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

Nuvema Town Battle Board

Category: Battling

Description: In the light breezes of Nuvema town, a small billboard has appeared. It appears to have a wide variety of post-it notes on it-all challenges to battle.

It appears that the board also forbids usage of fully evolved Pokemon and any Pokemon that costs 4 or more Trainer Counters as a starting mon. Nuvema Town's Battle Board is a refuge for neophytes; a place they can go to avoid being the easy prey of opportunistic veterans. Even experienced battlers come here once in a while to train up their Pokemon.

Purpose: To basically provide an alternate battle tower with the specific clause "only NFEs." This is designed to help newer players find a haven without having to contend with the assaults of higher-ranked players with a number of fully-evolveds.

Pokemon are not permitted to evolve to their final stages during a battle from the Board. However, experienced trainers can train up their NFE Pokemon using the Board should they so desire.

Plasma Ruins Battle Zone

Category: Battling

Description: In contrast to Nuvema Town are the Plasma Ruins. Located in the rubble of Team Plasma's castle, they provide no haven, but rather, a place where the elite can show their might. The challenges shown here are for the titans of the battlefield alone.

No Pokemon that does not fit at least one of the following criteria can participate:

-It has evolved at least once
-It does not evolve
-Its base rarity cost is at least 4 Trainer Counters.

This place is for veteran battlers who seek out their ilk to fight with. It is recommended you go in with fully evolved Pokemon/non-evolvings only.

Purpose: To basically provide an alternate battle tower for elite trainers who don't want to be stuck with fighting unevolved teams.

EDIT: 2 TC for a raid seems a little low for some of the harder challenges.
 
I had an idea for the Pokethlon in ASB.

Pokethlon

First of all, a link to a page about Pokethlon: http://www.serebii.net/heartgoldsoulsilver/pokethlon.shtml

This will be referred to in the OP.

Registration Desk: OP, links to ongoing and completed events etc.
Player(s): Register for one of 5 categories of events(Power, Skill, Jump, Stamina, Speed) with their 3 Pokemon. Upto 4 players can participate in a category of event at a time. At time of registration, players must indicate whether other players are playing as well, and if so how many and who, or if they are playing against NPCs. Each set of events has 4 players, so if say, 2 signed up for a category of event, 2 NPCs would play as well.
Registration Desk: Allots player to referee.
Player(s): Issue orders.
Referee: Refs.
Last 2 steps are repeated according to no. of rounds.

Now obviously, not all Pokethlon events can be directly crossed over to ASB. Alterations will be made to all events.

Each event lasts 4 rounds. All actions are PM’d to the referee, for the sake of fairness.

In all events, the topper in the event gets a bonus 15 points.

For each category of events, there are 3 events the player plays(making 12 rounds). The list is given below:-

Power: Block Smash, Circle Push , Goal Roll
Skill: Snow Throw, Goal Roll, Pennant Capture
Jump: Lamp Jump, Disc Catch, Hurdle Dash
Stamina: Ring Drop, Relay Run, Block Smash
Speed: Hurdle Dash, Pennant Capture, Relay Run

The following list shows what skills each event tests primarily(the other 3 categories are involved, but they are secondary, and the extent of their implementation is at the referee’s discretion.

Hurdle Dash: Speed, Jump
Lamp Jump: Skill, Jump
Ring Drop: Power, Stamina
Snow Throw: Power, Skill
Relay Run: Speed, Stamina
Block Smash: Power, Stamina
Circle Push, Power, Speed
Pennant Capture: Skill, Speed
Disc Catch: Jump, Power
Goal Roll: Skill, Power

Guide to Events
Hurdle Dash

This event takes a fairly significant change from the in-game version. In this event, the 12 Pokemon race against each other, with the order from left to right being randomized. There is a preset distance to travel(say 300 m), and the distance each Pokemon travels per round depends upon its Speed(the Pokethlon stat, not its real Speed stat). The higher the Speed, the greater the distance a Pokemon travels per turn. The Jump stat determines the distance the Pokemon makes with a jump. There is an element of chance associated with the Jump stat in an event, as if a Pokemon uses an attack while jumping(explained later), the jump stat determines the probability of them jumping without crashing(exact formula still in works).

Special note: Diglett line have a different take on this event, due their inability to jump. They instead dig below hurdles. This means that they are invulnerable while crossing hurdles(for a very good reason later detailed). However, in exchange, they cannot attack other Pokemon either. They’re just an individual lane by themselves.

