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

Alright, if this has been posted before, tell me, but:

How about a thread for general RPing, for those who would like to develop their characters a bit. I've noticed people posting "characteristics", and this would be a chance to let those come into play.

Here's how I see it: someone would drop by the thread, post a little story or other RPish post in spoiler tags, and people would read them. Even better, a group of people create a scenario, maybe have a few battles linked in, and RP through.

Conclusion: I want to have a story threa, where we People of the RPG can build up the characters of our trainer personas and Pokemon, without cost or reward except for the time of writing, and the joy of creating the image of a trainer and his squad.
(kinda like Serebii's rps.)
 
Hmm. I enjoy the idea of CAP roleplaying-I was fairly disappointed by Bulbapedia's 15-post PM requirement in that regard.

However, I don't want it dominating CAPASB. I want to make my troll Blitzles and enjoy them too without having to get emotionally attached to them.
 
We actually made a group about that prospect a while back, but there was a story-line behind it. Just look at the early stages of the thread.
 
I know earlier on smashlloyd expressed interest in a Battle Factory where you use random mons. Since it seems to have fallen into limbo, I'd like to offer to collaborate with smash and get it going!
 
Agreeong with TravelLog. Battle Factory for RP!

Tortferngatr, it wouldn't be like a requirement, and for those who don't wamt to, just fight.

P.S. I do not plan on running this, honestly. I keep moving around, so internet is unreliable. The summer is really my best chance for it, so if it's up before school starts, I can try.
 
I'm not sure how this idea will go over, but here goes...

The CAP Process has always been about submitting ideas and taking polls for the winning ideas. Since our CAP non-canon is under our control, I propose an "extra step" exclusively for ASB purposes: an event move.

Working with one CAP at a time from Syclant to Voodoom, (for Tomohawk we should wait until BW CAP2 comes out) users would submit ideas for which event move should be added to the CAP's movepool. This can be for flavor or for competitive reasons, but unlike in the canon CAP polls, flavor here does come first. With each move you submit, explain how the CAP would be able to pull it off, flavor reasons why to include it, and if applicable, competitive reasons why. Then the committee (and me if possible :D) will decide on the moves to include in the first poll, a decent amount but reasonable. From there it's history. The winning move will be available for 3 MC like other event moves. When an event move is added to the CAP movepool, if the winning move is an offensive move, (and probably Special) owners of any member of that CAP's evolutionary line will have the ability to change their mon's HP type, as that is only fair.

During submissions, since this is all about flavor, if you want to, you can include what other moves the event mon would get as if it was in-game. However, it must make some sort of sense, and only one move can be otherwise unusable on that CAP.
 
I was wondering if I could get any feedback (questions, comments, improvements, whatever) on my idea from the last page:

-Temperantia's-
Nightmare Gallery

-It's a raid-esque RP, (series of battles culminating in a boss) for two players. That features much more RP'ing in the form of a Choose-Your-Own-Adventure style of storytelling and dialogues.​

-Also, features puzzle elements,
>Logic puzzles, needing to use Pokemon strategically, etc. (Many of these will need to be sent through PM, along with RP choices.)​

-And resource/time management
>Players are given a certain amount of Potions or "Rests".​

-One distinct path for each player to follow (featuring different enemies and puzzles), they will convene at the end boss' lair.
>Each player will not be able to progress until his partner has reached the end too.​

-The final bosses aren't exactly Pokemon (I'll elaborate later), they're specifically created for the raid (this works in the surreal, nightmare world.)​

-I would need a lot of artists' help.
>Each stage has it's own "Portrait" that would be graciously drawn by one of our fellow Smogonites.
>That and the bosses need Spriting/drawings.​
______________________________________________________________

Mind y'all this is a rough concept, but still an idea I've had for awhile.
 
Something i would love to play, i love story-like games where you can choose several paths just to see what happens, it sounds really good, and the amount of stories is really awesome, for example imagine this:
Durant Queen said:
the_durant_queen_by_ironwolf09-d3fiu4m.png
in a RP, i would like to play against "un-real" stuff like it, that could be more interesting than normal pokemon since this is the only place where you could battle against it, sound pretty cool
 
Two things. One on the Nightmare Gallery, the other on Gyms.

