I am reminded of something that came up a while ago about the energy expenditure of charge-up and damaging evasive moves. There are no official rules governing when the energy cost of such moves is paid and, while this doesn't make a difference in 99% of cases, it does make a difference if using the move results in EN KO. During discussions on the topic, it was not agreed upon whether the energy cost should be paid at the start of the move or at the end.
Therefore, I propose this solution: the energy cost is divided equally between all phases of the move. This means, for example, that a non-STAB user of Dig would pay 5 energy on the evasive phase and 5 energy on the hit phase for a total of 10 energy. A STAB user of Dig would pay 4.5 energy at each phase.
I am bumping this proposal given the lack of votes it got last time around before it got buried in other random proposals. Also, the Static Proposal, & the Morning Sun/Moonlight proposal last page needs more votes.EDIT: Also, what I am trying to imply there is that all en is expended on the hit, which is what I thought was the current rule.
The issue that caused me to bring up my proposal in the first place was that I and some others (I forget who) thought the current rule was it was expended at the start of the attack. I seem to recall it was a Focus Punch combo causing an EN KO that brought the subject up.
Anyway, after some discussion on IRC, I would like to change my proposal around quite a bit. Firstly, I'm only making it apply to damaging evasive moves - for charge-up moves, we'll go with the rule IAR has given in the quote above. Secondly, the energy cost for damaging evasive moves (outside of combos) is split up like this: 6 energy expended for the evasive component (affected by STAB only); the remainder expended on the hit (affected by consecutive use penalty, Pressure, etc. but not STAB). Thirdly, the energy cost for combos involving damaging evasive moves is split up like this: base energy cost expended on the evasive component (affected by STAB only); the remainder expended on the hit (affected by consecutive use penalty, Pressure, etc. but not STAB).
For those wondering, 6 was chosen because that's the energy cost for suspending a Dig, and STAB applies to that part because Ground-types get the STAB EN cost reduction on suspended Digs. The reason everything else to do with energy applies only to the hit is because, in the event that you managed to Dig or Fly or whatever but got hit by a move that disrupted the strike ... well, it's bad enough that you expended 6 energy on something that didn't evade every move that came your way and you got disrupted from landing the hit; making it cost 10 energy the next time would be just plain mean.
On the other things over the past few pages, here is what is likely to happen with some of the proposals that got clogged up:
In-Game Error Moves: Not enough votes to warrant a discussion, but could be either vote/discussion/veto, depending on what other council members have to say. I am thinking Veto, dogfish is thinking discussion, idk who else.
Endeavour/Helping Hand: This will pretty much go to a vote, between Current, CT: None, & Must Have Enough EN.
Iron Barbs/Rough Skin: This is likely to be Vetoed. No one wants a discussion, not many support the changes, but there is some demand to iron it out more. Depends on what the rest of the council thinks.
Splash: This will prolly be moved to a discussion, but it is up to the other council members.
Electrode & Discharge: This is being Vetoed. No support, no one wants to discuss, need I say more?
Colour Change: There is enough demand to move to a discussion, but it is up to the other council members.
I already put up a support w/ discussion for Morning Sun/Moonlight, but as for the Static Proposal, I oppose the proposed changes, but yeah, it can do with a discussion.