Pokemon can use attacks during the race in order to gain an advantage. However there are certain mechanics associated with moves. Essentially, moves work based on Power and Stamina. There is currently no damage formula as such, so it comes down to referee’s discretion as to how exactly a move affects a Pokemon. There are 3 actions per “turn”, similar to normal battling. However, each “action” comes while jumping over a hurdle, meaning while you could technically use Thunder Wave with your Elekid while you jump to cripple that Scyther in the lead, there is a chance that you may crash into the hurdle and lose precious seconds. All status is temporary(lasts 3 actions), so that all Pokemon have a fair chance to win. Also, the question of range and contact is very big, and for example, a Conkeldurr will not be able to use Mach Punch on a Pokemon not in an adjacent lane, but the same Conkeldurr could hit Pokemon in a far off lane with Focus Blast. Some attacks like Helping Hand can be used if an ally is in the adjacent lane in order to give it a boost. Attacks can also be used to improve your own performance: for example, you could use Flame Wheel with a Quilava to travel faster, at the cost of continuously draining energy. Pokemon can also not use an attack, and instead just jump over a hurdle.

Between each lane is a wall that blocks Pokemon attacks, as high as a hurdle. Thus, when the Pokemon jump, they are vulnerable to attacks, but can also attack as well.

The energy available for attacks is also highly reduced, because running the race itself requires a lot of energy. Each Pokemon has only 50 energy to use on attacks. Standard energy consumption rules apply. If a Pokemon uses more than 50 energy on attacks, it will be disqualified from the race due to not being able to complete it, and is counted to take 20 actions to complete it.

Automatic speed boosts: Everytime the pokemon jumps over a hurdle, there is a chance(12.5%) that it will gain a boost in speed. The maximum no. of speed boosts through this method you can gain per race is 2. With 1 boost(Level 1), you travel at 1.5x the speed, and with 2(Level 2), you travel with 2x the speed. This boost lasts for the rest of the race.

Speed boosting moves: Speed bosting moves like Agility and Tailwind provide a Level 1 Speed boost(1.5x) for 3 hurdles. They also cost thrice the energy they do in normal ASB.

The final score is based on a combination of the finish time of all three Pokémon on an individual team, and is calculated as 1000 divided by the total time in actions, rounded down.

A Pokemon can complete a race in less than 12 actions, if it covers the entire distance in less than 12 actions. If some Pokemon fail to complete the race, then they are placed based on distance covered. For the purposes of score, they are assumed to have taken 16 rounds to reach the finish lines.

Lamp Jump

This again is significantly different from the ingame version. In Lamp Jump, the basic principle of striking lights remains the same. However, instead of 4 isolated systems of lights there is just one.

The way it works is like this: All 12 Pokemon start from 4 different platforms(split by some gaps). You may set the angle at which they are initially fired, and they fly through the air. Each time they pass through a light, the light changes color to the color of the team. If 2 or more Pokemon pass through a light at the same time, the light becomes neutral. The gaps in the platforms disappear after the initial launch, to prevent Pokemon from falling out. The lights themselves are arranged like this:-

pokethlonbouncefield.jpg


For the base, assume it is split initially, but after the launch, it rejoins together. For subsequent actions, trainers once again set the angle at which their Pokemon is fired. All angles are measured from right to left. Angles can be in degrees or radians(different refs have different preferences), and have to be multiples of 60 {(2.pi)/3 radians) or 90 degrees(pi/4 radians). All Pokemon are fired with the same force. Pokemon passing through the same light at the same time fall down to the ground right below the light, and the light becomes neutral. In Lamp Jump, the order of Pokemon is not randomized at the start, and each group begins on individual platforms, order determined by teams.

Do not worry about angles, as even passing sufficiently close to a light is enough to activate it for your team(assuming no other Pokemon is there of course).

Note: Diglett line cannot jump, so instead their only functionality is to boost jumps of their teammates by digging down and coming up below them.

Score given by each light depends upon its height from the ground. There are a total of 8 rows, which I number from bottom to top from 1 to 8. Here are the scores given by lights in these rows:-

Row 1: 5
Row 2: 15
Row 3: 25
Row 4: 35
Row 5: 45
Row 5: 55
Row 6: 65
Row 7: 75
Row 8: 100

Obviously the light below the Xatu eye is the hardest to reach and keep, so it has the highest payout.