The Nightmare gallery looks. BRILLIANT. I would so totally go for that, and I would definitely be willing to help. A long time ago, I had an idea for a spin-off game featuring Fused Pokemon, the results of a genetics experiment gone wrong. They're pencil-and-paper only, but I could still contribute a little art if need be, and dabbling in Zelda-style dungeon design might let me map out challenges.

As for gyms: I'd like to spring for the Water gym if nobody else has. Barring that, I'd go Electric or Fighting. Assuming, of course, that this is happening sometime soon.
 
As for gyms: I'd like to spring for the Water gym if nobody else has. Barring that, I'd go Electric or Fighting. Assuming, of course, that this is happening sometime soon.
I wonder when the gyms are coming...If they are, then I'll claim the Ground Type, with Flying as a back-up.
 
If you go on IRC there are more details about Gym leaders. You need 4 fully-evolved pokemon of that type to apply. Go to the topic in #capasb to see more
 
Something i would love to play, i love story-like games where you can choose several paths just to see what happens, it sounds really good, and the amount of stories is really awesome, for example imagine this:

in a RP, i would like to play against "un-real" stuff like it, that could be more interesting than normal pokemon since this is the only place where you could battle against it, sound pretty cool
This is similar to an idea I posted way back, but never really publicly fleshed it out (and I don't think anyone gave me any feedback one way or the other...). I've had an idea for a story kind of RP like this i've been tinkering with since even before the start of CAP ASB.
Some of the ideas I've had as enemies include Electrode Powered robots and Pokemon which have been altered in some way (Details are kind of a spoiler though...). The RP itself is plot based, with player decisions impacting on certain things like whether they make it to the next room safe or with all their Pokemon poisoned... >:D
I think of it as a more in depth version of the raids.
In any case, if this gets more support (or maybe even otherwise) I might do a proper write up.
edit: Looking back it may or may end up being similar to the Nightmare gallery, but we'll see.
 
