I know. I was calling myself stupid and unobservant. I was fairly sure that a proposal to recycle the Subway Pokemon hadn't been suggested, though...
Concept: Arcanite’s Contest HallCategory: 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!
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?
Steampowered, I don't like the fact that it uses real time hours/days. Things like that always have issues with timezones. Instead, change it to a limited number of total rounds.
RNG Range: 1-20
1x2: 3T
2x2: 7
-----
Range: 1-50
2x3: 13T
3x3: 22
-----
Range: 1-100
3x4: 34T
4x4: 50
-----
Range: 1-200
4x5: 70T
5x5: 95
1) PlayerName (100T) purchases 2x2 matrix
Dealer's note: RNG generator should be set to generate 4 numbers between 1 and
20, formatted into 2 columns, and run twice to get the two matrices.
HOUSE PLAYER
1 [B]14[/B] 9 [B]14[/B]
21 20 11 18
Payout = (14x2)x1x2 = 56-7T buy-in, for a 49T profit.
PlayerName: 100T + 49 = 149
Dealer: 0T + 2 = 2
Notes: The number 14 appears in both matrices in the exact same spot,
multiplying the value by 2 and then by both its row number (1) and
column number (2). Dealer notes outcome in terms of GT for the player.
----------
2) PlayerName (149T) purchases 3x3 matrix
Dealer's note: RNG generator should be set to generate 9 numbers between 1 and
50, formatted into 3 columns, and run twice to get the two matrices.
HOUSE PLAYER
40 33 [B]35[/B] 41 [B]35[/B] 30
[B]18[/B] 32 31 [B]48[/B] 39 3
[B]48[/B] [B]17[/B] 29 19 [B]18[/B] [B]17[/B]
Payout = (35x1)+18+(48x1)+(17x3) = 152-22T buy-in for a 130T profit.
PlayerName: 149T + 130 = 279
Dealer: 2T + 2 = 4
Notes: Because the PLAYER's 35 matched the HOUSE's 35 and both were in Row 1
of their respective columns, the payout is 35x1=35 (same with 48, except they
are both in Column 1), which doesn't do you a whole ton of good. 17, however,
matches in both matrices in Row 3, making the payout 17x3=51. The number 18
matches in both matrices but is in a different row and column from the other,
making 18 the payout there.
----------
3) PlayerName (279T) purchases 4x5 matrix
Dealer's note: RNG generator should be set to generate 20 numbers between 1
and 200, formatted into 5 columns, and run twice to get the two matrices.
HOUSE PLAYER
174 109 39 86 [B]26[/B] 3 135 [B]26[/B] 104 141
68 91 26 159 110 85 195 173 57 140
48 157 115 68 50 135 180 161 119 169
45 191 163 146 [B]26[/B] 64 16 198 17 197
Payout = 26x1 = 26-70T buy-in for a 44T loss.
PlayerName: 279T - 44 = 235
Dealer: 4T + 2 = 6
Notes: In this example, the PLAYER's 26 matches up with the HOUSE's two 26s,
yet this still pays out to only 26 because only amounts in the PLAYER's matrix
can win GT. If the PLAYER matrix had two 26s and the HOUSE had one, the
player would win GT for both 26s and any other multipliers they gain
individually. In cases such as these where a matching number occurs more
than once in the HOUSE matrix and once in the PLAYER matrix, the scoring
will apply to whichever of the two HOUSE values yields the most GT.
EX:
Player bets 10T on a 7-letter word.
How it goes:
1. Dealer chooses "SPECIAL."
2. Dealer sets the RNG to generate 7
numbers between 1 and 26, formatted in 7 columns and gets 20=T, 24=X, 25=Y, 6=F,
25=Y, 14=N, and 16=P.
3. Dealer re-RNG's one number between 1 and 26, formatted in 1 column, due to
the repeat of 25=Y and gets 19=S.
4. Dealer presents player with the word in dashes, filled in with any RNG'd
correct guesses and followed by the incorrect guesses: SP-----; T, X, Y, F, N
5. Player guesses "SPECIAL" and wins 20T OR something like "SPAMMER" and loses.
How it looks:
Player post: I (235T) bet 10T on a seven-letter word.
