Trap Setup is—or should be—considered non-combat. At least that is how I interpret it. I will try and get some standards down.I don't think that Frosty's run should be used owing to the fact that it was rather unique.
One thing that does need clarifying is how much an update where no combat occurs, but a ref issues actions, costs. Since right now, the interpretation that currently stands is that a trap setup where you issue orders for one Pokemon is the same value as a horde setup where you issue actions for 5. Which seems a wee bit silly =\
I am not saying it is a bad thing, I am trying to gauge what is appropriate for a TLR payout (and asking if it is a little bit too much or not). Obviously people seem to like the current parameters.What's the problem with Frosty's run owing 83 UC? I mean, it seems comparable to Hard Mode raids paying to me
Many people are saying TLR still does not earn enough UC for the referee so I am going to attempt to address this with a proposed payout revision. The update based system has worked as intended and looks fine enough for use, so I am looking at the following at the moment:
2 UC Base
0.5 UC per Poké Ball thrown
1 UC per Non-Combat Update / "Free Round" following a capture attempt (Non-Combat as in introducing an encounter, scenarios, etc. Some standards on non-combats and shit to be clarified)
1.5 UC per Combat Update with three or less active Pokémon on the field.
2 UC per Combat Update with four to six active Pokémon on the field.
2.5 UC per Combat Update with seven or more active Pokémon on the field. (i.e. Compensation for Horde insanity).
My issue is trying to find a right balance so it is not too little and it is not too much. For example, I estimated Frosty's trip to southern Siberia to be worth ~83 UC (+32 over the current system). Of course the parameters can be tweaked around to get a good balance if that is the case.
Thoughts?
These are happening. Hopefully this will mean that TLR Pay will not have to be reviewed for some time yet.Combat Update
Any update that involves both the player's team and the "house" (as in the Pokémon the referee controls) issuing actions and then being calculated.
Non-Combat Update
Introducing a new combat (including any encounter where a move is used prior).
Introducing a new scenario.
A scenario update that leads to or does not lead to another scenario.
Standards
Unless the encounter has a choice in that same scenario after the encounter (e.g. DW's Mazes, Forest or Stream in Amperage Stream), give the player a reprieve before introducing a new scenario.
Transition from Scenario to Scenario (Both Regular) assuming no combat involved should be seamless and be on the same update.
Reprieve is always given prior to a scenario that contains the guardians or bosses unless the scenario has a choice prior to the encounter AND it is there was no combat involved in that update (e.g. Getting lucky at the Vista in Rock Crag, give a reprieve under the current version. If the player avoids an encounter at the second scenario in Ice Spire, do not give a reprieve since there is a choice to make directly prior to the guardian fight).
I apologise if it looks confusing but yeah this is what I tend to follow.
Any other opinions on the UC payout changes? (Or this whole non-combat / standards / yadda yadda yadda)
I would like to bring something up about the current TLRs. It came up in IRC today when I was discussing Regigigas. As such I might be a little biased here but I'll try to limit it as much as I can.
TLR Difficulty:
Essentially, what criteria are we using for determining what dungeons deserve "Training", "Legendary", and "Uber" difficulty status? At first I thought it was just "how much this legend breaks ASB", but now I'm not so sure. The thing is, I've received word that the upcoming Darkrai and Cresselia dungeon is getting a Legendary dungeon (admittedly a really hard legendary dungeon) while Regigigas currently has an Uber dungeon. If we're basing this off of how powerful the Pokemon is, this does not really make a whole lot of sense to me, as we're comparing a Pokemon that has the most powerful sleep move in ASB (sans Spore arguably) having an "easier" dungeon than a Pokemon who's crippled with a 4 Rank Attack and 50 Speed for 5 Actions.
Enough about that comparison though, what I think really needs to be created is some kind of criteria for what gets placed in what difficulty mode. This prevents TLR creators from making dungeons that are easier or harder than they're supposed to be. To give an idea of what I mean, I'll give my own ideas for each difficulty:
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