Here goes nothing

The MND Mystery

Summary
This is a plot based adventure-type RP. A number ofplayers (Maybe 2-4, but probably just two) must make their way through a series of areas or "rooms" by exploring, planning/stabing in the dark and battling Pokemon both wild and trained, as well as other non-pokemon entities, all in order to achieve objectives which progress the plot. Player decisions will have impacts o what occurs; not so much on the overall plot, but the path they take to the ending and the condition they are in when they get there will depend greatly on the decisions made by the players.
You've heard about this strange group, known only as MND. Secretive and deadly, their ultimate goal was only recently discovered - to utilise Pokemon in a militaristic manner, forming an army to conquer their home region and eventually, the world.
The concept is scary in itself, but concerns have also been raised as to how they are achieving this. Most speculate that this "militarisation" probably involves a variety of (likely cruel) experiments on Pokemon. Regardless, whatever they are up to is deeply worrying, and so a group was organised to launch an attack on MND's recently uncovered secret base, and pull the organisation apart before they could get too far with their projects.
However, just hours before the attack was to go ahead, MND... just disappeared. At least a hundred people and all of their personal Pokemon resided in that base, and yet all of them seem to have just vanished. Where did they go? Did they somehow all slip past the regions surveillance teams keeping watch on the base? Did they have an escape route? Or is there something especially sinister going on in there?
This is where you come in. You have been requisitioned to go into the now abandoned MND facility and investigate the disappearance of MND itself, as well as look around and try to work out what has been going on in there.
Available Missions
The plot is fairly lengthy, so the adventure is split into 5 separate Chapters. The first chapter is available to anyone, but subsequent chapters are only available to those who have completed all preceeding chapters. However, they don't have to be completed with the same Pokemon or partner/s.
Chapter 1: Breaking In
Chapter 2: The MND Facility
Chapter 3: Underground Secrets
Chapter 4: [Classified]
Chapter 5: [Classified]
Pokemon
Each trainer will be required to bring a reasonable amount of Pokemon, maybe as high as between 4 and 6. This is because there are a fair few battles, and Pokemon will not be healed in between, and it is expected that some Pokemon WILL faint and become unusable (unless Revived). Due to this, Pokemon used for the Adventure are allowed to be used in unrelated battles (assuming this is ok).
Adventuring
Rooms
While not battling, players will travel around the Chapter Map, which is divided into a number of "rooms".
When the players enter a room, the following events occur in this order:
- The Room will be described with reasonable depth, possibly with the aid of pictures (which may be crude/drawn by me).
- Any encounters which must happen immediately (generally battles) will take place, using the Players' current active Pokemon (more on that in a sec).
- Each player will be given a chance to change their active Pokemon.
- Each Player will then have a number (maybe 3) of actions with which to do anything in the room. Actions could include looking at files on a computer, rummaging through draws, picking up pieces of rubble to look underneath etc. You can also use your Active Pokemon to issue commands, or use an action to switch your active Pokemon. Actions can be used to uncover items, pick up hints and flavour or clear a safe path across the room. Unwanted side effects may include triggering battles or having environmental factors damage/status your Pokemon. Actions can not be regained by leaving and re-entering a room later.
- Players will have a chance to use items to heal their Pokemon and whatnot before progressing to the next room.
- The players will then decide how to leave the room. They must choose an exit (or entrance if they so choose) and may have to specify how they are getting to that exit. For example "Go for the wooden door by ducking underneath the wires" or "Swim through the water to that ladder, then climb up the hatch". The method of exit may cause side effects, but will rarely fail ("Go for the door behind that wall by walking through said wall!" Will yield no results and you may be punished for stupidity).
Active Pokemon
Since you never know what might be around the corner, all trainers must have an active Pokemon out for the duration of the Adventure. The Active Pokemon
- Stays out of its ball, and thus may be subject to environmental factors.
- Will be automatically sent out first in the case of a battle.
- Can be used to issue room based actions eg "Use Strength to push that boulder out of the way!" or "Use Brick Break to bust through that wall!". Pokemon in their balls can not use actions.
- Are assumed to be able to follow their trainers anywhere, even if they logically shouldn't (Come on Magmar! Let's swim down there and climb through the door of that sunken ship!). This is for simplicity.
Battles
There is a variety of different opponents to be encountered during the Adventure.
- Wild/Rogue Pokemon are the most common type. Wild Pokemon have lowered HP and possibly lowered stats (to reflect their lack of training and also because there's a lot of them and they may gang rape you). They have no abilites for the sake of simplicity, limited movepools (level up up to 25, maybe a couple of others) and will select moves and targets semi-randomly (this will differ depending on the Pokemon).
- Trainers will occasionally appear to battle you. Their Pokemon are normal strength, and their moves and targets will be logical yet simplistic (so "Surf that Rock Type", but not "combine twister and fire blast to create a whilrling inferno!")
- Bosses. Bosses are very powerful Pokemon (and sometimes not even quite Pokemon....). They will often display atypical stats, moves they can't learn/don't exist, and may have other nice little perks such as being able to attack more than once in a turn, summoning minions or having a protective barrier. There is a boss at the end of every Chapter, but minor bosses may also appear beforehand. Since bosses are pretty tough and can be kind of bullshit (you will hate these guys seriously) you will generally recieve some small hint that they are coming and be given a chance to heal.
After a battle, Pokemon will be healed slightly, but not entirely; health and energy will be restored a little (maybe 10-20%?), and status may be downgraded but not removed. Also, Pokemon will never be healed to a healthier state than they were in before the battle.
Rewards for Users
Fun! .... Not good enough? Ok Fine. Rewards will be given when the Chapter is completed successfully. For simplicity, and because the amount of actual battles can vary greatly from adventure to adventure, Pokemon used by players will recieve a preset amount of EC, MC and DC depending on the Chapter the exact amount is uncertain for now, but given the potential length of the adventures it will probably be a lot.
There may also be some other special kind of token to buy some specialist prizes or something. Maybe VC like the raids which can be used to by prizes from there? Idk. There will probably also be added bonuses for uncovering certain areas or objects, defeating specific enemies etc, but this is all up in the air at this point.
In the case of a loss ie when all of your Pokemon have fainted, you'll still recieve prizes, but these will be notably less.

This Space is reserved for stuff I forgot.



Any questions? Comments? Criticisms? Might also need some help if anyone wants to.
 
Perhaps we should compare ideas? I don't want ours to seem too similar. I guess if push comes to shove and only one gets green-lighted, your idea for the plot is more in depth than mine...