Dealer post: SP-----; T, X, Y, F, N
Player post: SPECIAL
Dealer post: "CORRECT YOU WIN 20T!!!
PlayerName: 235T + 20 = 255
Dealer: 6T + 2 = 8"
Ex: Race with 5 competitors
Place:
|9 - - - - -
|8 - - - - -
|7 - - - - -
|6 - - - - -
|5 - - - - -
|4 - - - - -
|3 - - - - -
|2 - - - - -
|1 - - - - -
0 1 2 3 4 5
RNG range: 1-5
RNG:
Place:
|9 - - - - -
|8 - - - - -
|7 - - - - -
|6 - - - - -
|5 - - - - -
|4 - - - - -
|3 - - - - -
|2 - - - - -
|1 - - + - -
0 1 2 3 4 5
RNG range: 1-5
RNG: 3
Place:
|9 - - - - -
|8 - - - - -
|7 - - - - -
|6 - - - - -
|5 - - - - -
|4 - - - - -
|3 - + - + -
|2 + + + + -
[B]2[/B] |1 + + + + +
0 1 2 3 4 5
RNG range: 1-5
RNG: 3, 4, 2, 4, 2, 2, 2, 4, 3, 1, 1, 5, [B]2*[/B],
Place: 5 1 2 3 4
|9 - + + + +
1 |8 + + + + +
5 |7 + + + + +
1 |6 + + + + +
3 |5 + + + + +
4 |4 + + + + +
4 |3 + + + + +
3 |2 + + + + +
2 |1 + + + + +
0 1 2 3 4 5
RNG range: 1-5
RNG: 3, 4, 2, 4, 2, 2, 2, 4, 3, 1, 1, 5, 2*, 5, 3*, 4, 2, 1, 2, 4, 5, 4, 3, 4,
3, 4*, 2, 3, 1, 4, 2, 5, 4*, 1, 5, 3, 3*, 2, 5, 2, 3, 5, 5, 2: 1st place, 3, 1,
4, 3, 1*, 4, 3, 3, 1, 1, 5*, 3, 4, 3: 2nd place, 4: 3rd place, 5, 1, 1*, 1, 5,
5: 4th place
1=Ace of Hearts 14=Ace of Spades 27=Ace of Diamonds 40=Ace of Clubs
2=2H 15=2S 28=2D 41=2C
3=3H 16=3S 29=3D 42=3C
4=4H 17=4S 30=4D 43=4C
5=5H 18=5S 31=5D 44=5C
6=6H 19=6S 32=6D 45=6C
7=7H 20=7S 33=7D 46=7C
8=8H 21=8S 34=8D 47=8C
9=9H 22=9S 35=9D 48=9C
10=10H 23=10S 36=10D 49=10C
11=JH 24=JS 37=JD 50=JC
12=QH 25=QS 38=QD 51=QC
13=KH 26=KS 39=KD 52=KC
PlayerName (255T): Bet 10T
DEALER (*Dealer RNGs 33=7D for the player, then 13=KH for the dealer (face
down), then 16=3S for the player, and 47=8C for the dealer (face up)): Your
cards are 7D/3S. Dealer is showing a 8C.
PlayerName: Hit me!
DEALER (*Dealer RNGs 43=4C): You drew a 4C. Your cards are 7D/3S/4C.
PlayerName: Hit me!
DEALER (*Dealer RNGs 6=6H): You drew a 6H. Your cards are 7D/3S/4C/6H.
PlayerName: I'll stay.
DEALER: Player has 7D/3S/4D/6H = 20. Dealer reveals face-down KH. Dealer has
8C/KH = 18. PlayerName wins!
PlayerName: 255T + 10 = 265
Dealer: 8T + 2 = 10
This could potentially get a lot of people pumped up and emotionally involved in matches that aren't their own, as they can suddenly have something on the line.Originally Posted by Fat Challenge Accepted
All abilities
No items
5 chills / 2 recovers
Switch=KO
Betting=Allowed