• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Data ASB Feedback & Game Issues Thread (New Proposal Handling System in OP)

Status
Not open for further replies.
Minor thing: can we make Speed Boost "Can be disabled"?
Considering this like Sheer Force and klutz can be turned on and off willy-nilly I don't think this is unreasonable.
 
I have a tiny bit of free time to get back on here, but not much. so in my little time, methinks i will bring up a proposition i've been mulling over the past month or so. You all can discuss it if you wish.
___________________________________________

As most people on here know, i'm a big fan of keeping the Anime-Style in Anime-Style Battling. I enjoy seeing battles that are extremely flavorful, and matches that showcase the trainers using their wit and brain power. I've already preached about how we all should make more of a effort to concoct colorful commands and use flavor and creativity in our actions, but now i will bring up another aspect of this that upsets me: Reffing Flavor.

The two keys to a great battle that is quintessentially ASB are the Battlers and the Referee. The battlers should use their surroundings, pokemon, and their brain to their advantage, whilst the Referee should masterfully lay out the battle in a way so that people can read and vividly imagine the battle in their heads. I mean, what fun is:

Player A:
"Mamoswine, Blizzard~Icicle Crash~Blizzard!"

Player B:
"Dragonite, Fire Blast~Fire Blast~Fire Blast!"

Referee:
"Blizzy. FB. Ice Crash. FB. Blizzy. D-Nite fainted!"


Not very entertaining, is it? Like i said, i've already preached about how battlers should change their habits, so now i'd like to turn attention to the refs.

Here's my Proposal: Reward Referees that put exemplary flavor into their reffings with Extra UC.

Now, before our heads explode at this "crazy" thought, let's think about it. Nowadays the majority of refs do not use flavor, or if they do, it is very sub-par. Sorry if that offends people, but its the truth. Also, i'm not ragging on referees, because i myself have been lazy a few times and only put in a sentence or two (however, i've never just said "Sorry guys no flavor today"). I understand that we all have another Life, the one outside the computer, and that takes priority over this one. Which is why i think my proposal is ideal. Basically we are rewarding the over achievers. I say if you put in the effort to make the battle memorable and fun, you deserve a bit more pay.

I remember when every ref did his/her best to create a great battle with the power of their words. Check the first 10 or so pages of CAPASB, and you'll see what i'm talking about. If we pay for Flavor, then maybe that will get Referees back on track to get back to using the power of prose to make this truly ASB. remember, the battlers can only do so much. The Refs have to give it some effort too.

And now, i'll answer some generated questions i think you all might ask:

Q: What if i'm really busy, and honestly can't put any flavor in the battle?
A: That's ok, as long as your Battlers are ok with that. Like i said, we all have lives outside of CAPASB. Sometimes we have jobs, or chores, or family issues. Etc Etc. Get the basics and calcs done asap, like usual. But PLEASE, go back and put in good flavor later when you aren't as busy. To many a times have i seen a ref say they will do just that, but it remains an empty tablet, forever without prose. The exception to this is if the battlers specifically requests flavor. If the Battler puts in the challenge description something under the lines of "Battle must have adequate/good reffing", then the Ref is obligated to comply. if the ref fails to do so, i believe a penalty is in order. Perhaps the Ref loses a UC or two from his/her compensation? I'm not sure. You all can discuss this if you wish.

Q: Ok, so how much UC would we get for Flavoring?
A: I believe that the amount of of UC earned should depend on how many pokemon are brought to the match, primarily due to the fact the more pokemon you have, the more rounds there are likely to be, ergo more rounds to ref with good flavor. the exception of this is the format of the match (triples and brawls usually finish faster than singles, due to all the pokemon being out at once and able to finish each other off much swifter)