Here's a shot at fleshing out the Gallery:


-Temperantia's-
Nightmare Gallery


Summary:
It's a raid-esque RP, (series of battles culminating in a boss) for two players that features much more RP'ing in the form of a Choose-Your-Own-Adventure style of storytelling and dialogues. Each "Portrait" (mission) has two branching paths with different encounters and puzzles.​

The last thing you remember is falling asleep. You then wake up in a darkly lit room in which there is a large door. You push it open and stumble into what looks like an art museum, only the paintings are suspended in mid-air because there are no walls. You happen upon other ASB players in the same poredicament as you, and start conversing. Soon, everyone hears a booming, ominous voice welcoming them to the Nightmare Gallery. They are then encouraged to partner up and attempt the paintings' challenges. Seeing no other way out, you find a partner in the "lobby" of the Gallery and choose a painting to challenge. As you and your partner touch it, an odd light glows and both are whisked into the painting's world.


Portraits:
3 Paintings will be open to the start. After completing them, another 3 will open to those who finished any of the first three. There will be both a Hard and Normal setting for all stages. Each painting has a path for each trainer that they must complete independantly from their partner. At the end they will both reune at the boss's lair provided they both succeed with at least one Pokemon intact.​

At the moment the first three paintings' titles are:
-The Honorable Liar (Paths of Deceit/Justice)
-Dreams of a Dancer (Paths of Luxury/Modesty)
-A Spiteful Queen (Paths of Pride/Doubt)​


Pokemon/Battles:
Each trainer is required to submit two (Normal) or three (Hard) Pokemon in their initial challenge. Before the boss, each team will progress in a Singles style with an active starting Pokemon that is automatically sent out first in an encounter. These battles will range from fighting one Wild Pokemon at normal strength to fighting a Horde of weaker ones. If the active Pokemon falls, the next will take it's place and so on. The Pokemon will fight between three and nine battles (depending on difficulty and success in the puzzle sections) with a limited amount of "Rests" in between. Rests restore health and energy of all Pokemon, while reviving fallen ones too. Because the encounters get harder as the stage progresses, it may be better to fight with weakened Pokemon than to use a Rest early on.
All Pokemon are restored at the Boss's lair, and each Player sends out all their Pokemon againt the boss. (Ie Tag Doubles in Normal, and Tag Triples in Hard.)​


Enemy Details:
Horde Enemies will often be either weak unevolved Pokemon or just Pokemon with much lower Stats and a curtailed movepool.
Wild Pokemon have the exact same stats as they're normal ASB counterparts, and have a movepool consisting of all the Level-Up moves they learn, but nothing else.
Boss Nightmares are not exactly Pokemon, and thus have heightened Stats, (equivalent to a Pokemon with two nature boosts in different stats, with no drawbacks) and a movepool consisting of a variety of moves, (I know I'm being vague) including 1-2 Unique Boss Attacks (See Zarator's Bosses' techniques.) Bosses have the same threat mechanics as in Raids and may have additional immunities depending on the difficulty or individual encounter.​


Storytelling/Progression:
Aside from the initial Path Choice at the stage's beginning, there will also be a few CYOA choices throughout the course of the stage. Do you untie the injured Pokemon. It may help in your next battle, or it may be your next battle... These choices will be made through PM sent between the player and whoever is running the mission, and the results will be mostly RNG-based (though there will be clues about the best choice, beforehand). In addition to these choices, there are also multiple "Puzzle" Sections, such as deciphering a cryptic map, or crossing a stream without using too much energy. These puzzles and their solutions will too be sent through PM. The player passes the puzzle if they send in a correct solution before a pre-designated time limit. If a player succeeds in one of these challenges, they will either have an easier Pokemon encounter awaiting them, or be able to bypass it altogether. Both players' progress (either on a drawn map or just in terms of Area 1, etc.) will be posted in the thread for their Gallery Challenge.​


Rewards:
Each Player will receive only a KOC for each full-powered Wild Pokemon felled, and a KOC for each Horde of Pokemon that is destroyed in the stage. For the boss fight, the player will receive an additional 3 or 5 TC, double the appropriate counters for a normal PvP battle and perhaps a unique award akin to the Raids' glyphs.
The purpose of this reward system is to have players try not to have those unnecessary battles before the final battle, as they will just be wasting Health, Energy and Rests for a sole KOC; reducing their chances of making it to the boss.​



That's my in-depth idea. Any help on the Rewards section would be great, since the rewards there are mostly placeholders until I figure out an appropriate amount with other RP-runners' feedback. Any other feedback would be appreciated, too.​
 
