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Role Playing Approval Center (Update 5-12-13)

Maxim said:
Finally, will the capture mechanics apply retroactively to roleplays? [i.e. in the Raid zone, would the Tynamo "Adds" become capturable once the capture mechanics are solidified?]
It applies to all future instances of RPs. Zarator reserves the right, as the leader of raids, to say "No Pokemon can be captured, including adds". You'd have to clear it with him, though. However, things like the labyrinth will absolutely allow capture because of the nature of the RP. It doesn't apply retroactively to RP instances that have already begun (and even if it did, you wouldn't have any Poke Balls with you), but future instances of those RPs are fair game.
Maxim said:
Hmm, a few questions I just thought of, will the pokemon (particually legendaries) come with a preset nature, or will you be able to change their nature after you get it?
Answered in the capture mechanics, but no, they're not fixed. You get to change them if you capture them.
Maxim said:
And also, if you capture something like Registeel in the Legend Run, how will the moves work on that [i.e. will it learn all moves up to level 40 or something?]
No, they'll follow the same scheme as any other Pokemon acquired through purchase, unless they have some special moves they used in the RP that they would inherit when captured. (Like if he used a L40 move or a TM in the battle against you, he'd obviously know them when you catch it)
 
However, things like the labyrinth will absolutely allow capture because of the nature of the RP.

Um; what? Why; exactly; would this be okay? I could see you saying this for dungeons you run, sure, as a rule of the dungeon. "You may catch the enemies in this dungeon rather than fighting them."

But why, pray tell, would I allow you to capture even Lackeys in the Labyrinth overall? Not only does this give you more Pokémon to use against the Boss (like 9v1 isn't good enough odds); but it lets you remove problem Lackeys or Mid-Bosses with completely minimal effort. Not to mention the ramifications of simply catching a fully evolved Pokémon with every level-up move (Lackeys), every tutor and egg move (Midbosses) or, worst of all, every move in their movepool (Bosses).

I'll use your reasoning and say no to this because I said so, and that's what I believe is fair.

e: Updating the main thread with rulings on Poké Balls. Pokémon capture will be allowed only if the Keeper specifically allows it.
 
I guess I'll be joining the expected-to-come battle facilities by attempting to make the Battle Arcade.

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(mostly the same format as the others)

The Battle Arcade

Similar to the other "Battle XXX" stuff we have, The Battle Arcade is a random sequence challenge that adds a pint of luck to its station. It performs similarly to a regular Battle Tower/Battle Subway challenge, but with an extra twist - before a match, an event is made, either to you, your opponent, or both of you. This can either be completely harmless, game-changing, or, if lucky, useful! Events range from items to arena effects all the way to status. Successful attempts at the challenge will award the player Battle Points (BP).

Player Details:

- Anyone can challenge the Battle Arcade. As the difficulty is suppose to rival that of the Battle Subway, you best be prepared with a proper team!
- If you lose your challenge, you can rechallenge in 5 days. If you successfully beat your challenge, you can rechallenge immediately.
- Pokemon you bring to this Roleplay cannot be used elsewhere.
- Players challenge the Battle Arcade until they lose or win. If the player asks for an extension of DQ due to real-life issues or vacation, it will be granted, but only once. It cannot last more than a week, however.
- This uses one of your Roleplaying slots - be sure to edit your profile that your Pokemon in in use here if you decide to challenge!

Battle Details:

- The challenger goes through four (4) battles - the first three being regular Battle Arcade battles while the last one is with the Arcade Star.
- The Pokemon the challenger battles is randomized from a selection of Pokemon. Their abilities are also randomized.
- You cannot use your own held items. Your Pokemon will thus battle without an item until an event that gives an item happens.
- Like the Battle Subway, there will be an RNG adjust that will determine the amount of hax the player and his/her opponent will receive. This RNG adjust increases as the number of matches increases.
- You must use the same team for the entire challenge. No questions asked. This also means you cannot evolve your Pokemon throughout the challenge.
- Before a battle starts, the referee will show the challenger at least 8 randomized events via the RNG. The challenger will pick the 4 that he/she prefers the most and the referee will (again) randomly choose one of them. That one will be the theme of the battle. You can be lazy about this. For example, the ref can just show the challenger: (1, 3, 6, 11, 15, 19, 1, 1) and the challenge can pick (1, 3, 1, 1) and hope to get one of those.
- The first eight (8) battles will only include Pokemon obtainable from in-game Platinum. Afterward, however, everything is fair game.
- There are 25 events. They are listed as such:
1. No Effect
2. Sandstorm
3. Hail
4. Sun
5. Rain
6. Trick Room
7. Gravity
8. Wonder Room
9. Magic Room
10. Fog (Lowers all accuracy by 20%)
11. Your and your foe's Pokemon are paralyzed
12. Your and your foe's Pokemon are burned
13. Your and your foe's Pokemon are slept (1 or 2 action)
14. Your and your foe's Pokemon are poisoned or badly poisoned
15. Your and your foe's Pokemon will receive a +2 boost in a stat and a -2 downgrade in another stat
16. Your and your foe receive a random battle item
17. Your and your foe receive a random HP recovery Berry
18. Your HP is raised by 10
19. Your opponent's HP is lowered by 10
20. Your Pokemon swaps places with a benched Pokemon in party
21. You gain an extra BP for nothing
22. No Pokemon can recover HP
23. No Pokemon can recover energy
24. Combos are not allowed
25. Combos only (2 actions per Pokemon)
- Some of these events will remain for the whole duration of your 4-battle challenge. These are: 16 and 17 (unless they override each other with another item).

