I'd probably be down with making a Town Map / Region-making, but that'd probably depend on the game's Story / Plot.Good to know, even if it will only come into play later.
I'll be up for tedious stuff like stat-editing and wild-editing, but don't expect anything too spectacular, since I don't even know how to use ASM myself.
also, speaking of fog, how about we make hail increase both defensive stats on ice-types by a small amount? Something like 10% or 20% (also, shouldn't ghost-types get the perfect accuracy since it's more of a ghost-ish weather? the only thing it's doing for dark is with giga impact/hyper beam, neither one of which make sense to get boosted in fog)
As for the crit/secondary effects editor, I'd be up for it but it sounds like an absolute nightmare to implement in a gen III ROM, if we are going that direction.
Dynamic level scaling. Grinding in pokemon games is ridiculously overpowered. It breaks the difficulty curve when you can just spend some time to train your party in the grass to be able to beat the next leader. I think that there should be something that reads your party's highest level and then sets the enemy leader's party to be 10 (or however many levels you think are good(maybe like 25 levels for E4)) levels above it.
I'll be up for tedious stuff like stat-editing and wild-editing, but don't expect anything too spectacular, since I don't even know how to use ASM myself.
also, speaking of fog, how about we make hail increase both defensive stats on ice-types by a small amount? Something like 10% or 20% (also, shouldn't ghost-types get the perfect accuracy since it's more of a ghost-ish weather? the only thing it's doing for dark is with giga impact/hyper beam, neither one of which make sense to get boosted in fog)
As for the crit/secondary effects editor, I'd be up for it but it sounds like an absolute nightmare to implement in a gen III ROM, if we are going that direction.
lel screechI'll be up for tedious stuff like stat-editing and wild-editing, but don't expect anything too spectacular, since I don't even know how to use ASM myself.
also, speaking of fog, how about we make hail increase both defensive stats on ice-types by a small amount? Something like 10% or 20% (also, shouldn't ghost-types get the perfect accuracy since it's more of a ghost-ish weather? the only thing it's doing for dark is with giga impact/hyper beam, neither one of which make sense to get boosted in fog)
As for the crit/secondary effects editor, I'd be up for it but it sounds like an absolute nightmare to implement in a gen III ROM, if we are going that direction.
I think all ghost type moves have perfect accuracy. So it would make no sense for ghost type moves to gain perfect accuracy.
Evasion boosts should not be considered.
And for Nether/Ghost to have perfect acc just for that and 'screech' is pointless.
Dark is an offensive typing, with many powerful moves that don't have perfect accuracy. (Hyper Beam, Giga Impact, Outrage) and by making them have perfect acc, it makes the weather strong for dark types.
So seriously, I don't even see why this would be argued.
I'm going to state first and foremost that a community hack is not a bad idea, but there are several things to take into account when making one. One of the big ones is the following: If you cannot offer anything to the table at all, except a vague idea of what you want, then you really shouldn't propose a group hack - if anything it becomes more like "I want people to make this game for me while I sit back and tell people what to do." That's not a community hack. Based on your opening post alone, I highly suggest reevaluating what exactly it is you want. A leader is one who sets the bar and lives up to it, not the one who places the bar and says "Impress me".
Going over the individual ideas, some of them are very outlandish, if not impossible without knowing gratuitous amounts of ASM to make them work. If you or anyone else working on it is not willing to learn ASM, then there's no point discussing heavy mechanic changes, such as those proposed for the Critical Hit system. Anything with a meter suggestion would require massive overhauls to the game engine itself. If you have no idea how to do that, then you're stuck with using the default RNG-based System (Personal opinion, removing the RNG from Pokemon would just make it Yet Another Stale And Repetitive RPG).
The other thing I want to bring up is the Hidden Move suggestion. That's probably completely impossible unless you're willing to learn ASM. If you're not, there is a much simpler solution of creating HM Items/Exploration Items (Such as an Axe/Boat/Lantern/Etc) which can take the places of such moves. You can also take the route that Unnamed did and make HM moves forgettable in the field. I don't know how DoesntKnowHowToPlay did it, but I'm sure he'd be willing to direct you on a place where you could learn how to do it.
One last bit of advice; while I may not be a board moderator, I highly suggest avoiding Double Posting in the future if you're replying to two different posts with a barely substantial reply. Unless your next post has massive informative news, edit your first post accordingly next time.
Well the other idea I had was if it isn't possible, just change crits to 1.5x. I forgot to put that in my first post.
Adding some more trade evolutions to puppets could be a neat idea. They could allow for some unique puppets that either wouldn't fit as a shard evolution or could be used for the bonus of adding new puppets to your hack without it interfering with
the continuity of the current shard evolutions.
The List:
Meiling -> Lie Meiling (Evil Meiling from the future from a fan work, would be similar to Alice -> Dark Alice.)
Sakuya -> Inu Sakuya (sometimes labeled as "WSakuya.")
Remilia and Flandre -> "Scarlets" A sisters duo like Aki Sisters.
Lunasa, Lyrica, and Merlin -> "Prismrivers" this is actually a puppet in some unofficial JP patches.
Ichirin -> Solo Unzan
If you choose to add DDC characters, Benben and Yatsuhashi -> Tsukumos.
That's just a couple ideas I have floating around.
I don't know what ZXNova's saying I wouldn't say no to Inu Sakuya. (although it'd typing would confuse me. beast/steel? beast/reason? beast/ice?) She'd probably get a massive re-stating though compared to whatever she had in the various hacks she appears in.
As for the other puppets, I feel like Lie Meiling's more of a shiny pallet then anything. Maybe she could be like a scripted encounter, a normal Meiling forced shiny with a dark move that Meiling dosen't normally get? the other ideas aren't bad, but if you want a pair suggestion, why not a Mystia/Kyouko puppet? I know there's a sprite for it floating around out there.
Also to bring up something for way earlier, OH HELL NO on the anti-grinding idea elyk mentioned. I know we could use some sort of anti-griding but I don't think it should be THAT extreme. scaling gym leaders based on your own levels would defeat the whole point of engaging in non-important battles IMO. (well, outside of catching more pokemon/removing roadblocks)
I'd say a good way to curb it is to either use B2/W2's EXP system or modify it so that wild pokemon simply give out NO exp if you are a certain level higher then them. (trainer pokemon still give out normal EXP since you can't really "grind" off them, vs. seeker aside) That way you can still "grind" but there's a clear level-limit that can be defined. There will still be overgrinding for the people who like their emulators running at 1000% or don't mind the tedium, but that's unavoidable in any RPG. unless you are paper mario sticker star, and well, look how that turned out.
One last thing is that I personally recommend we go with "puppets" and not "Bonéka" since, to be honest, I kinda have a bias against that word since I mentally associate it with achiya's stuff... not to mention that "puppet/puppets" just sounds a lot smoother to me.