“SuperJump”: SuperJumps are a special phenomenon. Each Pokemon has a chance to pull off a SuperJump, which shoots it to the very top regardless of angle(formula in works).

The Pokemon’s Jump stat determines the height you reach, while the Skill stat determines the chance of getting a SuperJump.

Ring Drop
This event is very similar to the actual ingame event. The premise is exactly the same; use your Pokemon to knock your opponents out of the ring. Each Pokemon can be imparted a velocity(capped at a certain undecided value) in a specified direction. If a Pokemon is ordered to jump before the tackle(which increases the velocity), it will score bonus points if the tackle succeeded. When two moving Pokemon strike together, the net resultant directions is based upon velocity, direction, weight. If a Pokemon gets knocked out, after skipping the action, a new Pokemon is substituted.

Scoring system is the same as the ingame event, except all of them are multiplied by 10. That is, scoring is determined by the number of successful jumping tackles (20 points for each jumping tackle that lands), the number of successful tackles (10 point for each tackle that lands), the number of times the player's Pokémon runs off or gets knocked off the edge of the ring (minus 100 points for each time this occurs), and opponent's Pokémon knocked out of the ring (100 points for each time this occurs). The final score from these results is then multiplied by 1.5 and is used as the point score.

Power determines how far an oppoennt goes after a Pokemon tackles it, while Stamina is a measure of how well the Pokemon can endure a tackle.

Snow Throw

This is another event that is similar to the ingame event. The premise is absolutely the same, have your Pokemon throw snowballs at Pokemon from other teams, while dodging with your own Pokemon. You may either choose to dodge on an action, or target a specified opposing Pokemon.

Scoring is determined by the number of snowballs that make contact with the opponent's Pokémon. Each hit is worth ten point. At the end of the time period, the total points are multiplied by two and used to calculate the score.

SuperThrows: A SuperThrow is a an undodgable throw. This occurs randomly(formula in works).

Power determines the speed with which a snowball flies, while Skill determines chance of getting a SuperThrow.

Relay Run

This is again very similar to the ingame event. In Relay Run, Pokemon continuously make laps. Orders can be given as to strike a nearby opponent from the side, front or back depending on relative positon, or to merely continue running. Striking from front expends considerable energy, and tires a Pokemon quickly, but in exchange lowers both the opponent’s speed and energy. Sidewards attacks have a reduced energy expenditure and only affect energy of the opponent. Attacks from the back only cost the least energy, and give the oppoentn a speed boost while tiring it down faster.

If a Pokemon gets fatigued(less than x energy), it starts to slow down. If it reaches zero, it will faint and lead to disqualification. When low on energy, you can use an action to swap a Pokemon out for another Pokemon, and for each subsequent actiona Pokemon is not out, it uses the equivalent of a chill.

Each Pokemon has 50 Energy for attacking, and 50 for running. The exact values of energy expenditure for each of the aforementioned actions and results is up to the discretion of the referee, who must post it when he begins the event.

Score is equal to number of laps multiplied by 10 minus the no. of times a Pokemon collided/passed over an obstacle.

Speed determines speed of the Pokemon, while stamina determines the no. of actions it can run for.

]Block Smash

Block Smash is one of the easier events in ASB Pokethlon, requiring very little effort. Trainers merely have to mention when they wish to switch Pokemon(if they wish to do so) on a turn. There is a chance of a Pokemon striking a crack on a block every action as it breaks blocks(6.25%), and if it does so, for the next 3 actions it will break double the number of blocks at the cost of being fatigued right afterwards. The same rules regarding chills applies from Relay Run.

Score is the number of blocks a team breaks multiplied by 1.5.

Power determines no. of blocks a Pokemon breaks in a turn, while Stamina determines how long a Pokemon can break blocks.

Circle Push

Circle Push is extremely similar to the ingame event. Pokemon attempt to be in circles while keeping their opponents out, much like the classical game King of the Hill. Every action, scores based on positions are added.

In this event, at the end of each action, Pokemon in the general field earn 0 points, Pokemon in the largest circle gain 2 points, the medium circle gives 3 points, and the smallest circle gives 5 points.

Power determines strength of a Pokemon’s push and its resistance to pushes, while Speed determines how fast it can move.