1vs1- 2UC
2vs2 (singles)- 3UC
2vs2 (doubles)- 2UC
3vs3 (singles)- 4UC
3vs3 (doubles)- 3UC
3vs3 (triples)- 2UC
4vs4 (singles)- 5UC
4vs4 (doubles)- 4UC
4vs4 (triples) - 3UC
5vs5 and up (singles)- 8UC
5vs5 and up (doubles)- 6UC
5vs5 and up (triples, brawls)- 6UC
Melees (Trainers bring 1 pkmn)- Number of Trainers X1
Melees (Trainers bring 2 pkmn)- Number of Trainers x2
Melees (Trainers bring 3 or more pkmn)- Number of Trainers x3

Formats like 5vs5 singles and Melees with Trainers bringing 3 or more pkmn have much more UC giving due to mainly the fact of how difficult this is. to get the UC, you must have very good flavor. 5vs5 singles and so on are already tedious to ref. the extra time it takes to create interesting and original flavor for these long matches deserves the larger Pay, i think.

Q: How would you claim this extra UC?
A: Quite Simple. If the battle you were reffing just ended, and you believe that you did an exemplary job, then when you claim prizes, add in the appropriate amount. here is an example:

Flamestrike is reffing a match between Engineer Pikachu and Dogfish44. The match was a 2vs2 doubles, and it just ended, with Dogfish44 being the victor. Flamestrike begins to type up the Prizes, and believes that since his reffings were very flavorful, and made ASB proud, he should get the Flavor UC. so, this is what he posts on the match:

Prizes
Dogfish44 and Engineer Pikachu- 2CC
Dogfish Pokemon A- 3MC, 2KOC
Dogfish Pokemon B- 3MC
Engineer Pokemon A- 3MC, 1KOC
Engineer Pokemon B- 3MC

Flamestrike- 4UC + 2UC
Note:
The +2UC is his reward for the Flavor, while the 4UC is his regular pay

Q: Now what about getting the Flavor UC approved? How do we know how much flavor is enough or good enough to get the extra UC?
A: Well, i good flavoring is hard to pin down. To each his own. For example, MK Ultra might say "Screw Flavor, one sentence of it's too much", while i think that good flavor means four or more heavily detailed paragraphs for each round. I think to get the Flavor UC, we want above average flavor. i mean, we don't want to hand out surplus cash to just a few sentences, correct? So, i think to earn your Flavor UC each round needs two paragraphs or more of unique prose.

Now, Approvers will have the final say. It will be their job to skim the battle to see if they really deserve that Flavor UC. All the Approvers will have to do is scan the battle if the ref attempts to claim Flavor UC (Refs, you should bold the Flavor UC bonus on the prize claim tower too). I think we can all trust the approvers, as they are trustworthy enough to approve prizes and approve new trainers. Approvers, it is up to you do decide whether the refs did what was needed to get their Flavor UC. If you believe the person's flavor is inadequate, and not worthy enough of the extra pay, then feel free to reject them.
Here is an example:

Flamestrike is going to claim his prizes from reffing now. He types up his claim post, and waits to see it approved. it looks like this:

"claiming from this reffing. 4UC +2UC. Stockpiling"

Flamestrike waits 2 days, then sees this:

SevenDeadlySins:
Lou, Glacier, Deck Knight, LS, Leethoof, Engineer, Dogfish44, and SimonSays - APPROVED
Yarnus- Your Ambipom cannot learn V-Create, Psychic, Roar of Time, and Ice Shard. NOT APPROVED
Flamstrike- Flavor UC NOT APPROVED. other than that, APPROVED.

Note: Because SDS found Flame's Flavor to be inadequate, he does not get the 2UC. also, he cannot go back and add flavor to get it. whats done is done, so flamestrike will have to deal with it, and flavor his reffings better next time.

Now, if a Trainer uses the Flavor UC to buy something, and the Approver rejects the Flavor UC, then that Trainer must edit his/her post. He/She cannot use the Flavor UC then.