Battle Formats:

Singles Battle Arcade

Pokemon: 1v1
DQ: 2 days
Switch: KO
Abilities: 1
Items: No
2 Recovers / 5 Chills
Restrictions:
No two Pokemon on your team may be of the same species.

Singles Battle Arcade Star

Pokemon: 3v3
DQ: 2 days
Switch: OK
Abilities: 1
Items: No
2 Recovers / 5 Chills
Restrictions:
No two Pokemon on your team may be of the same species.

Doubles Battle Arcade

Pokemon: 2v2
DQ: 3 days
Switch: KO
Abilities: 1
Items: No
2 Recovers / 5 Chills
Restrictions:
No two Pokemon on your team may be of the same species.

Doubles Battle Arcade Star

Pokemon: 4v4
DQ: 3 days
Switch: OK
Abilities: 1
Items: No
2 Recovers / 5 Chills
Restrictions:
No two Pokemon on your team may be of the same species.

Arena: Arcade Stadium
A simple in-door Pokemon stadium in which Battle Arcade battles are conducted. Despite being in-doors, all moves can somehow be used. Any Pokemon can fit in this arena perfectly fine. There is a wide-screen TV stuck onto the front wall that shows what events are being displayed.

Rewards:

- Each battle you win will award you BP equal to the match number you're on. For example, winning your first match gives you 1 BP while winning your second match grants you 2 BP.
- Each Pokemon participating in a match will gain the standard 1 EC | 2 MC | 1 DC awards. If the Pokemon has maximum EC and DC, 3 MC will be awarded. These counters will not be obtained until the challenge has ended.
- Beating the Arcade Star will give you 5 BP. If you beat her on harder difficulties, you will be rewarded 5 multiplied by # BP, where # is the number of times you've beated her.
- BP are exchanged for rewards listed in the Battle Subway. Claim AND use BP here.

------------------

So the main part is the events being fleshed out imo. Maybe they should be a little more fun, varied, or balanced? I might also add more events throughout the process if this roleplay is okay. What I'm afraid is that even with the events, the Battle Arcade is kinda close to the Battle Subway, so perhaps I should attempt to make this more different?

Also, examples of what Pokemon may be seen here:

388.png

Grotle (M)

Nature: Adamant (+1 Atk | -1 SpA)

Type:
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 36

Attacks:
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Leech Seed
Synthesis
Crunch

Body Slam
Seed Bomb
Superpower

Toxic
Bullet Seed
Light Screen
Protect
Reflect
Swords Dance

362.png

Glalie (M)

Nature: Mild (+1 SpA | -1 Def)

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ice Body: (Innate) This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Moody (DW): (Innate) This Pokemon's traits are always fluctuating from one strength to another. At the end of each round, one of the Pokemon's stats (Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, Evasion) will be boosted by two (2) stages and another will be reduced by one (1) stage. This stat change lasts until the end of that round, where Moody is re-applied, overwriting the boosted and dropped stats. This stat boost/drop occurs outside the normal boosts/drops.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 80

Attacks:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Crunch
Ice Beam
Hail

Bide
Disable
Weather Ball

Taunt
Hidden Power Fighting (7)
Light Screen
Rain Dance
Earthquake
Shadow Ball
Avalanche
Frost Breath

221.png

Piloswine (M)

Nature: Adamant (+1 Atk | -1 SpA)

Type:
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Thick Fat (DW): (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Stats:
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 50

Attacks:
AncientPower
Peck
Horn Attack
Odor Sleuth
Mud Sport
Powder Snow
Endure
Mud-Slap
Mud Bomb
Icy Wind
Ice Fang
Earthquake

Avalanche
Curse
Icicle Crash

Roar
Toxic
Light Screen
Dig
Giga Impact
Stone Edge
Rock Slide

444.png

Gabite (F)

Nature: Adamant (+1 Atk | -1 SpA)

