

- Most damaging moves with a BAP between 6 and 8. Examples: Aerial Ace, Fire Fang, Shadow Claw.
- Most low BAP moves with useful side effects. Examples: Flama Charge, Bulldoze, Low Sweep, Charge Beam.
- Most situational moves. Examples: Grudge, Spite, Fling, Foresight, Sleep Talk.

- Most damaging moves with a BAP between 9 and 11. Examples: Thunderbolt, Stone Edge, Fire Blast.
- Accurate status moves. Examples: Thunder Wave, Confuse Ray, Will-O-Wisp.
- Weather Moves.
- Moves with variable BAP that depend on the target's weight: Low Kick, Grass Knot.
- Non-instant recovery moves: Examples: Ingrain, Aqua Ring, Leech Seed.
- Useful utility moves: Protect, Agility, Acid Armor, Gastro Acid, Guard Split, Power Split, Heal Bell.

- Most damaging moves that tend to have a BAP between 12 and 15. Examples: Head Smash, Flare Blitz, Wood Hammber, Eruption, Water Spout, Hyper Beam, Frenzy Plant.
- Most powerful status moves. Example: Encore, Taunt, Torment.
- Most healing moves. Example: Slack Off, Softboiled, Recover.

- Cards that are deemed too powerful for the other ranks. Examples: V-Create, Judgement (You choose the typing when using it), Endure, Pain Split, Endeavor, maybe some with unique effects.

All card tiers are subject to change.

Example Run:

STEP 1: Signup
Let's try this!
Name: startrekfan
Thread: None
Mons:
Surskit @ Rare Candy
Electivire @ Electirizer
Umbreon @ Lunar Ray

Also buying 1 Card Pack for 1 CC for the hell of it.

STEP 2: Taking the challenge, and rolling for cards.

Taking startrekfan's challenge!

Card Pack:
<= 3500: Tier 1.
3501-6500: Tier 2.
6501-9000: Tier 3.
9001-10000: Tier 4.

Roll for card 1 = 2700: Tier 1.
Roll for card = 46: Ember.

Roll for Card 2 = 439: Tier 1.
Roll for card = 32: Gust.

Roll for Card 3 = 9781: Tier 4.
Roll for card = 10: Eruption.

Roll for Card 4 = 6472: Tier 2.
Roll for card = 55: Shadow Claw.

Roll for Card 5 = 1687: Tier 1.
Roll for card = 7: Tackle.


You get:
1x Ember Card.
1x Gust Card.
1x Eruption Card.
1x Shadow Claw Card.
1x Tackle Card.

Thread will be up soon.

STEP 3: The Challenge

Welcome to ASB Card Dungeon yadda yadda yadda yadda.

Rolls for doors = 7670, 6760, 8249.

Rank 2 Rank 1 Rank 2


____________ ____________ ____________
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| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |

Challenger chooses a door and a Pokémon to send out.

EDIT: Ugh, this is supposed to look prettier. I'll get into it once/if this gets to a beta.


STEP 4: Challenger chooses door and the battle ensues.

So, let's say startrekfan chooses Door 2, and chooses to have Surskit and Electivire at the front of the party. The referee rolls a single battle Rattata.

The battle starts, with the referee ordering first, then alternating.

After the fight, Surskit is KOed and Electivire is at 100 HP and 94 EN, and it's also poisoned.

Have in mind that the order of the challenger's mons does not influence who he/she has to send out after a KO: this is done just in case a doubles is rolled.

STEP 5: Post the next set of doors, along with the status of the mons, and indicating in which room the challenger is in.

Have in mind that status effects don't stay, so the challenger's Electivire would not be poisoned in the next battle.

Rolls for doors change the further you get in the dungeon. Since the Door the challenger took was a Rank 1 door, he only advances one room.

Let's say the challenger takes a rank 2 door next. He would then go from room 2 to room 4.

STEP 6: Repeat steps 3 and 4 until the challenger loses a battle.

Step 7: Post rewards.

Once all of the challenger's Pokémon are KOed, the referee posts prizes, with all the card packs the challenger got being open at this time.



3x Ember
3x Gust
3x Thunder Shock
3x Water Gun
3x Vine Whip
3x Tackle
3x Peck
3x Dragon Rage
1x Dig
1x Protect
2x Flamethrower
2x Thunderbolt
2x Surf
2x Ice Beam
2x Shadow Ball
2x Body Slam
2x Fire Punch
2x Drill Peck
2x Brick Break
2x Dragon Claw
1x Icy Wind
1x Thunder Wave
1x Confuse Ray
1x Rapid Spin


MORE TO COME


So, what do you think?
 
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This is still a vague idea but IRC said I should post it here.

In Pokemon XD there's a Battle Sim feature that gives you challenge battles with pre-defined teams and goals. Perhaps that could be a roleplay? A particular idea I brought up in IRC would be putting you up against an Eelektross with Wonder Guard and Levitate, forcing you to use status and indirect damage. In addition you could use it to host battles with Pokemon that you do not actually have, which (with approval from both players and the ref) would include things like legendaries and hackmons. Challenge battles would probably reward 2 or 3 CC, but simple sim faceoffs would only reward 1. This idea needs work, but I think it could be very interesting.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
More official feedback from the Committee:

chifii

Battle Stage: Before we move further with Battle Stage, we need to know if Chifii is still around to run it, since it is a facility and will require tons of work in creating and maintaining the thing. If Chifii isn't around, and someone else wants to take over the idea, then by all means do/say so. If not, it will be frozen/rejected etc.

GemOftheDay

Gem Caves: The idea seems interesting and well thought-out. There is a worrying about it getting dull after a while or being too long (which means that getting people to ref it or players to do it will be harder), but that can only be checked with testing. So we are allowing a BETA Test Run. Feel free to create a thread and put all the data there, get some volunteers for a run and do one of it. After that we will analyse it and reply with something.

starwarsfan

Historical Roleplay: The historical proposal is way too threadbare at the moment to give serious thought to rejection/approval. Once it is elaborated more with mechanics and examples, we would be more inclined to consider it. So please elaborate it further.
 
I present to you...
The Survival Challenge!
You are placed in an area that is devoid of civilization, and must find food, water, and other necessities to survive, while fending off wild pokemon. You can bring a team of three, equip them, and bring items to help you along the way. You will always have every pokemon in your team out, with no upper limit if you catch a ton of pokemon.
You can bring a TLR backpack of the corresponding difficulty for The Survival Challenge, and use the items within.
Normal = Training Bag
Hard = Legendary Bag
Insane = Uber Bag
Note that foods and drinks take up an amount of space equal to the square root (rounded down) of their net restoration.

Capture mechanics are the same as in TLR as well. I may put in some legendaries as well (if the RP council allows me to, and only on the harder difficulties.)

Normal – An area where food and other supplies are relatively abundant, and the pokemon are weaker. e.g. a forest
Hard – An area where food is somewhat scarce, but can still be found. Wild pokemon can be found around, and will be difficult to fight. e.g. plains
Insane – An area where food is almost nonexistent and will likely need to be hunted. Wild pokemon are difficult to fight in a 1v1, let alone en masse. e.g. a desert

Time:
To win, you must survive for a week. Each 6-hour period is treated as 1 round, and you can only take 1 action during this round, unless you are exploring a dungeon (below) or battling wild pokemon.
Any effects that goes away after a certain amount of time in-battle (e.g. paralysis or confusion) dissipate immediately after the end of battle. Special in-battle effects that do not apply to most pokemon also dissipate at the end of battle (e.g. Protean and Mega-Evolutions.) Poison and Burns deal 30 damage over the next 6 hours then dissipate. Bad poison does 50 damage over the next 6 hours then dissipates.


Fullness:
Fullness is on a scale of 0 to 10, where 10 is full and a 0 faints your pokemon. You lose 1 fullness every 6-hour round, and can restore it by eating various foods.
Berries: 1 Fullness each, when fully consumed. Berries obtained through Harvest do not get you fullness.
Apples: 3 fullness each
Big Apples: 5 fullness each
Perfect Apples: 10 fullness each
Leftovers: 1 fullness/2 6-hour rounds
Other Pokemon: SC fullness
Synthesis (the move): 2 fullness/6 hours spent using it. Does not require energy. Only restores 1 fullness in bad weather, but restores 3 in bright sun.
Other foods not listed here: Varying amounts


Hydration:
Works the same way as fullness, basically. Do note, however, that any Water- or Ice- typed attack that requires user-generated H2O drain 1 hydration per use, and that Freeze-Dry drains 1 hydration from the target. Water Gun can be used by any pokemon that gets it to transfer 1 hydration to another pokemon.