Remember, the Flavor needs to be constant. If the first 4 rounds have great flavor, but then the fifth has none, you've flubbed it, and you won't get your Flavor UC. You can add in Flavor, up until you try to claim the prizes. Once you post a prize claim for that match you can't add flavor to it. that would be unfair, because then you could re-add it if you didn't put any at all.
_________________________________________________________-

Well, i think that's my proposal. Long story short (for those of you that said TL;DR), I think people that put good flavor into their reffings should get paid a little more UC. It's not that much to ask for is it? and i believe it is very fair, the way i've set it up. And it won't make a huge change. Actually, scratch that. i hope it DOES. i want it to make the majority of referees put great flavor back into their battles. because thats what this is all about. Anime Style Battling. <3

Ok i'm done now. Please comment, or object. I just want some discussion, as i firmly believe this (or some form of it) should be implemented.
 
I support this proposal, but the definition of "good prose" is incredibly vague. For example, would "Craig then rushed forward and cloaked one of his fists in an icy aura before smashing it into Chris, sending the automaton flying backwards into the wall!"(this situation being a Machamp using Ice Punch on a Golurk) be considered average? Above average? Sub-par? Until a rule or two is set, its just too subjective.
 
exactly. which is why 1) i determined the Flavor UC by length of the Flavor, not by text (though that can cause problems, which is why i have #2), and 2) the Approvers have the final say whether flavor is good enough. Obviously, your example would be good prose to many people. however, some might not like your style. therefore, Flavor UC would be determined by the length.

of course you can use common sense. If a person's flavor is lengthy, but unimpressive (as in your English teacher would disapprove of it), then it should not get the Flavor UC. I have faith in the approvers to define the differences between good and bad flavor.
 
Eh, I still think it's a bit too subjective. The trouble is that in order for it not to be subjective, you have to put down rules, which you've done. However, if you do put down rules then it's not always fair depending on the actions. For instance, if Trainer A and Trainer B were having a battle, and they issued these actions the first round:

Trainer A (Espeon): Psychic~Morning Sun~Calm Mind

Trainer B (Breloom): Protect~Bullet Seed~Spore

Those actions are easy to write two probably more paragraphs for. However, assume that Espeon has Synchronize and puts Breloom to Sleep as well, and both somehow roll a Deep Sleep. Well now you've got:

Trainer A: Sleep~Sleep~Psybeam

Trainer B: Sleep~Sleep~Bullet Seed

Well, now you've got a problem, that's a little difficult to write two paragraphs for without being ridiculously repetitive.

Now, you could fix this by making more rules to help prepare for eventualities, but at that point you run into more or less the same problem you were trying to fix, because getting good flavor would be a bit nuts.

Not sure if I support this or decline it yet, but I have my doubts at the moment.

EDIT: Soothe Bell seems pretty cool. But you should also make it work for Glaceon just because :P :P.
 
^ If I was going for the flavour UC I would probably write a paragraph about Breloom and Espeon's amazingly epic sleep off, each trying to snore louder than the other. OR something. :P
I approve of the proposal although I probably won't benefit from it much.
< Lazy
 
Glob knows I am all about flavour and would love to see more battle deal with it, I think it's a great proposal but I think we should do the "Bonus UC" something a bit more standar, a long list is a bit to complicated and something such as:

The ref is compensated additional UC equal to half the counters gained from the battle (50%) rounded up, as long as the flavour is considered sufficient by the approvers. This doesn't incure in the cap of Meelee battles.

This leaves it simple and remains giving a higuer amount of counters to battles that require longer to ref like 6v6 singles which would require tons of flavour rounds in order to become interesting to watch
 
Minor thing: can we make Speed Boost "Can be disabled"?
Considering this like Sheer Force and klutz can be turned on and off willy-nilly I don't think this is unreasonable.

I think Speed Boost fits "Can be Enabled" more than "Can be Disabled". Most of the Can be Disabled abilities provide extra benefits for when you do disable them (see: Poison Point, Effect Spore), whereas the "Can be Enabled" abilities don't do anything when they are not turned on.

But yeah, I support changing it from Innate.
 
Proposal said:
Bag_Soothe_Bell_Sprite.png

Soothe Bell: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised.