Hmm... they're definitely somewhere near the borderline between similar and too similar. The Nightmare Gallery appears less plot driven and more straightforward/linear than mine, but similar all the same. (Reminds me alot of All-Star/Boss Battles in Brawl)

Perhaps we could combine them to an extent; develop them under the same system, but still separate adventures and have something like a "CAP ASB Adventure Zone". Similar to the Raid Zone there are a variety of different Adventures with the Nightmare Gallery and MND mystery among them, and maybe some other adventures that we or others come up with.
Of course if we do this some adjustments will have to be made to someone's intial premise. I don't think this would be too much of a problem though. In fact, I think the Nightmare Gallery can be modified to fit into the MND system without any actual gameplay changes (unless I've misunderstood aspects of your concept).
Each stage in the gallery translates seemlessly into one room in my system as far as I can gather, and the phases in each room would go as follows:
- The Room will be described with reasonable depth, possibly with the aid of pictures (which may be crude/drawn by me).
This seems perfectly apt for both ideas. I don't know how detailed the Nightmare's are, but I think some description is required, at the very least enough for battlers to know the possible conditions of the Arena.
Also, though you haven't explicitly said so, I get the impression that NG is meant to be a sort of immersive and atmospheric experience, so I'm presuming you probably intended to describe scenes in some level of detail.
- Any encounters which must happen immediately (generally battles) will take place, using the Players' current active Pokemon (more on that in a sec).
Again, this is a given.
- Each player will be given a chance to change their active Pokemon.
Again, no real problem here. If you feel that players should be disallowed to change active pokemon, there can just be a "No Switching" Rule for that particular adventure (and maybe others in the future, who knows?)
- Each Player will then have a number of actions...
This could be modified in the Adventure ruleset to go on to say "The amount of actions, as well as the kinds of actions that can be used will differ from adventure to adventure". In MND, three actions that include almost anything; in NG only one action that depends upon the room's contents (eg Your actions choices are: Untie Pokemon OR Leave it be).
- Players will have a chance to use items to heal their Pokemon and whatnot before progressing to the next room.
Where you've got rests that can be taken, this can probably be replaced by just having item/s that can't be regained later in anyway. These could be an amount of the regular items like potions, revives, full heals etc, or in NG's case a certain multiple of one special item (Dream Juice?) which applies all the restorations you've specified.
- The players will then decide how to leave the room...
Again this could easily differ from adventure to adventure. In NG's case, this phase would probably just be skipped with players being ushered to the next room automatically (since it's a mostly linear progression as far as I can tell).
Alternatively, if you decide it would be better you could have the Gallery more open, but this is entirely up to you.

As concerns the opponents battled, your Horde Pokemon seem basically like my Wild/Rogue Pokemon (and honestly I like the terms "Horde" better), and the normal Wild Pokemon seem just like Trained Pokemon, or some of the normal strength Wild Pokemon I was considering including. Your bosses, though comparatively weaker (I think) seem almost identical to mine in Principal, though I'm not entirely keen on ALL of Zarator's boss rules.

The amount of Pokemon used by the Trainer is something I was probably going to vary from Chapter to Chapter, so from Adventure to Adventure is no stretch at all. Sending out all Pokemon against a boss at the same is not ideal for the amount of Pokemon used in MND, but we could easily standardise this as say two Pokemon per player per boss or again just differ it depending on adventure/chapter/difficulty etc. As concerns the other battles we both only have one Pokemon per player per battle at a time, so again no changes need to be made.

The only key difference remaining is that in Nightmare Gallery the players are forced to split up, while in MND they generally stay together unless circumstances demand otherwise. But once more, this can basically be taken as seeing the "otherwise" factor to always be in effect for NG. :D

So yeah, I think we can work together and make this happen with no major adjustments to either system.
So what do you say Temp? Does this sound reasonable to you?

I hope so because I spent a fuckload of time typing it. :D

If you're wondering, I only adjusted the systems this way because mine is a little more indepth than yours (as far as I can tell by your descriptions); while yours can be transmuted to fit my system with little to none significant changes, to do it the other way around would probably require a bit of "dumbing down" of MND.
 
