Welcome to Gaia! ::

The Official Pokémon Guild

Back to Guilds

Gaia's #1 Pokémon Guild. Come talk, trade, battle, or just hang out! 

Tags: Pokemon, Black White, HeartGold SoulSilver, ORAS, Nintendo 

Reply Public Archives
Pokemon World : Kanto Beginnings! ((OOC)) Goto Page: [] [<<] [<] 1 2 3 ... 45 46 47 48 49 50 51 52 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Mr Popo in your mouth

PostPosted: Sun Dec 26, 2010 12:00 pm


Keep Morter. get rid of silver.

make it 500 years in the future.
PostPosted: Sun Dec 26, 2010 12:35 pm


Lol 500 years? I don't know if thats do-able but having it set a little in the future wouldn't be out of the question.


I had an idea the other day about having it set before Team Rocket came on the scene. I'm thinking small gangs run the larger cities but are for the most part unorganized. Silph co. wouldn't have invented certain things like the Master Ball or Silph Scope. Perhaps the gyms and League are just being established, which would open up a lot of new material for us to create. What do you all think of this idea?

Raskal56


I hate faygo

5,250 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Sun Dec 26, 2010 12:43 pm


I like it and I honestly would not mind creating a new character.
PostPosted: Mon Dec 27, 2010 2:58 am


Well until Febuary I'll be busy continuing my Story, My other RP's, School, and Life.

For those who want to read it, it's right over here. Be warned; I wrote this back in July so the english's a little off.

blue-alien


I hate faygo

5,250 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Tue Dec 28, 2010 7:37 pm


So, are we making new characters? If so, I will commence creation and square Drake away.
PostPosted: Tue Dec 28, 2010 7:58 pm


How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.

Raskal56


Mr Popo in your mouth

PostPosted: Tue Dec 28, 2010 10:05 pm


Raskal56
How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.

@first idea- sure as long as we get to keep any levels our poke's already have.

@second idea- no. the reason we rp is so we aren't playing the game. If I want to write about how my machamp caught a dragonairs iron tail with his bare hands then I will do so without a dice roll telling me if it succeded or not.
PostPosted: Wed Dec 29, 2010 1:39 am


Raskal56
How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.


I like your first Idea,

For your Second. I think Dice should only work for things like Critical hits and Dodges. Here I'm putting out an Idea.

It's a battle system for my guild. Basically, you generate a random number. If that number exceeds the requirement, then it'll be applied either next attack or next turn.

In my guild, Critical hits are judged on a generated number between 1-50, if the number exceeds 25 then the next move will critical hit.

Dodging: You generate a number between 1-75. If the number exceeds 30 the opponent's move will be successfully dodge. However for each successful dodge, in a roll then number increases by five until the dodge roll fails or it hits 50.

How about a Stat system?

blue-alien


I hate faygo

5,250 Points
  • Hygienic 200
  • Peoplewatcher 100
  • Invisibility 100
PostPosted: Wed Dec 29, 2010 11:03 pm


I'm fine with the first idea, but I am not a huge fan of dice rolling.
PostPosted: Wed Dec 29, 2010 11:13 pm


blue-alien
Raskal56
How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.


I like your first Idea,

For your Second. I think Dice should only work for things like Critical hits and Dodges. Here I'm putting out an Idea.

It's a battle system for my guild. Basically, you generate a random number. If that number exceeds the requirement, then it'll be applied either next attack or next turn.
Yeah this is what I was thinking

In my guild, Critical hits are judged on a generated number between 1-50, if the number exceeds 25 then the next move will critical hit.
Crit half the time? No way. I like the idea but it should be harder to crit, like 15% or something smaller.

Dodging: You generate a number between 1-75. If the number exceeds 30 the opponent's move will be successfully dodge. However for each successful dodge, in a roll then number increases by five until the dodge roll fails or it hits 50.
I think it should be like I mentioned above for criticals. Keep it a set number like 20% that can be influenced by certain moves like double team (+10% to dodge or something)

How about a Stat system?
I like the idea of a stat system but it would require a lot of work to figure out how to easily translate each pokemon`s individual stats from the games into a formula usable by us in the rp. Like assigning a number 1-10 for each stat and pitting that against the defending pokemon`s stats when attacking or deciding who goes first. its certainly do-able though. If we put our minds to it we could come up with a really cool system here.

Raskal56


Raskal56

PostPosted: Wed Dec 29, 2010 11:25 pm


Mr Popo is watching you
Raskal56
How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.

@first idea- sure as long as we get to keep any levels our poke's already have.

@second idea- no. the reason we rp is so we aren't playing the game. If I want to write about how my machamp caught a dragonairs iron tail with his bare hands then I will do so without a dice roll telling me if it succeded or not.