Cost 8 | Affected Pokemon: Golbat, Crobat, Chansey, Blissey, Eevee, Espeon, Umbreon, Pichu, Pikachu, Cleffa, Clefairy, Igglybuff, Jigglypuff, Togepi, Togetic, Azurill, Marill, Budew, Roselia, Buneary, Lopunny, Chingling, Chimecho, Muchlax, Snorlax, Riolu, Lucario, Woobat, Swoobat, Swadloon, Leavanny

Yeah, this is fine. It should only work like Link Cable does, on the mons that evolve this way, not any stages before or after them. Viva Crobat.

Also I found a bunch of items I didn't know existed and I'm implementing them:

Bag_Cleanse_Tag_Sprite.png

Cleanse Tag: Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.

Bag_Full_Incense_Sprite.png

Full Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Causes the Pokemon to always move last within its priority bracket, regardless of Speed. The Pokemon's attacks will never miss an opponent and opponents' attacks will never miss the Pokemon. OHKO moves have normal accuracy when used with or against a Pokemon with this item.

Cost: 8 | Affected Pokemon: Munchlax, Snorlax

Bag_Lax_Incense_Sprite.png

Lax Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Increases the Pokemon's Base Evasion by five (5).

Cost: 8 | Affected Pokemon: Wynaut, Wobbuffett

Bag_Luck_Incense_Sprite.png

Luck Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. The Pokemon's owner gains one (1) additional Currency Counter for each battle the Pokemon participates in. Can be used in Training battles.

Cost: 8 | Affected Pokemon: Happiny, Chansey, Blissey

Bag_Odd_Incense_Sprite.png

Odd Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Psychic-type attacks by one (1).

Cost: 8 | Affected Pokemon: Mime Jr., Mr. Mime

Bag_Pure_Incense_Sprite.png

Pure Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Halves the rate of damage increase on Toxic (e.g. it becomes 1, 1, 2, 2, 3, 3 over 6 rounds instead of 1,2,3,4,5,6) and increases the rate of decay on Freeze (always 1 action), Sleep (0,1,1 instead of 1,1,2) and paralysis (25,15,5,0 or 20,10,0 instead of 25,20,15,10,5,0). Reduces the damage of Poison and Burn to one (1) DPA.

Cost: 8 | Affected Pokemon: Chingling, Chimecho

Bag_Rock_Incense_Sprite.png

Rock Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Rock-type attacks by one (1).

Cost: 8 | Affected Pokemon: Bonsly, Sudowoodo

Bag_Rose_Incense_Sprite.png

Rose Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Grass-type attacks by one (1).

Cost: 8 | Affected Pokemon: Budew, Roselia, Roserade

Bag_Sea_Incense_Sprite.png

Sea Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1).

Cost: 8 | Affected Pokemon: Azurill, Marill, Azumarill

Bag_Wave_Incense_Sprite.png

Wave Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. Increases the BAP of the Pokemon's Water-type attacks by one (1).

Cost: 8 | Affected Pokemon: Mantyke, Mantine
 
I think Sea Incense, Rose Incense & Luck Incense to be allowed to be used by all of their respective evolutionary families

From Bulba:
Sea Incense said:
Causes Chansey and Blissey to produce a Happiny Egg while at the Pokémon Day Care.
Rose Incense said:
Causes Roselia and Roserade to produce a Budew Egg while at the Pokémon Day Care.
Luck Incense said:
Causes Marill and Azumarill to produce an Azurill Egg while at the Pokémon Day Care.

As you can see this items are usable by all the "big sisters" and not only by the middle (and baby) stages, and it would give them a little boost, as none of this pokemon are overpowered there's little reason to refuse them the chance to use an item that techniacally their first stage has no reason to use due to them being unable to breed
 
I think Sea Incense, Rose Incense & Luck Incense to be allowed to be used by all of their respective evolutionary families

From Bulba:




As you can see this items are usable by all the "big sisters" and not only by the middle (and baby) stages, and it would give them a little boost, as none of this pokemon are overpowered there's little reason to refuse them the chance to use an item that techniacally their first stage has no reason to use due to them being unable to breed

Yeah sure whatever.
 
While we're on items...

Also, I'm unsure about giving Snorlax No Guard. I suppose you're trying to differentiate it from Soothe Bell, but why not just increase Normal attack BAP like the other incenses?

