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Author Topic: Rewriting Pokemon (PTU) To work Brainstorm/minor *unstarted*  (Read 887 times)

Neonivek

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Rewriting Pokemon (PTU) To work Brainstorm/minor *unstarted*
« on: January 13, 2015, 12:57:50 pm »

So I've been looking at PTU (which I can never remember the name of) for a long time to the extent where I actually was part of the original beta tests.

I always wanted to see a sort of Pokémon or Monster Rancher type system be made into a RPG and thus I watched the system and read it rather closely...

And the results were!!! not very good.

I understand where the creators were coming from to an extent. They wanted a sort of mix between the games, anime, and manga where Pokémon could be specialized and trained. As well where even puny pokemon could possess great power. As well moves weren't really meant to be "100% accurate" the sort of fighting you would see in the anime.

With Pokémon feeling more trained and unique.

Yet the system just doesn't work for quite a few reasons.
1) Stats don't matter EXCEPT whether or not they are higher then other stats. If you really wanted to you could make just about any pokemon exactly the same...
2) Stats just don't work well and sometimes they are just flat out broken.
3) Pokémon meant to be "defensive" or "offensive" in the games or anime do not have this role in the RPG
4) Moves often feel either unaided or overwhelmed by pokemon stats.
5) Bosses are easy... I mean honestly...
6) Mega is usually meaningless. +4 to all stats (except HP of course) would be somewhat of a boost, but it isn't game changing.

I could go on but suffice it to say I find their attempt to be a bit broken.

So for my attempt to rebuild a system that can handle it I built up some goals
1) Pokémon need to feel distinct whether they are at the first level or last level
2) Pokémon MUST be customizable, improved, and adjusted in some way
3) Defense and Offense must function
4) Moves must function on their own.
5) Pokémon can go from level 1-100 and each level gives them bonuses.
6) Pokémon Personalities do something?
7) Bosses are genuinely terrifying and tough for even groups of pokemon without being adjusted

This is just Part 1

So for my first attempt here is what I am going with

-Brain Storm 1 Attributes-

For HP, Attack, Special Attack, Defense, Special Defense, Speed a Pokémon has a Rating from F to SSS. (I am thinking of adding a + or - to the system as well, for minor adjustments)

Each of these letters determines how high an attribute is each level. So when a pokemon levels up you check the chart for the level, compare the letters and there you go.

As well pokemon can specialize or get improvements and thus go up or down letter grades.

-Brainstorm 2 Attacks-

One of the other issues with the system is that attack and defense give straight up bonuses onto attacks. Yet the game and anime don't exactly do it that way.

My theory is sort of like this

A pokemon has 2 attack, and the opponent has 1 defense... It uses tackle which has 2 in its power... there is no stab.

Essentially the Pokémon is attacking with a standard move with a total power of 3. Thus I look at the chart and roll the damage.

(YES! Book keeping and referencing charts IS the big weakness of this system.)

The problem is that I don't know the math that would allow this sort of system to work. As well when the numbers get larger, it can turn defensive pokemon into outright walls OR worse at lower levels make some moves absolutely dominating.

----

When I am done with this... I am going to turn this into its own homebrew system.
« Last Edit: January 13, 2015, 01:43:11 pm by Neonivek »
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Neonivek

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Re: Rewriting Pokemon (PTU) To work Brainstorm/minor *unstarted*
« Reply #1 on: January 16, 2015, 12:16:12 am »

F-
F
F+
E-
E
E+
D-
D
D+
C-
C
C+
B-
B
B+
A-
A
A+
S-
S
S+
SS-
SS
sS+
SSS-
SSS
SSS+

Now for this lets assume that a grade of C means a stat point will be earned every level

C

And that these stats assume a growth determines by levels 1-10...
F-= 0
F=  1
F+= 2
E-= 3
E=  4
E+= 5
D-= 6
D=  7
D+= 8
C-= 9
C= 10

Now lets assume the growth to S+ occurs the same manner

C+= 11
B-= 12
B=  13
B+= 14
A-= 15
A=  16
A+= 17
S-= 18
S = 19
S+= 20

Now the issue with all of these is that at higher levels the number difference ends up incredibly immense.

At level 50 for example... S+ which is peak performance ends up being 100 and C ends up being 50.

This is possibly something that should be intentional when we consider HP... but defense should factor in....

Then there is the scaling of level 1...

