Don't think you would be allowed to add buttons or commands in the middle of a battle if that's what you are suggesting
hi kaen, thank you for your reply I think this is important discussion to have right now. The implementation of My Turn! on showdown would not be too different from what already exists, let me explain:
Imagine both players have Truant on every Pokemon, but on alternating turns. This change would effectively make Pokemon "True Turn-Based": I do my action, then you do yours. This is the most truly basic implementation of the idea, very little coding required but also obviously not ideal.
speed tiers have to be recalculated at some points
This is the second point, and this, also, is no different than how Pokemon already does work.
At the beginning of every turn, both players pick their move, showdown asks "who is faster?", and the faster Pokemon acts first, once the faster Pokemon has finished making their move, the slower Pokemon then acts.
This is the exact same thing that happens in My Turn!,
except only the faster Pokemon picks their move, and the slower Pokemon gets to decide what to do once the faster Pokemon has already finished moving.
That's it, it's no more complicated than these two things. The confusion in regards to this stems from the fact that we are theorizing out loud, and even the mocks I was able to create on showdown aren't easy due to the fact that the process is not automated. If this metagame were to be implemented on showdown, I guaranteed it would take no more than one game to get used to the format.
Don't think you would be allowed to add buttons or commands in the middle of a battle if that's what you are suggesting, and either way, it just makes this too complex.
Routing back to this, priority moves are the only thing that can be less intuitive about the implementation, but they are still easy enough that it should not be a headache to add:
The faster Pokemon decides to attack, but the move gets halted, similarly to how it would act if the move were to be Disabled.
The slower Pokemon now gets to act, but it gets limited to its priority moves (and the option to pass), similarly to how you would be limited to your attacking moves if you were Taunted.
If the priority move is selected, the turn goes like you would expect: slow Pokemon uses priority move then fast Pokemon uses regular move.
If Pass is selected, the turn goes like normal: fast Pokemon uses its move, then slow Pokemon gets to decide what to do.
What will Dragapult do? >Flamethrower
What will Chien-Pao do? >Ice Shard
Chien-Pao used Ice Shard!
Dragapult used Flamethrower!
What will Dragapult do? >Flamethrower
What will Chien-Pao do? >Pass
Dragapult used Flamethrower!
What will Chien-Pao do? >Ice Spinner
Chien-Pao used Ice Spinner
Making a comparison with another turn-based game, this functions similarly to a Trap Card in Yu-Gi-Oh!, your opponent activates an effect, do you wanna activate the trap card? Yes/No.
The reason it's confusing is the lack of actual on-screen functionality and the fact that we have to theorize it in our head. I think about metagames like Mix and Mega, Inheritance, Shared Power, Chimera and how those metagames can be confusing to wrap your head around, only to see them in action and be like "ah yeah makes sense".
And this is also just an option for what we could do, it's possible that there's a better way for this to be implemented, and priority moves are not a necessity at all, the tier could just as easily exist without them if they are too big a headache to implement. If any Pokemon ends up being too broken because of the lack of priority moves, I believe said Pokemon would already be banworthy in the first place.
I imagine a regular person could have a hard time trying to tell what is supposed to be different when playing this
I can't tell if it's just my bias or not but I have a really hard time figuring how this could be the case. If you've ever played even a singular battle in any Pokemon format ever you will know that both mons move at the same time, that you have to predict what your opponent will do, that when you're up with Kyurem vs Landorus-Therian your opponent always has the option to switch out. Even at the very complete beginning of the game, when your opponent sends out their Pokemon, and you get to decide how to counterlead, that's drastically different from every metagame you could find on the site.
Using an opposite example, I've played Magic The Gathering before, but like once or twice, I barely know the rules, I am as close as possible to a complete casual you could be; if I were to be put into a game of "Simulatenous Magic" and we both had to play our turns at the same time, I would definitely not have a hard time telling what is supposed to be different about it.
Compare this to a very simple but popular metagame like STABmons: LandoT gets Dragon Ascent, Toxapex gets Flip Turn, Heatran gets Doom Desire, great idea and great metagame, but how is this more appealing to the complete casual player exactly? Showdown movesets are already expanded and complicated given how they account for every move you can get from events, older gens, tms tutors etc. meaning that you would have to be a somewhat knowledgeable player to notice the difference; you don't even have the same shock value with moves like no retreat or geomancy given that most broken moves just get restricted anyway. Hell, I've even seen people run regular ass OU sets with no new moves.
Similar thought can be given to a metagame like AAA, while a bit more obvious since most pokemon can only have 3 abilities, it's not that different at a glance with many Pokemon running abilities that can go unnoticed like Scrappy, Prankster, Volt Absorb, Well-Baked-Body etc.
I could also talk about something like Shared Power which I have a personal experience with, not realizing anything was even different until half-way through the game, but I'm getting sidetracked.
My intent is absolutely not to dunk on the existing popular OMs, I think they are amazingly thought and designed and I admire them all, I am just trying to highlight that you do not need extremely high requirements of shock value like Balanced Hackmons to be a popular OM, and both casual players and competitive players alike will be intrigued by an interesting concept, as has happened already: I've been delightfully told by many people that have read about My Turn! that they are intrigued and that it looks very interesting and they would like to play it.
Still, thank you for the reply, I'm glad I decided to post in the Workshop instead of submitting right away.