E: How can you argue against me with "mirrors in-game" and then attempt to justify something which absolutely is not from in-game? That's silly.
 
Deck Knight said:
Bag_Lax_Incense_Sprite.png

Lax Incense: Increases the Pokemon's two (2) highest true base stats (e.g. 130 Atk, 85 SpD) of Attack, Defense, Special Attack, and Special Defense by one (1) rank each. If the true base stat values are equal, each Rank is raised. Increases the Pokemon's Evasion by five (5).

Cost: 8 | Affected Pokemon: Wynaut, Wobbuffett

Is that five percent, or five stages?
 
Is that five percent, or five stages?

It's Basically EVA +5, meaning 100% Acc attacks are 90 Acc attacks.

Which is arguably a detrimental effect in theory, but if you really want all those moves to hit, use a -Spe Nature.
 
Gerard said:
Little Proposal Rant

I think some Items should receive a welcomed boost since they're either overshadowed by other, many times better items, or just plain unused.

Expert Belt & the Elemental Objects that share your STAB are about the only things you'll even need in most cases, and between the 2/3 of them you're very likely to overshadow virtually every item in 1v1

DAT said:
Bag_Muscle_Band_Sprite.png

Muscle Band: Increases the Base Attack Power of all physical attacks used by the Pokemon by one and a half (1.5).
DAT said:
Bag_Wise_Glasses_Sprite.png

Wise Glasses: Increases the Base Attack Power of all special attacks used by the Pokemon by one and a half (1.5).

Originally proposed by Lou I think this is great considering the boost if weaker that expert belt in most cases, it's better in doubles and triples but still not overpowered

DAT said:
Bag_Metronome_Sprite.png

Metronome: Increases the Base Attack Power dealt by consecutive uses of attacks after their first use by one (1) and one (1) more for each additional use up to a maximum of ten (10) uses (Ex. An attack used twice has +2 BAP, thrice +3, etc.). Attacks used consecutively incurre in only half the normal repeated move energy cost.

Nobody uses this, and it's power increase it's really weak considering the Choice Items boosts (a round of metronome barely increases the damage output by 3 BAP, while a Choiced item raises it by 4.5 at minimum, likely 9), the energy drain is likely gonna kill you before you KO the opposing mon, this way you at least have a good reason to use the item aside of using rollout/ice ball/etc...

DAT said:
Bag_Choice_Scarf_Sprite.png

Choice Scarf: Increases the Speed of the Pokemon by 75% (x1.75) and increases base move accuracy by twenty-five (25). The Pokemon is allowed to choose a new move at the beginning of every round, but is forced to use that move for all actions of that round without incurring the repeated move energy cost. The Pokemon is so committed to its attack once it's been successfully ordered that no attack used by the opponent can prevent it from using the chosen attack in that round. Choice-locked Pokemon are immune to the effects of Encore.

I think this is a logical boost considering in-game Choice Scarf it's the same as a +1 Spe, which in here it's a x1.75 bonus, at least it gives some slower pokes a somethimes worth boost (ex. base 60 mons manages to outspeed base 100 mons)

DAT said:
Bag_Macho_Brace_Sprite.png

Macho Brace: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the stage-boost of all boosting moves by one (1). Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Weight_Sprite.png

Power Weight: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and increases the HP gain and energy cost of recovery moves by 50% (x1.5). Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Bracer_Sprite.png

Power Bracer: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Belt_Sprite.png

Power Belt: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Lens_Sprite.png

Power Lens: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Attack-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Band_Sprite.png

Power Band: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and doubles (x2) the stage-boost of Special Defense-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Bag_Power_Anklet_Sprite.png

Power Anklet: Reduces the Pokemon's Speed by 50% (x0.5), rounded down, and triples (x3) the stage-boost of Speed-boosting moves. Increases the Pokemon's final Weight Class by one (1).

Nothing to say here, but a discount on these would be pretty welcomed considering stat up moves are rarely used outside a few single abusers (and those aren't exactly common either), At 10 CC this items would gain at least a few buyers (has anyone actually bought one of this?)