Pennant Capture

In Pennant Capture, there are a set of 15 pennants on a map, which constantly regenerate every turn(3 actions). Trainers choose an initial Pokemon, which they send out and command to follow a certain pattern while gathering pennants. They can use attacks to make other Pokemon drop pennants. The maximum pennants a Pokemon can hold is 9. A Pokemon can be commanded to return to the “base” at any time, at which point another Pokemon is sent out in their place.

Score is equal to number of flags retrieved multiplied by 2, added to the no. of flags stolen from the opponents.

Skill determines chance of making an opponent drop a pennant, while Speed determines speed of the Pokemon.

Disc Catch

Disc Catch is an exact clone of its ingame counterpart, with Pokemon aiming to catch discs that fly in. Pokemon can push other Pokemon., can move around, or can choose to jump. Pushing a Pokemon off the field makes it skip the next actions. Points from each disc depends upon where it were caught.

Score is the points garnered from the discs multiplied by 2.

Jump determines how long a Pokemon will stay in the air, while Power determines how hard a Pokemon will push.

Goal Roll

Goal Roll is a three-a-side, four teams soccer game, and is the identical clone of its ingame counterpart. Trainers can order a Pokemon to move a certain way, tackle, attempt to steal a ball and so on. A goal with a white ball is worth 10 points, giving one is worth -10. Scoring with the golden ball is worth 50 points, while giving a goal scored with a golden ball is worth -50 points.

Power determines strength of push and velocity of ball when kicked, whiel skill determines chance to steal the ball.

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

At the end, all the scores are totaled up. The winner gets 5 Prize Counters(Universal Counters, like RC, second place gets 3, third 2, and last 1.

EDIT: Generation 5 Pokemon will temporarily use their base stars as their Pokethlon stats, until a decision can be made on them. They don't make too much sense, but I think it's the best we can do until we sort them out.

Stamina: HP in stars
Power: Atk
Speed: Speed in stars
SKill: SpD
Jump: SpA
 
Wow, this looks really interesting and it is a viable idea. Are there any rewards for taking part in this? Do the Pokemon and the trainers get counters?
 
At the end, all the scores are totaled up. The winner gets 5 Prize Counters(Universal Counters, like RC), second place gets 3, third 2, and last 1.

Trainers get counters, though Pokemon as such don't.
 
Raid news!

While I'm waiting for the approval to start the whole thing, I'm working to refine the rules and adding some new content. First of all, I can anticipate you that 4 raids are already up and ready for the release! Moreover, I decided to change a bit the battle format.

Instead of having 4v4 doubles and 6v6 triples, Raids will function similarly to Brawl - the trainers will send out all the Pokémon they brought for the raid challenge at once. The raids will have a Normal mode, instantly available, which will involve 2 people with 2 Pokémon each (so, 4 Pokémon in total), and a Hard mode with 2 people and 4 Pokémon each (8 Pokémon in total). Hard mode will be available only to people who already cleared the Normal mode of the respective raid, and will feature significantly tougher challenges (with bosses having both more health and new special moves compared to Normal). Due to the number of Pokémon involved, only 2 actions will be ordered per Pokémon from their trainers each round.

Also, I wanted to announce that, among the raid-oriented stuff you will be able to buy with VC, there will be also glyphs. A glyph will be a buff you place upon your Pokémon to power up a specific move. Every Pokémon can use only one glyph at a time, and everytime you write (or overwrite) a glyph onto a Pokémon you will spend VC, so pay care. An example of glyph could be:

Glyph of Cross Chop: Raises Cross Chop's accuracy by a flat 10%

Everytime you defeat a boss (either in Normal or Hard mode), you may gain access to new glyphs you couldn't buy before. Ah, it should be kind of obvious, but glyphs would work only within Raid Zones (heh).

I will update the OP I posted 2 pages ago soon with this new content. Meanwhile, I wouldn't mind comments and critiques^^
 
Approval updates:

Pokethlon and Raids are Approved.

There's probably still a little cleaning up to do, and there might be some things to alter after implementation, but otherwise the authors have given me enough confidence to get the ball rolling.
 
I know, I know, I already made one proposition. However, this is just a general proposition that I wanted to support in the creation rather than personally create.

Concept: Pokemon Trading Center

Category: Social

Bio: Trainers trade their pokemon in exchange for another person's Pokemon.