Sleep:
A pokemon must get 6 hours of sleep every day, or suffer a permanent sluggish condition, as if they just used Hyper Beam, until they get rest. Sleeping also has the effect of completely restoring energy and restoring 20 hp each time it is done. You can only sleep once every 18 hours.
Chansey, Blissey, Tropius, Exegguter, Brattler, Malaconda: Can sacrifice one of their own fullness to feed another allied pokemon for 1
Numel, Camerupt: Max 15 fullness and hydration rather than 10
Porygon, Porygon2, Porygon-Z, Beldum, Metang, Metagross, Magnemite, Magneton, Magnezone, Klink, Klang, Klinklang, Voltorb, Electrode, Regice, Regirock, Registeel, Golett, Golurk: Inorganic and therefore do not have to eat or drink
Ghost-types: If they find a willing (organic) pokemon, they can convert 25 of that pokemon's health into 1 fullness and 1 hydration for them
Pokemon with the abilities Rain Dish or Hydration: +2 hydration/6-hour round in rain
Pokemon with the abilities Insomnia or Vital Spirit: Only needs to sleep 6 hours out of every 36 hours, but can only sleep once every 30 hours.

Exploration takes place on a grid. The area explored so far will be displayed on a publicly-available Google Docs spreadsheet. You can move to any square that is directly adjacent or diagonal from your current location as your 6-hour round. This costs 15 energy. Your pokemon have to be in the same square at all times. In addition to moving to a different square, you can also use your 6-hour round to scavenge for food, at the expense of 10 energy. Doing so will occasionally reveal dungeons and will usually get you some food.

Dungeons:
Dungeons work similarly to the overworld, in that exploration works on a grid. However, moving only costs 2 energy and takes 10 minutes (the time taken in the dungeon is rounded). Often, there is food and loot in dungeons, however there are usually also dangerous pokemon guarding it.

The outside world isn't all ASB arena! Most arenas are uncomplicated and do not give any bonuses, but some have weather and/or terrain effects. Weather, in particular, can be devastating. Sandstorms and hailstorms will damage you outside of battle, and will deal 30 hp per 6-hour round you stay in one (Entering and leaving count as half a round each, and cause you to take 15 hp damage). Rain, Sandstorm, Fog, and Hail will all obscure your vision, allowing pokemon to sneak up on you easier. Note that weather isn't constant and will likely change from 6-hour round to 6-hour round. Some terrain areas are rough and difficult to transverse. These areas can take an extra 6 hours to move through, or sometimes simply be impassable. Certain moves can bypass these terrain types, however. (e.g. Rock Climb on a mountain)

Occasionally, wild pokemon will attack you. These attacks can come at any time, and you always need to be on the lookout for them. These pokemon are often looking to either take your food or turn you into lunch, but sometimes are simply territorial.

Pokemon are not always trying to kill you, however. Some pokemon may simply ignore you, focusing on something else. If you save a pokemon from something, it will often be grateful and do something nice in return. Be sure to be on the lookout for pokemon in danger, because if you save them, they may end up saving you!
Riolu, Lucario: Can see auras, enabling them to see any pokemon in the nearby area regardless of cover
Zubat, Golbat, Crobat, Whismur, Loudred, Exploud, Woobat, Swoobat, Noibat, Noivern: Excellent sense of hearing, can tell when anything is approaching and where from unless there is a louder sound nearby. The bats can also use echolocation to see in the dark
Absol: Can sense when something bad is about to happen.
Water-Types: Can see unobstructed through rain and other water
Rock-Types: Can see unobstructed through sandstorms
Ice-Types: Can see unobstructed through hail
Dark- and Ghost-Types: Can see perfectly in the dark
Pokemon with the ability Telepathy: Can detect the presence and intentions of other pokemon, but not their location
Ground-Types: Can detect very slight vibrations in the earth and the direction they come from, enabling them to detect other pokemon. Can evade this method of detection
Pokemon with the ability Magnet Pull: Can detect the location Steel- and Electric-Type pokemon in the area, along with their current status.

Each pokemon gets 1 KOC for each day survived, plus 1 KOC for each pokemon defeated and a bonus 5 KOC if they make it past the last day. Rewards multiplied by the difficulty level.
Trainers get 1 CC per day survived, and a bonus 5 CC upon victory. Rewards multiplied by the difficulty level.
Refs get 1 UC per exploration round reffed, and .5*mons in battle UC for combat rounds.

Almost everything is up for change, and this is most definitely not as good as it can be (especially the pay, I don't know how to balance pay.) I am currently working a map for normal difficulty.
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
akela

We haven't passed through the committee officially, but I asked others on IRC and we agreed that the data is a-ok and you can post it on a thread. Since the decision of the committee was already made, I believe this feedback should suffice.

You just probably need to post the profiles of the temple guard and have a good big list of possible Rooms (like 50) so the Rooms that will actually be used remain a "secret" of sorts. But both are better done in a calm manner in your own thread.

The need of other kind of data will come as you develop the thing and have the rank 1 beta test.
 
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WIP but I don't want to lose my draft and I want to get people's opinions on what I have so far.
ASB WAVE SURVIVAL

One Goal: Survive

Two Enemies: Pokemon and Nature

Three Rewards: CC, KOC, and Bragging Rights

Four Stages: Wave, Shop, Rest, and Boss


OK, so now that my epic intro is out of the way, here's the meat of my proposal:

Basics: The trainer must survive wave after wave of enemy pokemon, using special items bought in the shop to help them and having a few actions to rest between each wave. Every certain number of waves a boss will be among the wave.

Difficulties: Easy, Medium, Hard. The differences between difficulties will be elaborated on later. The trainer brings 2 Pokemon on Easy mode, 3 on Medium, and 4 on Hard.

Dungeons: There will be multiple challengeable dungeons (I don't know what I should call them so I stole the name from Gem caves) that have different Pokemon, Bosses, Shops and Arena effects. They will all be themed except maybe one or two, and some may only be challenged in certain difficulties. More on dungeon design and example dungeons will be below.

Wave Stage: The main stage of the RP. The trainer & his pokemon fight off waves of enemies that get progressively harder as the fight goes on, and also are harder by difficulty. I'm thinking 2-4 based on difficulty. The pokemon will also have nerfed stats, mainly HP. Hard will also have better pokemon, such as more FEs in the early stages, and Medium will have better ones than Easy. Additionally, the trainer may also encounter natural obstacles, such as a hailstorm or an earthquake.
Brawl (2 Actions per round)
2 Day DQ
Switch = N/A
No Items Easy, All Medium/Hard
All Abilities
1 Substitution Easy, 2 Medium/Hard
No Chills / No Recoveries
No Mega Evolutions Easy, 1 Medium/Hard
Wave orders first round 1, alternates after that

Rest Stage: At the end of each wave, the trainer gets 1-3 (1 easy, 2 medium, 3 hard) actions to use chils, recoveries, and healing items if I decide to allow them Not allowing them because of advice from IRC. (Actually I might decide to vary this by dungeon as well.)
1 Day DQ
Infinite Chills / Infinite Recoveries
Challenger gives all actions in one post

Boss Stage: Every certain number of waves (probably 5), a boss will be included in the wave, but the wave will have one less mon even counting the boss. The boss will have normal or buffed stats & a larger (maybe full on higher difficulties) movepool. After every boss stage, the players will have double the rest time.
Brawl (2 Actions per round)
2 Day DQ
Switch = N/A
No Items Easy, All Medium/Hard
All Abilities
2 Substitutions Easy/Medium, 3 Hard
No Chills / No Recoveries
No Mega Evolutions Easy, 1 Medium/Hard
Player orders second every third round starting from round 3, otherwise Boss orders second

Shop Stage: At the beginning of the fight, and at the end of the rest after each boss fight thereafter, the player will have the option to enter the shop, where they can buy items using CC based on how many bosses they have defeated and the difficulty. They are allowed to uce CC that they earned from previous waves. The Shop DQ is 1 Day. There might also be different items by dungeon.
These can be found in all dungeons. Note: Some of these need better names, I'd love suggestions. Also I want to eventually include flavor text for all of them. Also also all costs are subject to change. Finally, I will be adding flavor for each of these items if and when the time comes to post the thread.
Nuke: Skips one wave. Rewards will not be given. Cost: 3 CC.
Rest-extender: Extends a rest phase by one action. Cost: 1 CC.
Basic Trench: Acts as a 15-HP Substitute for all your Pokemon. Cost: 2 CC.
Advanced Trench: Acts as a 20-HP Substitute for all your Pokemon. Cost: 3 CC. Only purchasable after 1 Boss has been defeated.
Barracks: An Advanced Trench with Rough Skin. Cost: 4 CC. Only purchasable after 2 Bosses have been defeated.
Other categories & items to come.