I wouldn't say "dumbing down" per se. :p
-Perhaps I didn't explain it in enough depth or didn't give more varied examples. but there's often more than one choice to my RP options.
-Yes, of course the dreamscapes would be explained in detail. That should be a given.
-We also must be on different wavelengths when you say mine is more Linear, too. In my vision at least, there are several branching paths along the way to the endpoint. Also, I'd imagine mine would be much more open than yours, as when I picture yours I see factories and TR hideouts.
-In regards to the Horde Pokemon, just checking to see if we understand each other, but I do mean having to fight multiple pokes at a time (as in being outnumbered.)
-On bosses, HaHaHaHa! You think my bosses are gonna be easy? Fat Chance. I was going to step the difficulty up to 11. I planned for my stages to seem far more hopeless for the player than Zary's raids (ie Nightmares.) They're routinely outnumbered, they have to make good choices or waste valuable time and energy, and the endbosses are going to be tough.

I'm not necessarily disagreeing with your idea to merge, I'm just clearing up some misconceptions.
 
We've done a few Metronome battles on IRC and I thought it would be cool to have an RP where people can go to have these battles without having to buy a Pokemon with Metronome and spend 3 MC (usually) to buy the move.

Metronome MAYHEM!

Want to have a battle where (almost) anything can happen? Then you've come to the right place! Here's how these battles work:

1v1 Singles or up to 5 person Melee or 1+1 vs. 1+1 Tag Battle
2 day DQ
no chills/unlimited recoveries
All abilities
No items

The arena is as follows:

Arena: Mystical Metronome Arena!
A strange aura envelops this arena that instantly wipes the memory of any Pokemon that steps inside it of any moves they may have known. However, it also grants them the ability to use Metronome, regardless of whether or not they can actually learn the move. The arena constantly grants the Pokemon within it energy to fight, effectively giving them unlimited energy. Metronome can't select the usual moves that it can't select, as well as Taunt, Torment, Disable, Imprison, and anything else that would prevent the use of Metronome.

Once your match begins, you must place a bet of at least 1 TC on the result of the match. If you are correct, you win double your bet. If not, you lose your bet. In the case of a draw, both trainers get their bet back. Your Pokemon gains the usual counters for the match (1 EC, 2 MC, 1 DC, and 1 KOC for every KO it gets).

Between each round, each trainer MUST post, even though actions aren't required. This is an RP, so roleplay! Encourage your Pokemon, bemoan your bad luck, trash talk the opponent, or do something else entirely! If a player doesn't post within 2 days (DQ time) then the non-DQed player wins the bet regardless of the actual result (meaning he gets double his bet), and their Pokemon gets a KOC.

Refs will get BT equal to the amount of RC they would get for reffing a normal version of the same size match + 1 due to the extra RNG rolls for the moves being used as well as the length of the matches. For example, a 1v1 singles would reward 3 BT.

Challenges should be done in a similar fashion to the Battle Tower; Either post an open challenge with the type of match you want (Singles, Melee, or Tag) or challenge specific people. One of the MM refs will pick up your match and make a thread for it in the Social Group that I will be making to avoid clogging up the forum with a bunch of extra Metronome Matches. You can only be in one Metronome Match at a time, but it doesn't take up a battle slot. However, once your match ends you must wait 3 days before making a new challenge to avoid overloading the refs.

I think that's everything. Concerns? Comments? The rules for taking up battle slots and time between matches aren't set in stone; it'll largely depend on what Deck says.

EDIT: Deck says RPs aren't being accepted right now, so I guess this'll have to wait. If anyone wants to do a metronome battle they could use this arena though!
 
Pokemon Day Care

...No, it's not the free tokenfest that you're imagining it is. You pay 1 TC for two Pokemon to be taken care of for the duration of a battle (battles can overlap, but only two of your Pokemon can be in the Day Care at any given time). Naturally, being in the Day Care precludes your Pokemon from any other activity. While your active Pokemon battle, your Pokemon in the Day Care will learn one random level-up move each. Although, there IS a reason to keep your Pokemon in Day Care when it has its entire level-up movepool...

