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More to the point, CAPs have to compete with OU mons, who have gotten better and better every gen. So, we can either decide that every new CAP is a legend or near enough (which adds a bunch of extra baggage like exact BSTs, locking our ability, etc.), or we can just make a regular-ish Pokemon and not really worry about our BST looking "off".
Could I get some clarification on what, exactly, the part in bold means? Because I'd like to include some CAP mons in my game but a lot of them seem like they wouldn't be very balanced in game based on the more in-game relevant information like Protowatt evolving 5 levels earlier thatn Magikarp despite A) being actually usable in battle and B) Krillowatt having the same BST as the Tapu and Ultra Beasts, even if it's mostly in HP and speed, so I would like to up its evolution level in the game to about 25 or so. Would that be allowed?
If you want to use CAP pokemon in your game, they need to be the CAP Pokemon — not MoonlightRose’s interpretation of what CAP should have done. We made the CAP Pokemon, and if you want to use our pokemon, you need to use them as we created them. If you don’t like what we made, then don’t use them. You don’t get to pick and choose what you like and don’t like. I’m not saying CAP pokemon are perfect, and we all have different opinions about what is right or wrong or good or bad about CAP creations. But CAP pokemon are the collective result of a long detailed community creation process and it’s an all-or-nothing deal if you want to use CAP Pokemon in your fan game or fan project.
I'm not sure if people are still answering on this thread but I wanted to ask about this specific point when it comes to using CAP mons in fan games: "Your game cannot be affiliated with another established online pokemon community."
What does this mean exactly? Is it saying we can't post fangames with CAP mons on other sites like pokecommunity or eeveeexpo? Is it saying the game can't have anything to do with any assets, resources, or otherwise from those other communities what-so-ever? Can the game even foster its own community?
I guess the real question is what counts as affiliation and what counts as an online pokemon community?
I'm not sure if people are still answering on this thread but I wanted to ask about this specific point when it comes to using CAP mons in fan games: "Your game cannot be affiliated with another established online pokemon community."
What does this mean exactly? Is it saying we can't post fangames with CAP mons on other sites like pokecommunity or eeveeexpo? Is it saying the game can't have anything to do with any assets, resources, or otherwise from those other communities what-so-ever? Can the game even foster its own community?
I guess the real question is what counts as affiliation and what counts as an online pokemon community?
Because there is not functionality to do so. Additionally there's some manual post-processing that needs to happen because there will be a fairly large number of messed up ballots that need to be corrected by mods.
When exactly was Arghonaut given Unaware? The Final Product thread states it had an Unaware clone named Avast, by the time gen 7 updates came along it just had Unaware, and I can't find any documentation of when this change was made.
Not sure what you mean by "submit an idea." But anyone can vote in CAP polls, if that is what you mean, there are no requirements you have to meet to do so. My first posts on this site were votes on CAP polls.
When exactly was Arghonaut given Unaware? The Final Product thread states it had an Unaware clone named Avast, by the time gen 7 updates came along it just had Unaware, and I can't find any documentation of when this change was made.
So, I randomly came across this thread, and this question actually had me curious: I've been here since Gen V, and this is just absolute news to me. I've only ever known Arghonaut to have Unaware, and I did a bit of digging: I don't think "Avast" was ever implemented beyond the flavor stage, with mentions of Unaware Arghonaut spanning back to 2009 (aka, when it was created lol). Bonus: by the time we made the transition to Showdown, that... was also the case, since the oldest file on abilities I can find on the PS Git just has the 3 of Mountaineer, Rebound, and Persistent.
I could find that bugmaniacbob (of Aurumoth fame) made some calls later in 2012 to change Unaware to Avast, but that never happened, and seemed to not have any traction to begin with. So, short of some older user saying that this ability existed at some point wherever CAP was originally hosted, I'm willing to bet that the answer to your question is simply: "Arghonaut was given Unaware the moment it was created", and that is that.
It indeed was "supposed to be" Avast to the extent that TL darkie said so* but I agree - as far as I can tell it was never actually implemented as Avast and that's most likely because that would have required Doug to do work to implement something on the Shoddy Battle CAP server that was purely a clone. Assuming it was only ever Unaware on Shoddy, it certainly never would have then changed when PS was launched ~one or two years later.
*though why this was ever even considered an option to let the TL choose to make it a clone ability vs just using Unaware is beyond me? surely this is lost to IRC logs and the sands of time unless Doug himself somehow remembers. CAP had made 2 custom abilities and a custom move so far on 3 of the first 5 CAPs, but these were all novel things - Mountaineer, Persistent, and Paleo Wave. I don't recall any reason at all why renaming an ability as a clone purely for flavor purposes would have been considered legitimate and I don't remember this ever coming up on any subsequent CAPs, but technically while I did play on the Shoddy Battle CAP server during Gen IV, Arghonaut is before my time. The first CAP I definitely remember involvement with was Cyclohm, 2 CAPs later.
It indeed was "supposed to be" Avast to the extent that TL darkie said so* but I agree - as far as I can tell it was never actually implemented as Avast and that's most likely because that would have required Doug to do work to implement something on the Shoddy Battle CAP server that was purely a clone. Assuming it was only ever Unaware on Shoddy, it certainly never would have then changed when PS was launched ~one or two years later.
*though why this was ever even considered an option to let the TL choose to make it a clone ability vs just using Unaware is beyond me? surely this is lost to IRC logs and the sands of time unless Doug himself somehow remembers. CAP had made 2 custom abilities and a custom move so far on 3 of the first 5 CAPs, but these were all novel things - Mountaineer, Persistent, and Paleo Wave. I don't recall any reason at all why renaming an ability as a clone purely for flavor purposes would have been considered legitimate and I don't remember this ever coming up on any subsequent CAPs, but technically while I did play on the Shoddy Battle CAP server during Gen IV, Arghonaut is before my time. The first CAP I definitely remember involvement with was Cyclohm, 2 CAPs later.