Type:
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 82

Attacks:
Tackle
Sand-attack
Dragon Rage
Sandstorm
Take Down
Sand Tomb
Dual Chop
Dragon Claw
Dig
Dragon Rush

Body Slam
Outrage
Scary Face

Hone Claws
Earthquake
Fire Blast
Aerial Ace
Shadow Claw
Stone Edge
Rock Slide

419.png

Floatzel (M)

Nature: Mild (+1 SpA | -1 Def)

Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a layer of water which prevents burns.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 115

Attacks:
Ice Fang
SonicBoom
Growl
Water Sport
Quick Attack
Water Gun
Pursuit
Swift
Aqua Jet
Crunch
Whirlpool
Aqua Tail

Aqua Ring
Me First
Odor Sleuth

Focus Punch
Bulk Up
Taunt
Hidden Power Grass (7)
Ice Beam
Rain Dance
Brick Break
Double Team
Substitute
Surf

IDEAS
- Randomized two numbers, one for the event and one for the item
- There will be a difficulty scale in battles 1-3. Battle 1 will include a collection of first stage Pokemon, Battle 2 fights with stage two Pokemon or weak single stage Pokemon, and Battle 3 battles with fully evolved but weak mons or a bit stronger single stage Pokemon. Dahlia will have her usual 3 of choice. Probably 20 of these (for battles 1-3) then there will be more for the later ones since the battles will be picked out of that pool. This "practice" session can be skipped and you will battle normal Pokemon for 1-3 if you do this. Rewards are reduced by 75% (rounded up) when doing practice.
- 5-7, it'll be more like the subway, except now fully evolved/single stage.
- I think I'll set the abilities to be the best one for it, not totally randomized. This reduces the need to RNG roll by one. :)
- For the RNG roll for event, I might just fully trust the ref to pick out the 1 out of the total that will be the event but hmm...
- Difficulties. Easy | Normal | Hard. Easy is what it is - it's easier due to HP/stat being scaled down. However, you obtain way less counters than you'd expect. Normal is standard fare. Hard is... hard really. HP/stats are scaled up but you gain more counters if you win.
 
@Flora,
Looks neat and I would like to try that once I evolve my Riolu!
Questions: If you receive an item from events 16 and 17...
1) Do you keep them for battles outside the challenge?
2) Can you continue your challenge and keep them for subsequent challenges?
 
Questions: If you receive an item from events 16 and 17...
1) Do you keep them for battles outside the challenge?
2) Can you continue your challenge and keep them for subsequent challenges?
1) No, you don't keep them. You return the items.
2) Continuing your challenge at 1-4, 5-8, etc., yes - that is, if you don't consume your item! Well, I meant that you can only use the item given at 1-4, then you need to get lucky again for 5-8 to get another item.
 
Does the effects apply if you're immune to them (paralysed limber pokemon)?
The sleep thing seems odd, altough if your pokemon has sleep talk is a very nice adventage

If you don't want it to look a lot like the battle subway you can do a little thing in that your opponents are randomized from a relatively easy one to a really hard one, or to make a jackpot in the end whenre you can put some BP for the chance of items or more BP, also adding one where both begin confused would be interesting
 
LouisCyphre said:
Um; what? Why; exactly; would this be okay? I could see you saying this for dungeons you run, sure, as a rule of the dungeon. "You may catch the enemies in this dungeon rather than fighting them."

But why, pray tell, would I allow you to capture even Lackeys in the Labyrinth overall? Not only does this give you more Pokémon to use against the Boss (like 9v1 isn't good enough odds); but it lets you remove problem Lackeys or Mid-Bosses with completely minimal effort. Not to mention the ramifications of simply catching a fully evolved Pokémon with every level-up move (Lackeys), every tutor and egg move (Midbosses) or, worst of all, every move in their movepool (Bosses).

I'll use your reasoning and say no to this because I said so, and that's what I believe is fair.

e: Updating the main thread with rulings on Poké Balls. Pokémon capture will be allowed only if the Keeper specifically allows it.
I hadn't actually seen this or I would've responded. Anyway, the Labyrinth is ideal for Pokemon capture for many reasons. First of all, it is costly to capture a Pokemon and liable to fail repeatedly. It is not, as you say, an easy way to remove lackeys. Seriously, pick a random lackey and run the math through for an ideal case. Only if the Pokemon is completely weak, well-prepared for capture with sleep and low HP, and doesn't flee (which lackeys in labyrinths are liable to do) can you capture anything reliably. Furthermore, if you read the capture rules, you're not even allowed to capture bosses or mini-bosses of any RP. And lastly, you should read the capture rules that say that the RP leader can decide whether or not the Pokemon captured can stay with you. If you want to, you could create a rule for all labyrinths that says "captured Pokemon get sent to your box". Boosh, that solves that problem you had. Really, all of your concerns would have been addressed had you just read the capture rules.
 