It is probably advised to scale things for level 1, the letters themselves should have value. With F being 3 and S being 15

F: 2
E: 4
D: 6
C: 8
B: 10
A: 12
S: 15

Though perhaps it is simply to allow their rating +1 to be the function. Especially since F- being a 1 and always being a 1 might be good for Shedinja which has 1hp.

This is all assuming linear growth and that I am going for the lowest numbers I can muster.

SS and SSS are boss numbers. They don't follow the same scale.

---

Possibly solution to the Defense problem.

One solution I thought of is simply to have defense go on a different scale of growth. It would mean that high defense makes a difference against mediocre damage. As well since HP is technically a form of defense it layers onto it.

One thing I do not want to resort to is allowing level to be part of the damage formula.

The issue with that is simply aesthetic. The numbers are smaller, so they are less appealing to the players.
« Last Edit: January 16, 2015, 12:25:34 am by Neonivek »
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Neonivek

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Re: Rewriting Pokemon (PTU) To work Brainstorm/minor *unstarted*
« Reply #2 on: January 19, 2015, 06:17:49 pm »

I think I will allow SS and SSS to be normal attributes and allow for legendary pokemon to have them normally.

Why? because moves that buff and debuff could be simulated by raising their letter grade.

Anyhow so... Here are the starting stats

F-: 1
F: 1
F+: 2
E-: 2
E: 3
E+: 3
D-: 4
D: 4
D+: 5
C-: 5
C: 6
C+: 6
B-: 7
B: 7
B+: 8
A-: 8
A: 9
A+: 9
S-: 10
S: 10
S+: 11
SS-: 11
SS: 12
sS+: 12
SSS-: 13
SSS: 13
SSS+: 14

Lets use that for starting stats...

So lets arrange this for the first 10 levels... or 50...

Now at the rate things increase basically... things get more frequent as you level up. I am going to assume the starting value is independent of stat increase... and that you don't get a stat increase first level... but level 2 and on you get a bonus points
x/x is level 10 and level 50

F- (0): 0/0/0/0/0/0/0/0/0/0 Total for level 10: 1
F (1): 0/0/0/0/0/0/0/0/0/1 (TOTAL 2/6)
F+ (2): 0/0/0/0/1/0/0/0/0/1 (Total: 4/12)
E- (3): 0/0/1/0/0/1/0/0/1/0 (Total: 5/17)
E (4): 0/1/0/0/1/0/1/0/1/0 (Total: 7/23)
E+ (5): 0/1/0/1/0/1/0/1/0 (Total: 8/28)
D- (6): 0/1/0/1/1/1/0/1/0 (Total: 10/34)
D (7): 0/1/0/1/1/1/0/1/1 (Total: 11/39)
D+ (8): 1/1/0/1/1/1/0/1/1/1 B1 (Total: 13/45)
C- (9): 1/1/1/1/0/1/1/1/1/1 B1 (Total 14/50)
C (10): 1/1/1/1/1/1/1/1/1/1 B1 (Total 16/56)
C+(11): 1/1/1/1/1/1/1/1/1/2 B1 (Total 17/61)
B- (12): 1/1/1/1/2/1/1/1/1/2 B1 (Total 19/67)
B (13): 1/2/1/1/2/1/1/2/1/1 B1 (Total 20/72)
B+ (14): 2/1/1/2/1/1/2/1/1/2 B2 (Total 22/78)
A- (15): 2/1/1/2/1/2/2/1/1/2 B2 (Total 23/83)
A (16): 2/1/2/2/1/2/2/1/1/2 B2 (Total 25/89)
A+ (17): 2/1/2/2/1/2/2/1/2/2 B2 (Total 26/92)
S- (18): 2/1/2/2/2/2/1/2/2/2 B2 (Total 28/98)
S (19): 2/2/2/2/1/2/2/2/2/2 B2 (Total 29/103)
S+ (20): 2/2/2/2/2/2/2/2/2/2 B2 (Total 31/109)

Ok well that was a lot of work...

I will try to think of moves... as they should have "tiers" of damage at least in conception...

I'll use 5 tiers... I remember how they work.

Fury Swipes is 1, Tackle is 2, Swift is Tier 3, Megapunch is Tier 4, and Hyperbeam is Tier 5.

Basically that the tiers kill you early on... but gradually let up a bit...

Also if anyone wants to comment or anything go ahead... though I admit there isn't a lot of say here...
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