Rewards: (Very tentative) Player: 2 CC per wave completed (completed, not beaten) + 1 * Difficulty (1 Easy, 2 Medium, 3 Hard) KOC per mon per non-boss wave completed + 2 * (Boss Waves Beaten) * Difficulty KOC per mon.
Ref (probably really excessive or really low, im not a good judge of these things): 6 UC per non-boss wave and 10 per boss wave

rest to come later when I have the time to write it up
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Oh boy, I think we will need to approve (or not) of this stuff real soon.

BUT

Before that I have an announcement to make.

Ever since Ragnarokalex has vanished from the face of the earth ASB, the Battle Arcade has lost its activity at an alarming rate.

Because of that (and because it must have a Manager), we have decided to instate waterwarrior as the Manager of Battle Arcade, starting immediately.

We are aware that waterwarrior's time is limitated on the next couple of weeks, but as soon as he is good to go, things will move properly again.

Waterwarrior has permission to create a new signup/data topic for easy management, as well as to change formats, pokemon, teams etc to his liking, as well as organize collaborated efforts to make pokemons profiles. He only needs to get the ok from the committee to change Rewards (or put rewards for community efforts).

We will be supervising the process at the begining, so ww, please feel free to contact us should the need occur.
 
Feedback is a thing that is happening.

Card Dungeon by tavok

The council's main opinion on this is that there is simply not enough to distinguish itself from Pike. The cards would probably have an impact that would be minor at best in the current iteration and the continuous battling factor has been shown by TLR to be extremely difficult to balance. If there was more of a role for the cards or more of a point to continual battling, it might be enough to distinguish itself. But in it's current form it gets a unanimous veto.

Battle Sim by Lilfut

There is simply not enough information to work with here. While the council does not oppose the concept on principle, we would need to see more of a fleshed out idea before we could seriously consider it for approval. As such, Lilfut's version receives a veto.

Survival Challenge by Avnomke

The idea is intriguing, but certain aspects of it drew some concern from the council. In particular, concerns were expressed that the 28 turns would drag out the match for unnecessarily and possibly dangerously long periods of time. The lack of a point beyond what amounts to glorified stalling for what would realistically be about three months of real time is also bound to limit the RP's effectiveness. We feel as if the addition of some objective to the challenge with the 28 rounds being a mere time limit for success would be more appropriate. This does fundamentally change the focus of the RP, but we feel as if the mechanics would only work in this way.

Pending approval, conditional on modification.

Wave Rush by starwarsfan

This keeps getting proposed in one form or another. We don't really like it. It just seems to generic and similar to other RPs--fight a slew of opponents, but this time there are lots of weaker ones rather than a few stronger ones! We feel as if it is both too similar to Gem Cave's and unlikely to meaningfully differentiate itself.

Vetoing the concept. Similar proposals in the future are likely to be rejected.


A handful of ideas are being informally bounced around, such as a new contest hall. It would be appreciated if the people managing those could post in this thread what they are working on at some point in the intermediate future.
 
Survival challenge modifications, away! Including a name change to "Explorer"
You are placed in an area that is devoid of civilization, and must find food, water, and other necessities to survive, while fending off wild pokemon, mapping the area, and hunting for some rare artifacts. You can bring a team of three, equip them, and bring items to help you along the way. You will always have every pokemon in your team out, with no upper limit if you catch a ton of pokemon. In addition, you can quit at any time outside of combat and receive full rewards.
You can bring a TLR backpack of the corresponding difficulty for The Survival Challenge, and use the items within.
Normal = Training Bag
Hard = Legendary Bag
Insane = Uber Bag
Note that foods and drinks take up an amount of space equal to the square root (rounded down) of their net restoration.

Capture mechanics are the same as in TLR as well. I may put in some legendaries as well (if the RP council allows me to, and only on the harder difficulties.)
Normal – An area where food and other supplies are relatively abundant, and the pokemon are weaker, knowing all egg and LU moves. There are 2 artifacts that can be found in these regions. e.g. a forest
Hard – An area where food is somewhat scarce, but can still be found. Wild pokemon can be found around, and will be difficult to fight, knowing all egg, tutor, and LU moves, and occasionally holding an item. There are 4 artifacts that can be found in these areas. e.g. plains
Insane – An area where food is almost nonexistent and will likely need to be hunted. Wild pokemon are difficult to fight in a 1v1, let alone en masse, having a complete movepool and generally holding an item. There are 6 artifacts that can be found in these areas. e.g. a desert
Time:
Each 6-hour period is treated as 1 round, and you can take 1 action prior to this round in addition to whatever you choose to do during the round, unless you are exploring a dungeon (below) or battling wild pokemon. Different times of day have different effects on combat. You have a maximum of 7 days to explore, use them wisely.
Any effects that goes away after a certain amount of time in-battle (e.g. paralysis or confusion) dissipate immediately after the end of battle. Special in-battle effects that do not apply to most pokemon also dissipate at the end of battle (e.g. Protean and Mega-Evolutions.) Poison and Burns deal 30 damage over the next 6 hours then dissipate. Bad poison does 50 damage over the next 6 hours then dissipates. Cleanse Tag and Pure Incense halve damage taken from status over a 6-hour round.


Fullness:
Fullness is on a scale of 0 to 10, where 10 is full and a 0 faints your pokemon. You lose 1 fullness every 6-hour round, and can restore it by eating various foods.
Berries: 1 Fullness each, when fully consumed. Berries obtained through Harvest do not get you fullness.
Apples: 3 fullness each
Big Apples: 5 fullness each
Perfect Apples: 10 fullness each
Leftovers: 1 fullness/2 6-hour rounds
Other Pokemon: SC fullness
Synthesis (the move): 2 fullness/6 hours spent using it. Does not require energy. Only restores 1 fullness in bad weather, but restores 3 in bright sun.
Other foods not listed here: Varying amounts


Hydration:
Works the same way as fullness, basically. Do note, however, that any Water- or Ice- typed attack that requires user-generated H2O drain 1 hydration per use, and that Freeze-Dry drains 1 hydration from the target. Water Gun can be used by any pokemon that gets it to transfer 1 hydration to another pokemon.

Sleep:
A pokemon must get 6 hours of sleep every day, or suffer a permanent sluggish condition, as if they just used Hyper Beam, until they get rest. Sleeping also has the effect of completely restoring energy and restoring 20 hp each time it is done. You can only sleep once every 18 hours.
Chansey, Blissey, Tropius, Exegguter, Brattler, Malaconda: Can sacrifice one of their own fullness to create a 1 fullness food, which they carry (in addition to another item). They start with one of these foods, and have a maximum carrying capacity of 1 such food.
Numel, Camerupt: Max 15 fullness and hydration rather than 10
Non-legendary genderless pokemon excluding Staryu and Starmie: Inorganic and therefore do not have to eat or drink
Ghost-types: If they find a willing (organic) pokemon, they can convert 25 of that pokemon's health into 1 fullness and 1 hydration for them
Pokemon with the abilities Rain Dish or Hydration: +2 hydration/6-hour round in rain
Pokemon with the ability Dry Skin: Lose 1 extra hydration/6-hour round, but gain +3 hydration/6-hour round in rain
Pokemon with the abilities Insomnia or Vital Spirit: Only needs to sleep 6 hours out of every 36 hours, but can only sleep once every 30 hours.
Exploration takes place on a grid. The area explored so far will be displayed on a publicly-available Google Docs spreadsheet. You can move to any square that is directly adjacent or diagonal from your current location as your 6-hour round. This costs 15 energy. Your pokemon have to be in the same square at all times. In addition to moving to a different square, you can also use your 6-hour round to scavenge for food, at the expense of 10 energy. Doing so will occasionally reveal dungeons and will usually get you some food.

Dungeons:
Dungeons work similarly to the overworld, in that exploration works on a grid. However, moving only costs 2 energy and takes 5 minutes (the time taken in the dungeon is rounded, and sometimes the movement cost and distance is doubled or tripled or even quadrupled). Often, there is food and loot in dungeons, however there are usually also dangerous pokemon guarding it. All artifacts can be found in dungeons.
The outside world isn't all ASB arena! Most arenas are uncomplicated and do not give any bonuses, but some have weather and/or terrain effects. Weather, in particular, can be devastating. Sandstorms and hailstorms will damage you outside of battle, and will deal 30 hp per 6-hour round you stay in one (Entering and leaving count as half a round each, and cause you to take 15 hp damage). Rain, Sandstorm, Fog, and Hail will all obscure your vision, allowing pokemon to sneak up on you easier. Note that weather isn't constant and will likely change from 6-hour round to 6-hour round. Some terrain areas are rough and difficult to transverse. These areas can take an extra 6 hours to move through, or sometimes simply be impassable. Certain types and moves can bypass these terrain types, however. (e.g. Rock Climb on a mountain, or a Water-type and a lake)
Occasionally, wild pokemon will attack you. These attacks can come at any time, and you always need to be on the lookout for them. These pokemon are often looking to either take your food or turn you into lunch, but sometimes are simply territorial.