Well, in my defense that was written in haste. I was still shitting bricks at the time.

I'll wait until I have a couple of references on Pokémon capture before I make any sort of permanent ruling; but "sent to the box" and "allowed only if the Keeper says so" seem like the places I'd start when I did so.

Either way, once the alpha run is complete I'll read up on the many examples of catching that will surely be available.

(Lastly, if I forget like a dumbass I'd appreciate if someone reminded me.)
 
Does the effects apply if you're immune to them (paralysed limber pokemon)?
The sleep thing seems odd, altough if your pokemon has sleep talk is a very nice adventage

If you don't want it to look a lot like the battle subway you can do a little thing in that your opponents are randomized from a relatively easy one to a really hard one, or to make a jackpot in the end whenre you can put some BP for the chance of items or more BP, also adding one where both begin confused would be interesting

Yeah, the effect will apply even if the Pokemon usually has an immunity to them. And yeah, haha, it's odd, but it could work.

Hmm, the Battle Castle is taking the "use points for items for only this place's use" idea and that's what makes the castle unique so I don't think I'll do that. I don't know about randomly hard and easy. It's a bit... weird. I'd like to start it off as easy to hard to pretty hard, but that's what the Subway does. Maybe that's okay though...
 
I meant like, in th first battles you have a very hight chance of getting easy opponents (like first stage pokemon), butt as you get higher your chance of weekmons battles never dissapears but becomes incredibly thin (like 1/100) while the Cyclohm-like pokemons inscreases, it was there in their first battle but only if the opponent was eally unlucky he would see it, thwn you'll have to be incredibly lucky to not get it, that would help you distant your RP from others since there you always have to battle stronger and stronger, with this you might fight a wurmple in battle 50 if you'e incredibly lucky

You could even do the little slot machine I mentioned once every time you beat the Arcade Star, maybe unlocking better rewards each time

The only thing i disagree is that if my pokemon has limber it would be paralysed, since that's the only use of the ability, the same with stuff like insomnia and vital spirit, water veil, etc..., since it's one ability this could actually play very well in the randomness of your RP since you have to chose between an ability that could really help you 1/25 of the time, or a more reliable one that could be better or worse depending in your other abilities, but otherwise it's a very nice idea (poisoned ferro would make my day)

PS: it would be interesting something happened every 7 wins, i don't know why but it just feels right :3
 
Flora said:
Hmm, the Battle Castle is taking the "use points for items for only this place's use" idea and that's what makes the castle unique so I don't think I'll do that. I don't know about randomly hard and easy. It's a bit... weird. I'd like to start it off as easy to hard to pretty hard, but that's what the Subway does. Maybe that's okay though...
Something getting harder the better you do isn't signature to the Subway in any way. I encourage you to use that philosophy for the Arcade. I don't really like the "use points for items" thing in the Arcade as yes, that is the Castle's gimmick. Just try to represent the in-game Arcade as close as you can in the ASB one and you'll do fine. That said, it'd be nice if it were actually plausible to get to the Boss... Glares at the Hall maliciously.
 
Is it OK if I post a placeholder for an idea here? (It involves a time traveling machine (delorian not included)) If not, feel free to delete this message
 
Rising_Dusk said:
That said, it'd be nice if it were actually plausible to get to the Boss... Glares at the Hall maliciously.

To be fair, the Hall boss is THE ultimate achievement in the Hall, akin to winning 24 battles in the Subway; doing better is solely academic. I really don't see that much of a difficulty difference between the two.
 
Except that the Hall Boss is not that hard to get to. Subway is actually properly difficult. If people weren't idiots when they challenged the Hall there wouldn't be a problem.
 
There are certain Pokemon that, when used in the Hall, rip it to pieces. (ex. Monohm, Munchlax) The vast majority of Pokemon that would be capable of handling a rank challenge are incapable of challenging the ranks they'd do well in because they're too high of a personal rank. The ranks (for Pokemon, not opponents) are largely arbitrary right now, and completely bogus in countless cases. Cyclohm, for instance, might be an amazing Pokemon, but it shouldn't be forced to fight Arceus and crew. That's ludicrous. Players should not be forced to train specific, particularly-devastating Pokemon just to get to the Boss. That takes half of the fun out of RPing it at all.
Terrador said:
To be fair, the Hall boss is THE ultimate achievement in the Hall, akin to winning 24 battles in the Subway; doing better is solely academic. I really don't see that much of a difficulty difference between the two.
I'd attribute this to sketchy design, to be honest. In-game, the Hall has both a silver print and a gold print, and the Subway has the "normal" trains and the "super" trains in a similar vein. I designed the Subway to make you face the boss multiple times, thus travel from the normal trains to the super trains as enemies get more difficult. You can see this by the 1-8 Pokemon list and the 9-16 Pokemon list. The Hall actually operates similarly in-game. You should be able to face and beat Argenta with any well-trained Pokemon, but you should be given real hell when trying to get to and beat her the second time. That's how I see it, anyway. The fact that the boss is so elusive in the ASB Hall right now really obfuscates the actual goal of challenging the hall from the players. To be honest, right now it just feels like a token farm without a boss or leader in sight. I think the Hall would be a lot more enjoyable if that were not the case.
 