Description: Trainers essentially bargain with one another (using Pokemon, Trainer Counters can be exchanged in addition to the trade if necessary) for one another's Pokemon. After all, not everyone has the time to train up the best pokemon, or perhaps, they notice that their original strategy looked good on paper, but did not work well in battle. The Trading Center fixes that problem. It gives Trainers a chance to trade undesired Pokemon for ones that they feel necessary as an addition to their team. The owner of this thread will oversee the trading process, making note of each trade and marking it in the initial post. This, essentially, is how I see a trade being made:

-Trainer 1 requests a Pokemon. He/she puts up a list of what Pokemon he/she has that he/she is willing to trade for the requested Pokemon.
-Trainer 2 accepts the trade. Perhaps at this point in time, he/she adds an extra condition to the trade, like extra Trainer Counters in addition to the requested Pokemon.
-Overseer notes the conditions of the trade and either approves or denies the trade.
-Trainers 1 & 2 make the trade once approved.
-Overseer notes the trade in OP.

Another function of the Trading Center is to provide a "home" for undesired Pokemon (essentially an Adopt-a-Pet thing). People can come here and offer to adopt these undesired Pokemon in exchange for Trainer Counters. The thing to note here is that these aren't just Pokemon you catch or buy, but they are pre-trained Pokemon who already had owners. These Pokemon can also be bought by a beginning Trainer instead of any of the starter Pokemon, since these Pokemon are pre-trained (it gives them a headstart).

In Conclusion: Personally, I don't want to necessarily make the thread for this concept, however, I do want to see it implemented as an RP Shop/Social thing. If later on, we decide that this idea is viable, anyone who is willing to devote their time to overseeing these trades can make a thread for it. I'm willing to help out in the development process. The amount of RP that'll go into this will be minimal as compared to other places, since this is mainly for exchanges. However, that doesn't mean it can't be used as an RP.

Thoughts?

I just wanted to bring this back up, since it seems that older ideas haven't been checked over lately. If anyone has interest in setting up a thread like this, let me know, since I'd like to assist them myself in the process.
 
Concept: Arcanite’s Contest Hall

Category: Contest Hall

Bio: A Place where contestants can show off their dazzling moves, and wow spectators!

Description:

In the Anime, Dawn and May both called themselves Pokémon co-ordinators. ASBers will have the chance to follow their path and become top Co-ordinators!

Once a month, I will hold a contest. There will be a week long signups phase.

Then, an appeals round will happen, like in the anime. One (or more, depending on the contest) Pokémon will perform a short routine (5 moves?), Stringing them together in unique ways to appeal to the judges.
A number of participants will advance to the next round. The number of participants advancing to the next round varies. If there are more participants, more people will advance to the knockout rounds. If there are X participants, The number of Participants in the knockout rounds will be 2^(Round down(log2(X/4))). This means that the number of players is quartered, and then lowered to the next power of 2. This makes sure that a perfect number of participants are entered in the knockout phase.

The Knockout phase will be conducted like a normal knockout tournament, with the participants battling like usual. However there will be an appeal gauge. The Appeal Gauge will be increased if your moves make a particularly appealing combo, or if you block damage from your opponent (not with protect etc.). After 5 Rounds, the co-ordinator with the most HP + Appeal Gauge wins. The Appeal Gauge is out of 50, and can increase and decrease as the ref sees fit.

I will start a contest each month, and after 10 contests have occurred, the winners from each contest will be invited to participate in the yearly grand festival. I will invite other successful co-ordinators (multiple high finishes, etc) to make a total of 16 competitors. 8 competitors will make it past the appeals round. The grand festival finals will be full battles (rather than 1vs1 or 2Vs2 for doubles contests), with teams of 3 or 4 taking part. The Grand festival will otherwise run like other contests.

Prizes:

For advancing to the Knockout rounds of a contest, each participant gains a trainer token, and the participating Pokémon gains one Move Counter, Evolution counter, and one Dream Counter.

In the Knockout rounds, your Pokémon do not earn counters after each battle, but do earn KO counters if they are successful in KOing an opponent’s Pokémon.

For advancing to the final, this is raised to two trainer counters, and if you win, you gain 3 trainer counters, and a second Move Counter, Evolution counter, and Dream Counter (as well as the invite to the grand festival).

In the Grand festival, you earn double the trainer counters.

Suggestions are welcome!

Any suggestions/Approval?
 
Nightmare Jigglypuff's Fishing Hole

Nightmare Jigglypuff's Fishing Hole

So here's how it works, for 2 TCs, you can go out and fish in a route to potentially get a pokemon with higher rarity!