Pokemon are not always trying to kill you, however. Some pokemon may simply ignore you, focusing on something else. If you save a pokemon from something, it will often be grateful and do something nice in return. Be sure to be on the lookout for pokemon in danger, because if you save them, they may end up saving you!

In addition, there are some rare pokemon that are stronger than others and have boosted stats (essentially an everything boosting nature and 20 extra hp). These pokemon are typically found at the end of dungeons, and are known as boss pokemon.
Riolu, Lucario: Can see auras, enabling them to see any pokemon in the nearby area regardless of cover
Zubat, Golbat, Crobat, Whismur, Loudred, Exploud, Woobat, Swoobat, Noibat, Noivern: Excellent sense of hearing, can tell when anything is approaching and where from unless there is a louder sound nearby. The bats can also use echolocation to see in the dark
Absol: Can sense when something bad is about to happen.
Water-Types: Can see unobstructed through rain and other water
Rock-Types: Can see unobstructed through sandstorms
Ice-Types: Can see unobstructed through hail
Dark- and Ghost-Types: Can see perfectly in the dark
Pokemon with the ability Telepathy: Can detect the presence and intentions of other pokemon, but not their location
Ground-Types: Can detect very slight vibrations in the earth and the direction they come from, enabling them to detect other pokemon. Can evade this method of detection
Pokemon with the ability Magnet Pull: Can detect the location Steel- and Electric-Type pokemon in the area, along with their current status.
Each pokemon gets 1 KOC for each area explored, plus 1 KOC for winning battles and a bonus 3 KOC each when you find an artifact. Rewards are multiplied by the difficulty level.
Trainers get 1 CC per area explored, and a bonus 5 CC for every artifact found. Rewards multiplied by the difficulty level.
Refs get 1 UC per exploration round reffed, and .5*mons in battle UC for combat rounds.
Functional artifacts: The artifacts not only give you CC, but can also be used in combat. They could only be used in Explorer (and other rps that give the okay). The power level would be higher than normal items, but not super great like raid artifacts.

Continuity: Essentially, once an area is explored, it's explored. You don't get rewards for exploring an area that has already been explored. However, if an area has remained unexplored for 3 months IRL time, then it can be explored again. Artifacts follow the same rules, respawning three months after it has last been looted.
 
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Hey look another Rediamond RP proposal, because the whole "if you're working on an idea post what you've got" thing would be hypocritical if I didn't.

PokéStar Studios

Like the flavorful side of ASB? Want a break from the constant grind? Interested in
beta testing upcoming attractions? Welcome to PokéStar Studios, a showcase of all great projects in entertainment and flavor. I'll be your tour guide today. Let's start off with a brief recap of what this facility is for.

PokéStar Studios is unique in that there is no way to beat it; in fact, there is no regular challenge mode to it at all! Even the rules and events change regularly. Instead, the Studios are a place for ambitious refs and role players to meet up and play a style of ASB that better matches what they want out of the game.

Let's be honest; flavor does not pay. As an extreme example, I would like to point to the Melee I just finished reffing. I got paid 15 UC for 13 rounds of reffing. Most of these rounds were at least as hard as a normal singles, and a few a fair bit harder, which means I was already probably underpaid due to the format of the match making things last longer than they otherwise would. And that's assuming I got paid 1 UC for a flashmatch or flavorless singles round, which was not the case. There were approximately 14,000 words of flavor alone in the melee. Assuming that flavor and reffing took equal amounts of my time, I got paid about .5 UC for the updates and calculations of each round and .5 UC for every 1000 words of flavor. This is before factoring in that this type of match could not and would not end quickly, meaning I had to stay committed for far longer than most events and wait longer to get paid, without the boosted compensation of RPs.

But, this is not a "bitch about being underpaid" post. This is a "let's fix the problem post."

You may note that events like the melee are exceedingly rare in ASB. That's because they are simply not worth it economically, especially when many of our most avid RP'ers are far more concerned with building up powerful teams, and thus earning money, than they are with the actual roleplay due to the power gap between them and those at the top of the game. While Birkal-style grinding is an acceptable way to even the gap, I would prefer if our more flavor, anime-oriented users could gain money by... reffing. Which we have something of a perpetual shortage of.

So that's where this comes in. A desire to make major projects economically rewarding to ref.

RP Functions, Format

The Studios would seldom sponsor its own events. Instead, it would serve as a way to recruit referees with ideas for larger projects such as melees, complicated arenas, or potential beta runs of RPs. Even teams of referees could be recruited for larger, Ultimate Showdown-esque projects. We would then give them a schedule as to when they could launch to keep something interesting happening in the game beyond tournaments at all times. The Studios would also negotiate out a fair payment for the complexity and flavor to the referee. Finally, due to being an RP slot participants in the project would not need to waste a battle slot on a match that could take months.

As another benefit, successful concept matches would have strong evidence as to their viability as an RP, allowing for more creative RPs to be approved and more concepts that would be thrown out on play test to not accidentally slip to approval or waste the RP Committee's time.

Essentially, it is a way to test out hypothetical systems such as tactical maps or dungeon-type games, as well as to host flavor-based matches and generally large projects while being adequately compensated and waiting for the improbable and slow RP approval process.

The group managing and approving the projects would be made up of relatively successful hosts of similar projects who could advise hosts and have a reasonable idea as to how much work would go into a project to set compensation thresholds. They would be uncompensated volunteers.


tl;dr

Flavor matches aren't really economical. Large projects are often uneconomical. Experimental matches are cool but hard to manage because they normally require some sort of RP approval that could take months. The Studios fix these problems to get more fun things in the game.
 
The Safari Zone
"Hi,and welcome to the Safari Zone! For only 5 CC, you can explore and find rare Pokemon!"
It costs 5 CC to enter the Safari Zone. After you pay the 5 CC, you can choose 1 of the areas to look for Pokemon in. After you finish, you cannot challenge the Safari Zone for 7 days. Pokemon caught in the Safari Zone are claimed as if you had spent CC to buy them. Battles work like this:
(placeholder) appeared! CHP: Who cares Flee Flag: ??%
Options:
Throw Poke Ball Mud Bait Run
Throw Poke Ball: At the start of each challenge of the Safari Zone, you are given 30 Safari Balls to try and catch Pokemon with. After you finish, the Safari Balls disappear. You can use the Poke
Balls to wear down CHP to catch the Pokemon. However, they may flee based on their Flee Flag. If a Pokemon's Flee Flag is 50%, that Pokemon has a 50% chance of fleeing each turn, unless Bait or Mud is used.
Mud lowers that Pokemon's Flee Flag by 10%, but raises their CHP by 25, even beyond the species's normal CHP. On the other hand, throwing Bait causes 50 damage to their CHP, but raises their Flee Flag by 15%. Running instantly ends the battle. The Flee Flag can never be 0% or 100%, if those would be the circumstances, the Flee Flag will be 1 or 99, respectively. After 1 month of reffing, all 30 Safari Balls used up, or 5 Pokemon caught, the Safari Zone challenge instantly ends. Below is a list of Pokemon in each area:
Bellsprout 20% Appearance Rate Flee Flag: 10%
Nidoran-M 25% Flee Flag: 15%
Nidoran-F 25% Flee Flag: 15%
Oddish 25% Flee Flag: 40%
Bulbasaur 4% Flee Flag: 75%
Kangaskhan 1% Flee Flag: 95%

Combee 40% Appearance Rate Flee Flag: 20%
Wurmple 10% Flee Flag: 40%
Caterpie 20% Flee Flag: 30%
Weedle 20% Flee Flag: 30%
Scatterbug 9% Flee Flag: 75%
Scyther 1% Flee Flag: 95%

Geodude 50% Appearance Rate Flee Flag: 5%
Zubat 25% Flee Flag: 35%
Roggenrola 20% Flee Flag: 50%
Rhyhorn 4% Flee Flag: 75%
Aerodactyl 1% Flee Flag: 95%