Would lowereing the personal ranks of all pokemon by one help? And then for every streak of 17, they increase by 1? That makes it easier to get to the boss, but harder over time! (Pokemon cannot be lower than rank 1)

EG: Challenge 1, I use Murkrow, who would now be rank 1
Challenge 2 (Same Streak): I use Honchkrow, who would be lowered to rank 2, but have one added, as it is it's second streak, so it challenges rank 3!
Challenge 3: (Same Streak) Honchkrow continues, but now has to challenge rank 4
Etc

The +1 rank is not restricted to one pokemon.

Even if this isn't a great solution, I anm using the hall primarily as a counter farm, so something needs to be changed.
 
There is a massive ranks overhaul in the works but this is not the place or the time to discuss it. For a start, I want to concentrate on getting all ranks up and running, meaning I'm not doing anything concerning the individual ranks of mons until rank 5 preps are completely finished.
 
My goodness, I've been working on a defeat team rocket idea for the last hour and then my computer said "smogon.com is not responding." I'll try again when I get back.
 
Pokémon Breeding

While the act of breeding may forever remain a mystery; the mechanics and benefits of such are well-documented. While catching Pokémon directly from the wild is all well and good; sometimes a trainer wants a Pokémon with pedigree. Sometimes, a trainer wants to breed their Pokémon to be the best they can be - this has several benefits; for both the trainer and the selected parents. While a wild Pokémon has a selection of level-up, egg, and TM moves; a bred Pokémon comes into the world with a wider arsenal. It might inherit counters from their parents, and it might even be born at a higher stage of life than normal! In addition, for those trainers that enjoy keeping track of such things, there's always the heartwarming of parenthood for the selected Pokémon. Of course, if the trainer wants to send the newborn straight to the Battle Hall (it builds character!), that's fine, too.

If there -was- to be a proper breeding roleplay; it'd have to answer the following questions.

  1. Why? There's already the easy method of simply buying mons with TC; there would have to be a benefit or trade-off to breeding that makes it worthwhile and distinct from purchase. Perhaps costing less or no TC in exchange for an investment of time; or the ability to start with a wider array of moves or inherit counters from parents; or perhaps something else entirely.
  2. What Pokémon? There's very little reason to breed for the a species you already have; so a real question is what mons can be hatched from a given pair of parents? Is it simply selected from the egg group; or is there a table that determines the mon ahead of time? At any rate, the trainer should know what the expected result is.
  3. How are Eggs treated? Do trainers get Eggs that hatch after a certain condition; or do they simply get a newborn, letting it be assumed that the egg hatches when they're picked up in Claims?
  4. What stage of life? While most Pokémon are born at the lowest possible stage; would it be possible via breeding to skip the baby stage? Or for that matter, to skip useless stages like Magikarp and Tynamo?
  5. Who oversees the process? And for that matter, what process is there to oversee? Does the trainer post a pair of parents and the desired egg; and get approved by day-care staff? Is there a set amount of time or other investment a trainer has to make to allow breeding? Perhaps further investment of time or other resources allows the trainer to get an egg of a further-removed species?

I guess I'm asking for ideas and input on this before I draw up a proper submission post. What would you guys like to see breeding accomplish?
 
Considering how breeding works in-game, and how you only get mons of the same kind you already have, it would pretty much be useless unless you wanted a large collection of a single species of mon (bastiodons). There was a suggestion earlier about having one of your pokemon, and one of another ASBer's, and I think that idea worked out quite well.
 
Well, I promised an RP proposal in July, so here goes nothing.
Pokemon: ASB Edition

Synopsis:

The basis of this idea is that it combines elements of a more traditional RP game and Mafia. While other RP's may have people in groups, they almost all lack a plotline determined by player choices. By that, I mean a plotline that extends outside of a dungeon that is largely determined by actual RP-ers. In this game, several (depends on location, which will be explained later) players would be put into a location from the Pokemon world with their team. Some people would be given a role with one of the various factions at work (crime syndicates, global police, gym leader/trainer, etc) that would give them a goal and alliance. However, the vast majority of people would be unaligned at the start, free to pick a path. Following the start of the game, certain events would occur based on the actions of characters (both players, and NPC's) that would set the game in action. It ends when a single player or faction fulfills a requirement for "victory." This will normally be quite hard -virtually impossible to do alone- and not always be clear until later in the game. Between start and finish, unaligned players may choose their actions and alliances. However, one should always be careful in picking their allies. Not everyone can be relied upon as fully trustworthy.