What I think I'll do on Muscle Band and Wise Glasses is lower their CC to 10 rather than try and buff them. I really don't want to get into .5 BAP boosts, it's why I interpreted all of the 55/65/75 Base Power Moves to 6/7/8 BAP. 20 CC Items really are too top-heavy and could use a re-sorting, and TBH the most expensive category really shouldn't be the largest.

I'll also make the changes to Choice Scarf and Metronome.
 
Okay, here is a scenario.

User A has a Ninetales, & uses...
[BOX]Ember + Flamethrower combo > N/A > Fire Blast[/BOX]
User B has a Hitmontop, & responds with...
[BOX]Fake Out > Substitute (15 HP) > Earthquake[/BOX]

Now, here is the problem. Recently, on IRC, there has been confusion as to how to ref this, given User A has ordered Cooldown w/o (Move). Here are the multiple ways users have interpreted this:

1. The Pokemon uses Struggle on the Cooldown Action
2. The Ember + Flamethrower combo is split, & one of the moves is used on the Cooldown Action
3. Call Illegal Orders, & force a reorder

Option 1 is the most popular of these options, & makes sense. The fact is, the player ordered nothing, & the Pokemon does not know what to do, so naturally, it would Struggle.
Option 2 was recently brought up on IRC by SDS as the "supposed" official ruling. But the problem is, how do you split it up? Do you RNG? Do you make whatever was mentioned as the second move in the combo the move used A2? Either way, it is unrealistic, imo.
Option 3 is easily the worst, since apparently, Cooldown w/o (Move) can translate to "Do Nothing", with the argument that you are not allowed to order "Do Nothing".

Proposal: Codify "Cooldown w/o (Move)" to be translated to use "Struggle" in the case that a combo ordered is unable to be performed due to Flinching/Full Paralysis/Other various forms of Hax.

This makes sense, & most users support it. Opinions?
 
I think Struggle is the most logical option, I think Illegal Actions doesn't make sense and I think the second one is a bit too comlicated
 
I like option 4, where you make it mandatory to order Cooldown (move) instead of just Cooldown.

(I'm obviously fine with any but 3 though)

I like this one.

Update the reffing guide so that players must issue an attack to be used with their cooldown should the combination be prevented from execution entirely - e.g. not a miss or blocked by Protect, but failure to execute via flinch/sleep/full paralysis etc. If no attack is ordered, the Pokemon will use Struggle.

(Ex: Ember + Flamethrower ~ Cooldown (Flamethrower) ~ Fire Blast
 
OK, new issue: Weather. My issue is found in this post. I'll quote the issue:

Beginning of round:
Global effects used on the last action of the previous round. (Weather, Gravity, Trick Room, etc.)

On the last action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all relevant rounds.

Now then, the issue here should be obvious. It has minimal effect in singles (Gravity might have an effect, and Castform might be changing weather to pick up an immunity), but it changes Doubles and Triples play using weather quite a bit.

Changing the weather at a critical moment CAN be a key factor in a win. See Solarbeam, Thunder, Hurricane, Weather Ball, and Morning Sun amongst others. There is no reason to use a system which restricts completely legitimate strategies simply because they are ending a round with it. I believe the intent is to continue using the Round System - where weather lasts 4 rounds (Which I understand, it's useful to prevent weather being far more powerful in triples than singles).

However, the same effect can be achieved in other ways. I'm proposing an alternative solution:

  • All global field effects last for a specified number of Actions - 4 Rounds would be given a time of 12 Actions [8 in Triples].
  • Global Field effects would count down each action immediately after it's use. So if you used Rain Dance in a Doubles on Action X, the counter for Rain Dance would drop to 11a at the end of Action X.

Support/Opinions/Questions are requested!
 
Supporting Dogfish's proposal. Reffing field effects at the moment can be difficult, I can never remember whether or not the current round counts towards four rounds. DF's proposal would simplify and codify all of that.
 
Status
Not open for further replies.
Back
Top