Sandile 45% Appearance Rate Flee Flag: 25%
Gible 5% Flee Flag: 75%
Trapinch 15% Flee Flag: 75%
Scraggy 15% Flee Flag: 60%
Helioptile 15% Flee Flag: 60%
Hippopotas 4% Flee Flag: 75%
Durant 1% Flee Flag: 95%

Growlithe 25% Appearance Rate Flee Flag: 20%
Vulpix 25% Flee Flag: 30%
Ponyta 15% Flee Flag: 45%
Slugma 30% Flee Flag: 5%
Charmander 4% Flee Flag: 75%
Heatmor 1% Flee Flag: 95%

Voltorb 25% Appearance Rate Flee Flag: 25%
Mime Jr. 10% Flee Flag: 50%
Aipom 9% Flee Flag: 75%
Eevee 5% Flee Flag: 75%
Porygon 5% Flee Flag: 75%
Bonsly 10% Flee Flag: 60%
Beldum 5% Flee Flag: 70%
Meowth 25% Flee Flag: 30%
Togepi 3% Flee Flag: 82%
Furfrou 1% Flee Flag: 95%
 
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Because it was only canceled due to participants leaving ASB/being banned, I decided to try to bring back Pokechess.
  1. The entire game takes place on a chess board.
  2. The battlers each select six Pokémon, one to represent all instances of the same kind of chess piece, and they are placed on the board in accordance with normal chess placement.
    1. The pokemon are PMed to the ref before the match begins.
  3. The Pokémon move around the board akin to normal chess pieces, and battle other figures to capture them.
  4. When a player’s king is defeated in an engagement, the other player wins.
Note that, when moving, no piece (except for knights) may go over a piece, either friendly or enemy, and each player may only move or engage once per turn. Also note that the rewards are high because the matches will take quite a while.
  1. Pawn
    1. The selected pokemon's HP stat is divided by 4 (rounded normally if not integer) to determine its HP.
    2. Awards 1 CC and 1 KOC upon being defeated.
    3. Can normally move one square forward (two if on its first move).
    4. Can engage pieces by moving one square diagonally (1 forward+1 to either side)
    5. Can engage other pawns by en passant (if a pawn starts off by moving 2 squares forward, skipping a square in which an enemy pawn could engage from, the pawn can move forward at a diagonal so as to be at the square the pawn skipped and engage).
    6. When it reaches the other end of the board, it can change into any piece
      1. It can not become a pawn or a king
      2. It's HP loss percentage is maintained (i.e. a pawn at 50% HP stays at 50% HP upon becoming another piece, causing its HP to increase).
  2. Bishop
    1. The selected pokemon's HP stat is divided by 2 (rounded normally if not integer) to determine its HP.
    2. Awards 2 CC and 2 KOC upon being defeated.
    3. Can move along either diagonal as far as it wants to.
    4. Can engage any adjacent piece along either diagonal.
  3. Knight
    1. The selected pokemon's HP stat is divided by 2 (rounded normally) to determine its HP.
    2. Awards 3 CC and 2 KOC upon being defeated.
    3. Can move 2 squares one direction, and 1 more square in the other direction.
    4. Can engage any piece on a square that it could otherwise move to.
  4. Rook
    1. The selected pokemon's HP stat is divided by 1.5 (rounded normally) to determine its HP.
    2. Awards 3 CC and 2 KOC upon being defeated.
    3. Can move horizontally or vertically as far as it wants to.
    4. Can castle with the king, and engagements started by the other player do not count as movement, unless the defender has the king take the attacker's spot.
    5. Can engage any adjacent piece, except those along a diagonal.
  5. Queen
    1. The HP stat is unchanged
    2. Awards 4 CC and 3 KOC upon being defeated
    3. Can move horizontally, vertically, or along any diagonal.
    4. Can engage any adjacent piece.
  6. King
    1. The HP stat is divided by 1.5 (rounded normally) to determine its HP.
    2. Awards 4 CC and 3 KOC upon being defeated
    3. Can move to any adjacent square.
    4. Can castle with either rook, and engagements started by the other player do not count as movement, unless the defender has the king take the attacker's spot.
    5. Can engage any adjacent piece.
  • A piece may engage various pieces depending on their location. When this happens, the two pieces battle for two rounds, or util either one is KOed.
  • Health, energy, and status conditions are preserved from one engagement to the next, and have no effect outside of engagements.
  • Certain moves have their effects changed:
    • Moves that normally force the foe to switch out end the engagement right there.
    • Moves that cause temporary arena effects last until the end of the engagement, then are preserved until the next engagement, where they resume.
    • Heal Bell and Aromatherapy only affect adjacent allies.
    • Beat Up only considers allies that could engage the enemy piece with where it was before the engagement.
    • Haze affects all adjacent pieces.
    • Wish can be used on the user, or any one adjacent ally.
    • Moves that normally affect all foes or all pokemon only affect the pokemon in an engagement or otherwise adjacent to the user.
  • The pokemon that started the engagement, called the attacker, (the one who was moved to attack) orders first the first round, and then second the next round (if the next round exists).
  • In the event that the attacker wins, it moves to take the defender's square.
  • In the event that the defender wins, it can take the attacker's square or stay on its own square without using up a turn.
  • In the event of two rounds elasping before either piece gets KOed, neither piece moves.
  • Standard rules for battles:
    • Arena has no restrictions.
    • 2 recovers/5 chills total per pokemon
    • 2 subs
    • All abilities
    • 1 mega-evolution

The Board: (will be prettied up at a later moment)

White starts at rows 1 and 2, while black starts at rowas 7 and 8. Pieces captured by black go on the left, pieces captured by white go on the right.

The pieces:

In order, from left to right: rook, pawn, king, queen, bishop, knight
The small in-party sprite for the pokemon represented by the piece will be put in the picture near the lower right corner. It is the player's responsibility to move the sprites of pieces when you move.


During the first few testing matches, I probably will make hotfixes to resolve any potential problems that lie unnoticed. I will also make the data look nicer.
 
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Ok, so, after some months, I have decided to try and save my Card Dungeon by making cards actually have some use.

And by use, I mean them being the only thing you can do.

So, changes:

- The most important one: Pokémoon can't use their movepool inside the dungeon. Instead, only cards can be used, along with universal and STAB commands. If you run out of cards, you can only Struggle and use commands.
- Engagement rules have been clarified.
- Cards are no longer permanently lost: you recover them after finishing the battle.
- Tentative rewards have been set.
- "Change lower tier cards for higher tier ones" has been set.

Now, the main problem that most people see: this is too similar to Pike. Well, I don't agree (anymore).
  • The most important difference: the cards. While before the change this was minimal, it is now the main difference from Pike. No one (inb4 someone does) would challenge Gold Pike with crappy movepool Pokémon. However, it doesn't matter here. Since your options depend only in your card deck, you can bring 30 move mons and still do well. Also, this opens the door to many Pokémon that have great stats, typing and/or abilities, but that due to their movepool they can't really cut it in other places. That doesn't mean you don't need to prepare, as a good run will need you to choose mons carefully, and make a deck that can be used by all your mons and can adapt to every situation.
  • The second main difference: battle formats. While in pike you always have singles, here you can also have doubles and triples, along with things like horde and 1v2 or similar battles.
  • Status effects don't carry between battles. While this may seem like a small change, it is actually kind of important, as a poor matchup can't set up your mon to be easy prey for a future battle by statusing it to hell and back. This is to make the battles themselves more important.
  • No boons, no status doors. You will be battling after every decision you take.
  • You don't know what you are battling before you are in the battle! While in pike you only have two possible outcomes in each door and you can take the best decision according to that, here you have several (10+, hopefuly several more) possible outcomes for every door.
 
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Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
*removes dust*

Feedback go go go

Survivor: Changes seem very interesting but we do need an explicit example to see how the rules would interact with what he wants in his rp. Needs Example.
Safari:
Seems pointless. All available pokemon can be bought with CC and the ones more probable to happen are LC (aka cheap). Getting random pokemon isn't an attractive thing when pokemon are cheap and you can get any you want. Veto.
Survivor:
The commitee didn't like how the beta and the alpha turned out. Neither managed to finish (read: Ullar didn't manage to stay around for the time needed ._.) and seem to rely a lot on activity. Both had 3 pages worth of actions and weren't even close to a real finish. Remodeling the thing so it moves faster/is simpler is probably a good strategy to turn this into something useful? Needs revamping.
 
This place being revived reminds me that I really should do what I promised to do a while back. One of the big issues with ASB is that the vast majority of stuff you can do only really opens up once you have a team of FEs. The issue here is that new players generally start with three LC Pokemon, and then have to try and train up to FE with just three battle slots and Hall, and are heavily discouraged from trying anything else, even just to die horribly and get some extra counters. I would therefore like to propose:

The Little Cup Championship!