Location: The various games are set roughly 15 years after the end of the Orre games, which are assumed to be set between Gen One and Gen Two for the purposes of the game. Some things will have changed, others will be very much the same. Some areas will be closed, and a few may be added. However, every game will always focus on one area where all action will occur. This can be as small as Ilex Forest, or encompass the entire Pokemon world. The first game will be set in the Sevii Isles.

--Cities: Cities are obviously an important aspect of games. Cities will contain Pokemon Centers, where Pokemon may be healed or withdrawn for free. They will also contain Pokemarts, where various items needed for the quest may be purchased. They are also very good places to gather information and meet up with other players and key NPC's. Some will also contain other features, such as gyms, but those will not be in effect in the Sevii Islands, so they will not receive much attention here. However, the basic concept is that they will be places to meet with important NPC's, and train your team. Badges also enable certain effects, and may come with TM's. Just expect one brutal fight.

--Hometown: Honetowns will be the regions that most players start the game at. Additionally, certain benefits will be given in a hometown, such as the ability to carry more than six mons and faster Center Services. Additionally, it will also be easier to gathe information from NPC's in a hometown. For the Sevii Islands, these would be the various islands.

--Dungeons: Dungeons will be caves, mountains and mazes to explore. It will be possible to capture Wild Pokemon here, as well as a somewhat unreliable place to train a team. Some must be crossed to reach other areas, while some will contain key items or bosses in the plot. Actual exploration of dungeons will be very similar to either Deck's RP or the Labyrinth, depending upon the dungeon. In other words, both exploration skills and combat will be required.

--Headquarters: HQ will be the bases of various factions. They provide absolutely excellent ways to obtain items, train mons, gather intelligence and allies, rest and heal. However, these will only be accessible to players of that faction, and will normally be in a secret location. This will be one of the key trust issues in the game. Can you trust someone enough to take them to HQ? If you mess up and bring a spy, you could jeopardize your team. Speaking of risking HQ's, they will obviously be very difficult to capture. However, doing so will earn very a lot of intelligence and resources. It will also normally be key to foiling another faction's objectives and fulfilling your own. While it is possible to build an HQ after one has fallen, it will be difficult and costly in both time and resources. Also, this isn't like the games. One ten year-old can not (join Smogon) capture an enemy HQ alone.

--Bases: Smaller HQ's. Most of the same rules apply, just on a smaller scale.

--Routes: Roads between areas. Trainers and Wild Pokemon may await, but their main function will always be getting from Point A to Point B.

Pokemon: Alright, so with that out of the way, onto the second most important aspect: Pokemon. A player may bring in their full team if they so wish, regardless of If they are in another RP (multi-month event requires this). However, they must pay 2 TC for every three mons, and one TC for each individual mon not in a group of three. Additionally, with very few exceptions you may have no more than six mons on you at a time. This keeps battles somewhat balanced in the wilderness. Let's go into a bit more detail on the system, shall we?

--Gyms and Friendly battles: These will function like normal ASB battles, with set rules, and no chance of a Pokemon dying or being critically injured. These also give normal token rewards for inside the RP (can not be used outside) that are the best way to train up a Pokemon within the RP. While refs could be taken from the pool of game masters who run every othe aspect of the RP, any other player in the town can ref it for in-RP ref counters to raise their team, and let the game masters have more time with other aspects. The major downside of these battles is simply the fact that they take up a lot of time that could be used for more productive activities.

--Wild Battles: Handled like battles in the Lanyrinth or Deck's RP. Some wild Pokemon will actively attack, but most of the time you will have to seek out and battle a mon. These Pokemon will sometimes run away if given a chance. The reasons to engage in wild battles? First off, they are a way of training up a Pokemon if no other players are in the area to have a friendly battle with. Secondly, these will be essentially your only way of capturing new Pokemon in the game. However, you do run the risk of a Pokemon dying if the opposing Pokemon scores a hard enough finishing hit or is naturally aggressive. One final note: wild battles must be one on one if you intend to capture the Pokemon, and battles against a wild Pole on with mutliple team members used will only award 1MC per mon, along with the KO.

--Training: One final aspect of training a team would be training exercises. These can only be performed at a Pokemon Center or Gym, and consume moderate amounts of time. These training sessions involve giving up a certain amount of the time allotted to you for a period to either teach a Pokemon a specific move, or gain an EC or DC. These will take up roughly 1/4 of an action phase, but pose no risk of a Pokemon dying.