BREEEEDIIIIIIING

That's right, breeding. If two compatible Pokemon are in the Day Care for 2 battles, they will lay an Egg! If you carry that Egg around for 2 more battles, it will hatch! In case you're unaware of breeding basics (and besides, I've tweaked the system to fit ASB), here's what it entails:

The Pokemon need to have a matching Egg group (or one of them is Ditto)
The Pokemon need to have opposite genders (or one of them is Ditto)
The baby will be the species of the mother (or the non-Ditto partner if there is a Ditto involved)
If both parents know a move that the baby will learn via Level-Up, the baby will be born with the move.
If the father knows a move that the baby will learn via TM, HM, or Egg move, the baby will be born with the move.
In addition, the baby will be born with all of its under-Level 25 Level-Up moves.
If the mother is holding an Everstone, the detracting part of its nature will be passed to the baby (ex. if the father is Quiet and the mother isn't holding an Everstone, the potential natures for the baby will be Brave, Relaxed, Serious, Quiet and Sassy). In addtion, if the mother isn't holding an Everstone, the baby will be female if possible.
If the father is holding an Everstone, the boosting part of its nature will be passed to the baby (ex. if the mother is Adamant and the father isn't holding an Everstone, the potential natures for the baby will be Hardy, Lonely, Brave, Adamant, and Naughty). In addition, if the father is'nt holding an Everstone, the baby will be male if possible.
If both parents are holding an Everstone, the baby's nature will be a combination of the boosting part of the father's nature and the detracting part of the mother's nature (ex. if the father is Quiet and the mother is Adamant, and both are holding Everstones, the baby will be Brave-natured).
You may be wondering how to obtain an Everstone, but it's fairly simple: You may buy them from the Day-Care Center for 2 TC. They have jack-diddley-squat of an effect in-battle.

However, the TC isn't the only cost: you also have to RP it. In general, you'll have to write 1-3 paragraphs each for the battle your Pokemon was watched over during, the progress of each mon, and the interactions between your mons. You can write about any existing Eggs if you like, but there really isn't much meat to that bit. In addition, it costs 1 TC to withdraw your Pokemon from the Day Care.

Not entirely sure on how the people running it (naturally including myself) should be compensated, but I know that at LEAST one other person is going to be on staff.


So yeah, that's the idea. Thoughts, comments, and criticisms welcome!

EDIT: Reduced length of time required and changed how Everstones work to make getting better-natured mons more practical. Also, @Steampowered, not harsh at all; I'm glad you were completely honest with your input.
 
Terrador, the idea fits perfectly with role playing, but not so much with CAP ASB

I personally like the idea however the big problem that I see with it is that you're breeding Pokemon, and to breed Pokemon you need the female of that Pokemon already. For most people in ASB there's no point in getting a Pokemon that they already have. Even if you get a Pokemon with all the level up moves you still have to evolve it and unlock everything all over again. Within the time limit you allotted (5 battles in the daycare, 5 battles to hatch it, 10 battles total) I can purchase a Pokemon and fully evolve it without the need of breeding and then get all the important moves from earned MC (in 10 battles you would get 20 MC and once fully evolved you get 3 MC per battle). The only practical use I can think of is trading.

The reason why it works in-game because of the fact that it can help you get egg moves, get a better nature and get a different gender. Because of the fact that you can get egg moves with MC makes this pointless in ASB. The same goes for the natures and gender. Because they're both decided by the trainer when they chose their Pokemon there's no need to breed.

Now I realize that all of this is kind of harsh, and I do like the idea (I just don't see it's use) so I'll tell you this: It you want the breeding center to work you need to make the offer better for trainers or else there's no point in coming to the center as it's impractical.
 
As with everyone else, I as well am anticipating the arrival of the gyms (if they ever are implemented)

They're such a good RP for CAP ASB. They would definitely be a lot of fun for everyone at ASB

Anyways when might they be implemented (if they ever are)?

At the moment I'm gunning for the Water gym (sorry mewtwo15026, it looks like you might have some competition) cuz I have 3 water types currently (Swampert, Piplup, Chinchou)

Edit:
Chinchou has only one more MC till he evolves and I'm working on Piplup, when all fully evolved they all their typing works real well together (Ground, Steel and Electric), I also plan on getting a Lotoad to get a Water-Grass type
 
And I have four for the Poison Gym. (Scolipede, Toxicroak, Nidoran and Budew.) I should be able to evolve the NFE's in a decent amount of time; if we're doing a progression system for the badges I'd want the gym to be later gym anyways (4-6). I also plan in eventually getting a Zubat and Skorupi, allowing my gym to be fought in triples too.
 
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