This would work a lot like Subway, except with one distinction; only LC Pokemon allowed. Players would bring in teams of 3 Pokemon (yes this means that a new player starting with less than three could be in trouble, but it doesn't take long to buy more) and fight four battles. The first four battles would be 1v1 (or 2v2 in a hypothetical Doubles Cup) and then the final battle would be 3v3. There would probably be three ranks, with the first being weak LCs with relatively small movepools, the second being average LCs with decent but not expansive movepools, and the third being the best LCs in the game with lots of moves.
I'm not sure if I need to describe anything else; this is a pretty simple concept and mainly intended to give beginners something else to do until they start evolving their Pokemon and can participate in some of the more demanding RPs. Let me know if you have any questions, comments, or concerns though!
 
Well, seeing as how Ute is inactive and SubwayJ hasn't responded in almost a month, I'm tentatively going to post a heavily modified version of the Unova Adventure (If either Subway or Ute objects let me know and I'll take this down). I'll introduce the

Hoenn Adventure (Working Title)!
Overview:
An adventure reminiscent of the plot of Ruby and Sapphire, with a few changes, including (but not limited to):
-More rival involvement. You can expect to see Brendan/May/Wally much more often. Ruby and Sapphire's rival involvement was limited, so I'll be expanding it (Not sure how much just yet, probably 3+ more times).
-More Aqua/Magma involvement. While the team involvement was fine for the cartridge, ASB has a much slower pace, so you can expect more spread out Aqua/Magma encounters, and more exciting ones to boot.
-Roleplay Areas. In the anime Ash and friends visited all sorts of odd places that we don't see in the games. We'll be seeing these more often, be it a land where prehistoric pokemon still roam, or secret coves with rare pokemon inside.
-In-route roleplay encounters. I'll go into more detail later, but essentially during a route you'll probably encounter some event or other, be it a thieving pokemon or troublemaking trainer.
-In-battle item usage. You can use items in battle. Does more need to be said?

Goals:
I want to create an adventure that both newbies and veterans to ASB can enjoy.
To encourage out of the way strategies and creative thinking, along with roleplay actions in-battle.
Bring a semblance of in-game to ASB

General Mechanics:
First and foremost, limited movepool access. To help bring something different, I'll be limiting movepool access. No worries, though, this access will be slowly lifted throughout the game. For example, you won't have access to egg moves until you reach the daycare, and you won't have tutor moves until you reach the move tutors (they'll be positioned earlier than the Battle Frontier, which likely won't be featured here due to having other roleplays specifically for them). Level-up moves and TMs will probably be given on a gym-by gym basis. Event, Anime or Manga-only, and past gen TM/HM moves are unavailable until any post-game content.
Limited ability and Evolution access. Until about halfway through the game, you're going to have to pick one ability on your mon and stick with it. You probably won't unlock the HAs until past gym 8. There will be exceptions (such as pokemon found in the secret coves mentioned earlier). You'll be using stage 1 mons until gym 2 or 3 for 3 stage mons, and unlock final stages around gym 5 or 6. (4 for 2 stage mons). Any EC or AC earned will be contributed until they reach their limit (5 for abilites, 6 for 2 stage mons, and 9 for 3 stage mons), where the counters will stay until such stages are unlocked, when they can be evolved/access HA.
Refs and players will be highly encouraged to use roleplay actions. Examples would be using hust to blow away Smog, or Sweet Scent to replace it with a better smell. Other examples include using an attack to cause a rock slide in a rocky arena, or felling a tree with Cut in a forest. In those cases, an attack like Rock Slide or Wood Hammer would occur. This would help circumvent movepool restrictions and allow for creative battling. To help provide battlers with some control over what happens if a ref decrees a flavor action impossible, they get a free sub for every flavor action used (or just 1?), which can only be in a format similar to (if (action/sub flavor was used in) is decreed illegal, then _____).

Overall Difficulty:
I want this roleplay accessible to all levels of ASB players. As such, I have a few difficulty levels in mind.
Easy: Mons have small movepools, and for the most part keep to the restrictions players have. Wild mons will almost never have tutor or TM moves, and trainer mons only sometimes have them. Gym leaders might break restrictions towards the end of the game. Refs are encouraged to be nice(ish) to the players - this means less sacrificing wild mons simply to harm or take out a players pokemon (although towards the end of the game they can do stuff like that a little more often). No NPC switching. Rewards for completing an easy game will be less than other difficulties.
Medium: Mons have decent movepools, and break player restrictions more often. Towards the end of the game a wild mon might have tutor or TM moves. Trainers will have more diverse movepools and gym leaders will probably break restrictions. It's up to the ref to decide whether or not he wants to be mean to the players. Gym leaders may switch. Normal rewards.
Hard: Mons have large movepools. Wild mons may have TM or Tutor moves, trainer mons will. Gym leaders break player restrictions. Refs are encouraged to be mean to players, and hinder them when possible. Switching is allowed at all times. Rewards are higher than normal.
Optional settings:
Nuzlocke mode: You play a Nuzlocke of the game. As it is much harder, rewards are increased by one stage. Hard rewards are increased as well, giving some unique rewards (probably like legendary pokemon not found elsewhere, or a masterball or something).
"Perfect Encounter" mode (maybe - I'm deciding): essentially, when you enter a route searching for a specific pokemon, you find it first time. Mutually exclusive with Nuzlocke mode. Locks you out of better rewards in your reward tier (downgrading from a unique legendary to a masterball, etc.)
Harder Wild Pokemon mode: The difficulty of wild mon encounters increases. Increases rewards to include low-level rewards of the next tier. If used with a reward-decreasing modifier they cancel.
There would also be easier wild mons, harder/easier trainers, harder/easier gyms, etc, all changing rewards as shown above. Rewards cannot go above Nuzlocke hard (although playing nuzlocke hard with ahrder battles might allow a low-level reward in addition), or below 10 UC (Easy all easier modifiers on). Extra rewards/penalties decrease exponentially above Nuzlocke Hard or below Easy 1 easier modifier.

"Hidden" Difficulty:
I want the game to subtly get harder as it progresses: mons breaking player restrictions more often, refs being meaner, etc. I would also have refs only qualified to ref up to a certain point (if this isn;t feasible, it doesn't have to be implemented). By this I mean only certain people can ref certain areas of the game. For example, a new(ish) player, one that has at least made a name for themselves in some, minor way (such as proceeding a round or two in a tournament, defeating a gym, etc) might be able to ref up to gym 3 or 4. As it gets later in the game, I want qualified refs to get more skilled - only some of the higher profile ASBers should be able to ref the Elite 4 and etc. (If none of them want to, we'll deal with that then).

Routes:
Each route will have a general flow. Each route will have a few data factors that decide how it plays. A sample route may look like this:
Route -5:
Route arena: ASB Arena (Normally each route will have a specific arena, and its data would go here. The arena will be named (Area Name Here) for the most part.
Route Encounters: 5 (An encounter is simply a ref rolling a number, deciding whether or not the challenger encounters a wild mon, trainer, roleplay encounter, or nothing. Nothing counts as an encounter.
Route Table: (Simply says what a player encounters when rolling a specific number)
0-3000: Nothing
3001-7000: Wild mon
7001-9000: Trainer
9001-10000: Roleplay encounter (will be explained later)
Forced Roleplay Encounters: 1 (To keep things interesting, most routes will have a forced Roleplay encounter or two to keep things interesting)
Forced Trainer Encounters: 0 (Some routes will force the player to encounter one or more trainers)
If a trainer has not encountered the forced Roleplay or Trainer encounters by the time they reach a certain encounter number (Route encounters - required encounters - required encounters encountered) they begin the forced encounters, starting with RP encounters, then proceeding to trainer encounters.
Wild Pokemon:
Bidoof (50%) (Profile)
Starly (49%) (Profile)
Arceus (1%) (Profile) (Obviously there would be no legendaries, but this lists what wild pokemon are in the route, and their encounter chances).
Trainers: (A list of all trainers, chances of appearing, and their mons)
Gentleman Troll (99%):
Bidoof (Profile)
Starly (Profile)

Lady Miscreant (1%):
Arceus (Profile)

Story Trainers: (A story trainer is encountered during a specific encounter slot, 100% of the time. This counts as that encounter)
Rick Astly (Encounter 3):
Shedninja (Profile)
Special Conditions: None
Special RP Encounters: (A list of RP encounters specific to this area. Percentages are that encounter compared to other encounters, so first a ref would roll to see whether it's a special encounter, if not, they then roll for a regular encounter as normal)
Giant Troll (50%):
(Information on the special encounter would go here)

Wild Pokemon:
To keep wild pokemon from becoming repetitive, they have half of their normal HP (If caught they're normal). To balance this out, the rewards for a wild pokemon battle are simply the KOC earned from defeating it. In the case of switching with wild pokemon, the pokemon who did the most damage gains the KOC.