--Syndicate Battles: Whether they be Global Police vs Syndicate, Syndicate vs Sydndicate, or Trainer vs Syndicate, don't expect these to be pretty. Syndicate battles provide the same counters as a normal battle, but are definitely not training. Syndicate battles will always involve large groups of weak trainers fighting each other. One powerful trainer fighting off a mob, or duels of incredibly powerful trainers, making these the most difficult fights possible. However, there is more behind it. If a Pokemon faints, it dies, with a few exceptions detailed later. How can you avoid this? Withdraw the Pokemon before it faints. Additionally, if one loses a Syndicate Battle, they will probably either be kidnapped and interrogated, or killed. Never rush into these unprepared. Note: Syndicate Battles will always have a game master reffing them, and the length of the sequences will probably delay the game's flow significantly. However, this is viewed as justifiable, as a syndicate battle will almost certainly be important to the flow of the game.

--Boss Battles: Certain Pokemon far above the rest inhabit the world. Some are legendaries. Some are merely extremely powerful gaurdians. Whatever the case may be, these are wild Pokemon battles; but much harder. These bosses will normally fall into two categories. They will either be labyrinth style boss fights against an impossibly strong foe, or an extremely powerful foe surrounded by hordes of minions. Either way, fighting them is hard, and almost imossible after a growling dungeon. Catching them is borderline impossible. These will sometime be key to the objectives of a faction, but normally only the syndicates. Whatever your reasons may be, expect casualties, and never come alone.

--Prize Claim: The Game's Prize Claim Thread will work like the normal prize claim thread, with a few differences. First off, new mons can not be purchased here. Second off, anything purchased outside the game will not appear in-game. Anything purchased in-game will not apply outside. Anyone caught breaking the rules will be disqualified with no compensation. Approvers will be the game heads, and maybe approvers not involved with the game. Same rewards to approvers as the normal prize claim.

--Casualties: I've been mentioning them. Let me state it here: It happens. However, a Pokemon who dies in RP who was brought with you at the start will not die out of RP. Pokemon obtained in RP are dead permanently. This happens if a Pokemon faints during a Syndicate or boss battle, and after some wild battles (Tauros, Scyther, most things is particularly enraged). However, there are two exceptions.

---Healing: If a "dead" mon gets to a Center or HQ fast enough, they can be healed at the cost of a lot of currency, and it will take a lot of time before they can battle again.

---Revives: These items are hard to find, and incredibly expensive, but they are quite useful. A revive can bring a Pokemon from "dead" to "KO" if used immediately after the death occurs. However, normally only Global Police members, Syndicate Admins, and very good trainers (read: win many battles) can afford them.

Role Playing: Now that the Pokemon Mechanics and world have been explained, how does this work? Well, two words. Currency and Time.

--Currency: ASB Currency will be very big here. Every player will start with a certain amount (Police and Admins obviously have more). These are needed to buy items, bribe officials, and buy supplies. It can also be used to pay Grunts, Police, or other Trainers. It can be won for completing quests for NPC's, battles, and robbing trainers or raiding HQ's... or other areas. Just don't expect to be publicly accepted for some of that. Currency can also be used in the Sevii Islands to buy tickets for ferries, buy HM's, or Buy Permanent Ferry Passes. These will prove absolutely critical.

--Time: Time is absoltutely huge here. Every turn (roughly three days), you will earn 20 time counters. These can be invested in training, exploring, moving from point A to Point B, resting, healing, and battling. Just remember, here time is money.

--Intelligence: How are you going to win if you don't know what your enemies are doing? How are you going to unlock ancient puzzles without knowing about the legends and cultures behind it? The key: intelligence. Talk around at Pokemon Centers. Visit NPC's. Go to museums and libraries. Call old allies. DO SOMETHING! The point is, there are always options that are well worth your time.

--Traveling: Most travel in the Sevii Isles will be done by air or water. Elsewhere, it will be walking, riding, or bike. The HM's Fly and Surf are valuable here, as walking is time consuming, bikes are rare and expensive, and Ferries add up quickly on your currency. However, travel will always be important to the game.

--There will always be NPC's and other players (and maybe game heads) who need you to do some task for them. The most common will be reffing, which always pays well. However, sometimes it will be finding objects, escorting people, calming wild Pokemon, collecting a Pokemon for a professor, or even finding a runaway pet. These will always have some reward, and most of these tasks can be found in either the Pokemon Center or Police Department of a town.

--Items: Alright, you've got money. Now what? Items are a core aspect of the game, and will be described below.

---Potions: Potions and Ether restore HP and Energy Respectively. This can be very useful for mid-battle or out in the field. In battle, however, they take an action to use and enemy attacks will deal 1.5x the damage during that action. Status items fall into the sane vein. These can all be purchased at the local Pokecenter: for a price.