What You Would Do

First of all, you'd choose your rod. Then i'd send you out to the route you chose. Once you get there you would fish with the rod you chose 3 times, and you could select one out of the three.

There would also be a 25% chance of finding an item which would be one of the ones you find an the route, such as a deepseatooth and a heart scale. These items would be found in the same method as the pokemon but would not count for the 3 times you fish.


Which Rod Can I Taaaake?

Now this is where another problem takes place. For most routes, the super rod has a better chance for evolved pokemon, i would have to either take those out or forget the super rod altogether. The Old Rod will be available at the start though and the Good Rod will be unlocked once you fish 5 times.

The Routes

I would have 5 areas to begin with:

Route 20
Route 27
Route 40
Route 124
Route 220 (Lumineon would not be accessible with good rod.)

As you can see, there are no 5th gen routes on my release lineup. That's because all the routes that i found that were plausible fishing holes didn't have any 5th gen pokemon.
 
Then wouldn't be better a thing like a Daycare where you slect a random egg (or is that different routes have different pokes?) and what's the end of fishing if you can catch, let's say a pidgy or a raltz, i don't think you need a rod for those
 
@Arcanite: I skipped basically all the stuff with May, but I know that from what I saw with Dawn and her competing, she was not allowed to use the same pokemon for the appeal and battling. Idk if it was the same for May though.
 
The rules between regions changed, in one (i think may one) you HAD to use the same poke for the appeal round and the battle round, for Dawn you could change (altough i think you didn't HAVE to)
 
Also had an idea for my Fishing Hole when i was just about to sleep. Eventually, i would open up Route 9001. This route has all sorts of crazy random pokemon and items in store, but i'd have to get permission for some of the items like Air Balloon and Life Orb possibly.

Pokemon that could possibly be found at Route 9001 would include but not be limited too:

Dunsparce
Wooper (You're Welcome, Quagsires.)
Stunfisk
Frillish
Did i say Dunsparce?

And others.
 
Talked about this with Deck and decided to post it here to see what people think (maybe it belongs in SotG but it's closer to RP IMO). As I'm sure anyone who's been to #capasb is aware, a tournament is in the works, the first ever CAP ASB tournament. While not all the details have been ironed out, I had the idea today of running a predictions tournament for the tourney. It would work very similarly to the Smogon Tournament Predictions tournament.

-First, everyone wishing to participate would tell me privately (I'll probably make a form similar to the ones used for the ST version) who they predict to win the whole tournament. This will be worth a good chunk of points to anyone who gets it right.

-Once the round one pairings go up there will be a certain amount of time (48-72 hours) for people to make predictions for the round before battles start. After that the thread could be used for discussion about the matches (since posting within the matches is disallowed). Every correct prediction would be worth 1 point.

-The process would be repeated every round with the matches becoming more and more valuable as the tournament continued.

-The top three point-getters would win prizes, probably TC (3/2/1 or 5/3/1 perhaps), with ties broken by number of correct predictions.

It would be a fun thing to do, but there are some problems. Deck expressed concern that predicting without knowing people's teams of 4 wouldn't be very fun, so making the teams public from the start may be necessary. Also, there would have to be a delay of a few days before the start of each round to get predictions in, slowing down the tournament as a whole. So I'd like to hear some thoughts from you guys about it.
 
I like it since it gives a little feeling of being in the tournament (o at least included in the exercise) and not just being bored or ignore the tournament, and the possibility of gaining something is an interesting way to make people to see the tournament
 
Yay, others posted so i don't have to double post.

Then wouldn't be better a thing like a Daycare where you slect a random egg (or is that different routes have different pokes?) and what's the end of fishing if you can catch, let's say a pidgy or a raltz, i don't think you need a rod for those

The routes that i select and put into my rp will have the same pokemon that they do in-game, including the encounter rates.

In other news, i figured out what i can do to incorporate pokemon into my fishing hole. In short, based on the typing and the overall wateryness (not a word, but it's the only one i could think of) will boost or lower the encounter rate of pokemon. In this way you could have a better chance of getting items by bringing something like charmander along with you.

I do still need help in deciding important matters, such as what to do with the Super Rod.
 
This is more of a proposal than anything; if any other Battle Frontier styled place with quasi-random Pokemon is created, I vote we use RD's Subway Preparations thread as a base for all of such things. It makes sense to me, at least.
 
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