Trainers:
Trainers generally have anywhere from 1-3 pokemon. Trainer pokemon have normal HP and rewards. Some trainers may challenge the player to a special form of battle, be it double, triple, rotation, inverse battles, etc.

Route Commands:
When entering a route, or between any action (including nothing happening), a player may use the following commands:
Search (Wild Pokemon): The player searches for any wild pokemon. If a player encounters nothing they encounter a wild pokemon instead. If the player has previously completed this route, this also takes place of a trainer encounter (but not an RP encounter).
Search (Trainer): The same as searching for wild pokemon, but for trainers instead.
Search (RP Encounter): The encounter rate for an RP encounter increases up to 50% (taking first from nothing encounters, then Wild Pokemon encounters)
Search (Wild Pokemon) (Pokemon Here): The player searches for a specific wild pokemon. The chance of encounter that pokemon (provided it's on the route) increases. (Boost changes depending on chance of encounter the wild pokemon in the first place, 1% might move to 25%, 75% might move to 90%, etc). This also functions as searching for Wild Pokemon

RP Encounters:
An unusual encounter happens, here are a couple of examples:
Mean Trainer: You spot a rare wild pokemon (usually not on the encounter list), and are about to engage it when another trainer cuts in front of you! What do you do? Actions always acceptable are "Nothing", "Challenge the trainer to a battle for it". Other actions are acceptable.
Hidden area: You discover a hidden area in the route! What do you do? (Getting this encounter unlocks the hidden area as permanently accessible, unless the area's access point crumbles upon completion, in some of the rarer areas)

Story Battles:
A story battle is usually a Rival encounter or Aqua/Magma encounter. They may have special arenas or conditions to separate them from normal encounters.

Returning to town:
You can return to town any time without interrupting your challenge. You do, however, have to roll for the same number of encounters you previously faced. If you roll a trainer battle returning to town you do not encounter a trainer (nothing happens). At the town the player may only use the pokecenter/pokemart and any other facilities needed (Trading, if they have set up a trade beforehand, etc)

In-Battle Item Usage:
You can use an item once per round per pokemon (That pokemon has to use the action, in a triple battle one pokemon can't use three items at once). This takes place of one of the pokemon's standard actions.

Money:
Trainer battles or RP encounters may reward you with Poke at the end. This can be used to buy items only usable inside the RP. This will be tracked in the player's RP backpack. The backpack is posted as the first post in their thread.

The Backpack:
The backpack has three sections: Poke, Items, and Progress. The Poke section tracks the player's Poke over the course of the game, updated every time they earn poke. The Items pocket contains the player's items, updated every time they obtain new ones. When buying items, you state which items you're buying, how many, and the poke cost. The ref will double check your math and then approve you to update your backpack. You can also sell items for half their buy price. This follows the same rules as buying items. Progress is how far you've progressed. In here you list the areas cleared, gym badges obtained, and your move, evolution, and ability restrictions.

Rare Candies:
Just like on cartridge, rare candies are a powerful tool. Using a rare candy allows you to bypass one Move, Evolution, or Ability restriction. When bypassing ability or Evolution restrictions, you must take the next step (Stage 2 before Stage 3, All Abilities before HA unlock, etc). When bypassing move restrictions, you can lift a restriction on one type of move (Event/Anime only, Egg, Tutor, or the next stage in level-up moves).

HM Moves:
HM move only areas (such as Surfing) are inaccessible until you defeat the gym leader associated with that HM. After that, they are completely accessible regardless of what pokemon you have in your party. So, yes, you can enter a surfing area with a party of only Oddish.

Gyms:
A Gym has a set number of trainers and its own arena. The Gym Trainers and leader will probably break your restrictions, having Egg or Tutor moves before they are available, etc. They should be more difficult than regular battles, but not nearly as tough as the other ASB gyms (perhaps with the exception of the Elite 4). Your pokemon are automatically healed between each battle (as you are in the city) unless you specifically say so. A gym counts as one area for the purpose of reffing (so you finish the gym then have to post in the Queue again).

Elite Four:
Each Elite Four member (and the champion) has their own arena. You may rearrange your party and apply healing items between each battle.

Your Pokemon:
You cannot bring pokemon from outside ASB into the Hoenn Adventure, and you cannot (freely) transfer from the Hoenn adventure. A dead nuzlocke pokemon is free to transfer to ASB at any time. Other pokemon are transferable after the end of a run, at the cost of half of the stage you caught your pokemon at. Your Hall of Fame team is free to transfer after entering the hall of fame. More free transfers may be given as a rewards for completing the adventure.

Item Transfer:
After entering the hall of fame, you can transfer any items you have at the cost of half its CC cost. Consumable items may not be transferred.

Threads:
Just like the battle hall, you have your own thread dedicated just to the Hoenn Adventure. Your first ref posts the thread and lists your rules, then has you post your backpack.

Flow:
Each "session" of the Hoenn adventure is one area, be it a normal route or ASB only area. You first post your challenge, with a link to your thread, in the main challenge thread. You finish up the area, and then finish. You can reapply to an adventure any time after finishing.

Re-arranging your team:
After each battle, the player may re-arrange their team. They may use healing items, or switch the order of pokemon in their party. The party order must be stated before beginning an area, and the first non-fainted pokemon is sent out automatically when a battle begins (or more if a double+ battle). The whole party must be stated, as ASB includes formats such as brawls, where the player might have five or six pokemon out at a time.

Starting Out:
It costs 2 CC to start (the price of your starter). You can pick one starter pokemon from a list (which is larger than the 3 regular starters). You also get 2 potions and 10 poke balls to start out with. You do not have to proceed with the normal first rival fight, although you may if you wish (this will be counted as one area, even though you progress through two and a town).

Battling:
When starting a battle a ref must provide profiles of all NPC pokemon involved. The first pokemon in the player's party is sent out automatically, and the player gets to order second. Matches are Switch=OK, All Items. There are 2 subs (excluding roleplay action legality subs) per pokemon. At the end of the battle the ref must provide the status of the party.

So, that's the gist of what I have so far. Please give me your concerns and questions, and I'll do my best to address them. I'd be happy to provide a demo up to and including the first gym. Anything below this point is introduced through my editing this post, and is probably somewhat less thought out than the above. With that in mind, it'll probably apply just as much unless it's a terrible idea, in which case feel free to point that out.

Roleplay Areas:
I mentioned these in the overview, but never went into any detail on them. I'm going to do that now. First things first, the amount of Roleplay Areas needs to be decided. I'm thinking for every major area (not caves, dive spots, etc etc) I want there to be two or three roleplay areas, not all of which have to be a big, route-like area. It may be something like a particularly tough fight (horde battle, better pokemon), or a shady dealer in the back of a city. That's not to say there will be no big, route-like areas. We can find/make plenty of those too. I think I recall something like a grass-type pokemon sanctuary in the anime, so something like that. These areas should also be optional, but give enough of a reward to provide an incentive to go to the area, be it extended encounter tables, or a pokemon that breaks some of your restrictions at the end. In the harder difficulties these areas should provide a large benefit to the player, giving them the little edge needed to let them really compete with the harder trainers, but probably shouldn't make as much of a difference in the easier difficulties.

Searching for a hidden area:
Reading over this I realized finding a hidden area might be a little aggravating. As such, you can search for a hidden area, which functions like searching for an RP encounter with an additional 25-50% chance for the RP encounter to be a Hidden Area.

More information on Route flow:
I didn't really explain it above, but a standard route may look like this:
-Ref posts route information
-Player states whether or not they want to activate a route command (searching for pokemon)
-Ref rolls for the first encounter. If the ref rolls nothing, they note it in the post, then roll again (to save time).
-Encounter happens
-Player rearranges party as necessary/changes route commands, and updates their backpack.
-Any route requirements happen
-Route ends, player updates their backpack with the information that they cleared the route. If this route is one of the routes that does not end in a city, but instead in another route, the player may choose to continue on. As soon as they reach a city they must end.
-If at any time a player encounters a hidden area, they may choose to enter the hidden area or save it for later.
-If a player returns to town and has already encounter route requirements, they do not have to encounter those requirements again.