---Pokeballs: These work the same as other RP's. They just cost money here. Just dont expect all of them to be sold at every Pokemart. Oh yeah, one last note: In some games, Snag and Master Balls will exist.

---Revives: Either revives a fainted mon (outside of battle) or heals a "dead" one. Very useful, very expensive.

---HM's: Rare machines that can teach a mon a skill. Also, HM's can not be taught by anything other than level up or HM in-game. Sorry. Regardless, HM's require a certain task to get them more often than not. But once obtained, every mom you have that can learn the move learns it for free.

---Legendary Items: Almost always possess a huge role in the plot. You will learn about them by intelligence gathering.

---Other items: There are other items that will serve various uses and be obtained in various ways. That is all for now on items.

The Players: General things you should know about the players, NPC's, and teams.

--iRC: If you are in the game, iRC will help immensely. This will have an iRC Channel where you can talk to other players, and sometimes Game Heads acting a crucial NPC's at certain points in your game. Just, make sure you can trust anyone you give information to.

--Alliances: You are always free to ally with and travel with whoever you want to. In fact, you are encouraged to travel in groups. There is safety in numbers. Just... never be too trusting.

--Syndicates, Police, and Civillians: Oh boy, here's where things get messy. There is a silent war going on between the factions. Syndicates will normally be groups of powerful admins, an insanely powerful boss, and a large group of grunts. They will always have an objective that is almost always bad for everyone else. Why would you ally with them? Because they might just win with the world opposing them, and it's better to live than resist and die. Or not. The Global Police will be a small group of players with better resources and information than the rest. Their goal is to form up the trainers against the syndicate(s) in the game. And finally, trainers. Trainers start independent, and may hide from, join, or resist the syndicates.

--NPC's: NPC's will be other trainers on larger maps, and most every Champion and Syndicate Boss. They will be powerful, and serve a variety or roles. In most of the games with a decently large scale, you will be forced to deal with them one way or another. Side note: most of these are taken from the games.

--Player Types: A list of the Players roles.

---Game Masters: These are the people in charge. They ref most battles and dungeons, progress the plot when needed, man the shops and centres, and interpret the actions of players. There will likely be 5-6 for the Sevii Island Game, and up to 10 for larger games. There will be a selection process later, but I am hoping to get people with large amounts of experience in other RP's for this. They will be well-compensated for their tremendous amount of work.

---Syndicate Spies and Admins: The guy who start off as the "villains." They will have nearly limitless resources, and quite a bit of power over the game. While most large attacks will be ordered from above, Commanders will be in charge of recruitment and most operations. The success or failure of the team ultimately rests on them. Spies will have lots of information and money, but will circulate with the masses, gathering information. They report everything they hear back to the commanders. They will be punished if they blow their cover. Depending on the size of failure, this can even lead to death. All spies and commanders will know who the others are they are working with.

Global Police: While having much less money to spare than Commanders, the Police still have quite a bit. Additionally, they will receive a lot of intelligence, and can higher and command police forces. Additionally, all Police Centers are bases to them. However, if their real identity is shown too early, they could be punished. When it is blown, they will become a chief target for the Syndicates, a they have quite a bit of power in late game to take down the crime lords. Play it carefully, and trust no one. All Police will know who the other officers are.

---Trainers: Average, run-of-the-mill battlers who may not even know who the syndicates are for some time; much less their objectives. They will have a decent amount of money available, but nothing special. They will be the front lines in the late game battles, and the most numerous group by far.

--Bonus Points: A good character who acts in character will be rewarded at times. This could be in information or currency, or sometimes even an item. However, it will never be game breaking. Also, some good story-telling or RP'ing with your orders will go a long way.

Rewards: So, other than the experience, whats in it for me? Well, quite a few things really. If you do well, you can be considered for a game master spot in later games. Beyond that, any Pokemon caught in-game that didn't die will be given to you. Furthermore, a certain amount of RP counters will be given determined on just how well your side did, how fun you were to ref, and how much you actually did. It could be anywhere from 10-50 free counters, depending on how much you did in the game. 30 would be about average for people who made it until the final battle. This seems like a lot, but consider the amount of time it would take to get there. You can claim this when you are eliminated, or the game ends. Game Masters: We'll talk later. I assure you, it will be worth your time.

Elimination/Victory: You lose if you or all of your Pokemon die. You can also lose if a syndicate conclusively wins or is defeated. There is no set "win condition," but some things will effectively end in one side being unable to win.


God, that took forever to write on a phone. As I'm on my phone, I couldn't pu in much detail, but I just want feedback on the concept. Thoughts? Flaming? Snide Remarks?
 
I think it's a very interesting concept, and I'd be willing to help you organize/run it if it goes through. I do think however that it might be good if you would explain what a typical run-through might look like in greater depth.
 
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