ORAS:
All routes and cities will be displayed as in ORAS, with minor exceptions in the case something is removed from the original RS. Rival encounters occur as in ORAS. Mega stones obtained via Hoenn Adventure can be transferred over at 3/4 price instead of full price, and will be obtained via random event. Any other necessary changes will be posted as I play through ORAS, in a spoiler tag if said material is deemed spoiler worthy.​
 
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Assuming that Frosty's second comment about Surviver RP was meant to be about Pokechess, just messed up with the name.
  1. The entire game takes place on a chess board.
  2. The battlers each select six Pokémon, one to represent all instances of the same kind of chess piece, and they are placed on the board in accordance with normal chess placement.
    1. The pokemon are PMed to the ref before the match begins.
  3. The Pokémon move around the board akin to normal chess pieces, and battle other figures to capture them.
  4. When a player’s king is defeated in an engagement, the other player wins.
Note that, when moving, no piece (except for knights) may go over a piece, either friendly or enemy, and each player may only move or engage once per turn. Also note that the rewards are high because the matches will take quite a while.
  1. Pawn
    1. The selected pokemon's HP stat is divided by 4 (rounded normally if not integer) to determine its HP.
    2. Awards 1 CC and 1 KOC upon being defeated.
    3. Can normally move one square forward (two if on its first move).
    4. Can engage pieces by moving one square diagonally (1 forward+1 to either side)
    5. Can engage other pawns by en passant (if a pawn starts off by moving 2 squares forward, skipping a square in which an enemy pawn could engage from, the pawn can move forward at a diagonal so as to be at the square the pawn skipped and engage).
    6. When it reaches the other end of the board, it can change into any piece
      1. It can not become a pawn or a king
      2. It's HP loss percentage is maintained (i.e. a pawn at 50% HP stays at 50% HP upon becoming another piece, causing its HP to increase).
  2. Bishop
    1. The selected pokemon's HP stat is divided by 2 (rounded normally if not integer) to determine its HP.
    2. Awards 2 CC and 2 KOC upon being defeated.
    3. Can move along either diagonal as far as it wants to.
  3. Knight
    1. The selected pokemon's HP stat is divided by 1 (rounded normally) to determine its HP.
    2. Awards 3 CC and 2 KOC upon being defeated.
    3. Can move 2 squares one direction, and 1 more square in the other direction.
    4. Can engage any piece on a square that it could otherwise move to.
  4. Rook
    1. The selected pokemon's HP stat is divided by 1.5 (rounded normally) to determine its HP.
    2. Awards 3 CC and 2 KOC upon being defeated.
    3. Can move horizontally or vertically as far as it wants to.
    4. Can castle with the king
      1. Engagements started by the other player do not count, unless the defender wins and takes the attacker's spot.
      2. Engagements started by that player always count, regardless of result.
  5. Queen
    1. The HP stat is kept the same
    2. Awards 4 CC and 3 KOC upon being defeated
    3. Can move horizontally, vertically, or along any diagonal.
  6. King
    1. The HP stat is divided by 1.5 (rounded normally) to determine its HP.
    2. Awards 5 CC and 4 KOC upon being defeated
    3. Can move to any adjacent square.
    4. Can castle with either rook, and engagements started by the other player do not count as movement for this purpose, unless the defender wins and has the king take the attacker's spot.
    5. Can engage any adjacent piece
    6. If the King gets defeated in an engagement, the other player (the one whose King was not defeated) wins.
  • A piece may engage various pieces depending on their location. When this happens, the two pieces battle for three rounds, or until either one is KOed.
    • All pieces except Knights, Kings, and Pawns can engage any piece on a square it could otherwise move to within 2 squares
  • Health, energy, and status conditions are preserved from one engagement to the next, and have no effect outside of engagements. Counters for effects like Sleep, Toxic, Perish Song, etc. are unchanged between engagements.
  • Certain moves have their effects changed:
    • Moves that normally force the foe to switch out end the engagement right there.
    • Moves that cause temporary arena effects last until the end of the engagement, then are preserved until the next engagement, where they resume. It keeps going like this until the normally needed amount of actions or rounds occur.
    • Heal Bell and Aromatherapy only affect adjacent allies.
    • Beat Up only considers allies that could engage the enemy piece with where it was before the engagement.
    • Haze affects all adjacent pieces.
    • Wish can be used on the user, or any one adjacent ally.
    • Moves that normally affect all foes or all pokemon only affect the pokemon in an engagement or otherwise adjacent to the user.
  • The pokemon that started the engagement, called the attacker, (the one who was moved to attack) orders first the first round, and then second the next round (if the next round exists), and then first again the third round (assuming that this round exists).
  • In the event that the attacker wins, it moves to take the defender's square.
  • In the event that the defender wins, it can take the attacker's square or stay on its own square without using up a turn.
  • In the event of three rounds elasping before either piece gets KOed, neither piece moves.
  • Standard rules for battles:
    • Arena has no restrictions.
    • 0 recovers or chills total per pokemon
    • 2 subs
    • All abilities
    • 1 mega-evolution per team
      • In the event that the mega-evolution is a piece that occurs multiple times (i.e. any piece but Queen or King), all instances of that piece can mega-evolve.
      • Pawns may not mega-evolve

The Board: (will be prettied up at a later moment)

White starts at rows 1 and 2, while black starts at rows 7 and 8. Pieces captured by black go on the left, pieces captured by white go on the right.

The pieces:

In order, from left to right: rook, pawn, king, queen, bishop, knight
The small in-party sprite for the pokemon represented by the piece will be put in the picture near the lower right corner. It is the player's responsibility to move the sprites of pieces when you move.


During the first few testing matches, I probably will make hotfixes to resolve any potential problems that lie unnoticed. I will also make the data look nicer. I also made some changes from the original to make matches faster (I might still make more hotfixes to make it go more quickly if need be).
 
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There are a few things I think could be problematic with Mulan15262's PokeChess variation.

  • Having a pawn as a mega evolution would not fit well with the theme, the Role play or the engagements. I would suggest that only the King or the Queen have the option of wielding a Mega Stone.
  • The recoveries/chills should change according to the rank of the piece. The Pawn gets 0/0, bishop gets 1/1, knight gets 1/2, Rook gets 1/3, Queen gets 2/4 and King gets 2/5. To avoid the gang up of smaller pieces on Major pieces.
  • What happens in case the King is checked? I think it should behave in the same way as regular chess rules, so that the theme is maintained; otherwise there would be no difference if you played PokeChess or PokeChineseCheckers.
  • [Optional] If after every successful engagement the piece that was successful could get a choice of adding one recovery or chill to its available options, it would be cool. It is just to make sure that successful engagements are rewarded in some way.
Other than the above points, i think it is a good idea. Though we might see how feasible it is when BETA tested.

Note: Mulan15262 you might want to fix a typo under the pieces tag, on the Rook's point as
"Can castle with the king, and engagements started by the other player do not count as movement, unless the defender has the King Rook take the attacker's spot."

I also support the idea of Flamestrike's The Little Cup Championship! as is. May be it is testing ready.
 
I was thinking 0 recovers and chills because that would help shorten the battles, which was a major concern the prior time it was tested. Also, there would be no difference between this and regular chess if I did your third idea. Otherwise, I like your suggestions and have implemented them.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Some feedback.

Card Dungeon seems too much of a hassle for little...fun? You will need a lot of time and dedication to get all the cards you want (heck, to get a decent deck) and asb itself is demanding enough as is. I don't think people will invest that much time on a RP that similar to everyday battles (everyday battles with movepool issues, but still they follow a similar logical, unlike, say, Raids, which have a logic of its own). Also, it is considered that it still doesn't do enough to distinguish itself. Low Cost-efficiency. Veto.

Little Cup's similarity to Subway wasn't really liked. Does little to distinguish itself and is inferior in every way to the Hall. It isn't impossible that this concept, in some other form, gets approved, but under new/active management and reformed to be morre unique. Veto

Hoenn Adventure.
We would be very skeptical giving him anything as complex as a journey RP. Even less complex ideas in the hands of more qualified users have failed spectacularly. From having tried to make a journey RP once (it was all done in PM and never went public), we can conclude it is almost certainly impossible in practice. Also involves a lot of dedication for...not so much results. Capturing normal mons isn't something attractive and the overall experience seems...slow. Veto

PokeStar Studios.
Basically a conduit for allowing large-scale special matches with more RP involved and rewards that fit more the effort done. Since it is basically a fancy name for flexible payment rules and the like, we don't see the harm in this. Heck it fills in a niche in ASB quite nicelly. Its not a RP per se, or a facility, but does the job of allowing other concepts to shine for a single battle or two. Approved. Rediamond can go create thread etc and start stuff. Its just approved instead of going to beta because hey, how are you going to beta it? <_<;.
 

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