All we`re trying to do with that is have a predetermined way of setting how long a battle is and prevent them from being drawn out or becoming unbelievable. What happens if both sides are committed to winning? This allows us to have a definite winner and loser for each battle that isn`t subject to the interpretations of the reader. Otherwise you`d have to discuss each battle before its actually written out, at least with one another. All we`ve done so far is battle with npc`s, and while thats easy to do on your own, once you add another writer in the mix then ideas and preconcieved outcomes clash and get hard to untangle.

On top of that having a clear system for battling gives you a tangable goal to shoot for. It will make it so that you`re actually training your pokemon rather than making things up according to each individual`s interpretation of power levels.

You might think your Machamp is strong enough to catch my dragonair`s iron tail but if I think differently then we have a problem. The system we design will put an impartial answer to these unavoidable questions.
PostPosted: Thu Dec 30, 2010 4:11 pm


I forgot to mention: dodging and Critical hits will take a turn. Anyways.

Raskal56
blue-alien
Raskal56
How do you all feel about a system that lvls up your pokemon according to how many words you type? If any of you have ventured by the Air Gear themed guild "Live your life" you'll know what I'm talking about.

Say, every time you post a certain number of words, you'd accumulate points that could be put towards leveling up a poke, teaching certain moves, etc.

Also I know some of you may not be partial to the idea of dice rolling but I'm thinking its really the best way to keep things fair and moving along when it comes to a battle. Who wants to brain storm with me on how to make this work? I'm pushing for simplicity above all else.


I like your first Idea,

For your Second. I think Dice should only work for things like Critical hits and Dodges. Here I'm putting out an Idea.

It's a battle system for my guild. Basically, you generate a random number. If that number exceeds the requirement, then it'll be applied either next attack or next turn.
Yeah this is what I was thinking

In my guild, Critical hits are judged on a generated number between 1-50, if the number exceeds 25 then the next move will critical hit.
Crit half the time? No way. I like the idea but it should be harder to crit, like 15% or something smaller.

Well, How about at least 20% It also kind of depends on the luck of the draw.

Dodging: You generate a number between 1-75. If the number exceeds 30 the opponent's move will be successfully dodge. However for each successful dodge, in a roll then number increases by five until the dodge roll fails or it hits 50.
I think it should be like I mentioned above for criticals. Keep it a set number like 20% that can be influenced by certain moves like double team (+10% to dodge or something)

"Yeah, however think about this though; You stack up Double team lets say up to three times, it means that the other people will only get a 50/50% Chance in hitting. Meaning either the Dodge rate has to increase or the double team has to gradually diminish to make things fair.


How about a Stat system?
I like the idea of a stat system but it would require a lot of work to figure out how to easily translate each pokemon`s individual stats from the games into a formula usable by us in the rp. Like assigning a number 1-10 for each stat and pitting that against the defending pokemon`s stats when attacking or deciding who goes first. its certainly do-able though. If we put our minds to it we could come up with a really cool system here.

Well that's why you have me around. Well you said you want to keep things simple right? Well I think I have a way.

There are six stats: HP, ATK, SP.ATK, DEF, SP.DEF, and SPD.

Now if you want to select a pokemon take a look at the base value of it's stats. Now then. From there the highest base stats will have a 9 while the lowest will have a 3. And of course 5 points to put on a stat. In event of a tie in base stats they'll have the same amount

For example: Charizard has a 78 in base HP, 84 in Base ATK, 78 in Base DEF, 109 in Base SP.ATK, 85 in Base SP.DEF, and 100 in Base SPD. In translation it'll look out like this:

Charizard:
HP: 5
ATK: 6
DEF: 5
SP.ATK: 9
SP.DEF:7
SPD: 8


Then just distribute the five extra points.

For me It'll be like this:

Charizard:
HP: 7
ATK: 6
DEF: 7
SP.ATK: 9
SP.DEF:7
SPD: 9

However if you want to go a little more you can multiply the stats by 10.


Charizard:
HP: 70
ATK: 60
DEF: 70
SP.ATK: 90
SP.DEF:70
SPD: 90

That is; of course, if you want it that way.

blue-alien


blue-alien

PostPosted: Thu Dec 30, 2010 4:28 pm


For leveling up stats: For every word you type in you get points right? Well that's going to be interesting, I think that we can Utilize a Mechanic from the Valkyrie profile series; in the game every time you complete an objective, complete a puzzle or beat the area, you earn event XP, Event XP is basically XP stored in a bank in which you can distribute to your characters.

The way I see it, instead of every word, it should be every other word to give RPer's a fair challenge and to promote people into writing more lengthy posts rather then short posts that doesn't feel so, gripping.


@Mr.Popo: So you rather want an RPer to appear out of nowhere and just basically destroy your entire team with no reaction what so ever with and declare himself the winner without your consent or an RP where two people battle with pokemon constantly dodging; leading to an infinite loop that will lead nowhere and basically bore the hell out of the people; causing them to leave the RP? Fine by me.
PostPosted: Thu Dec 30, 2010 4:46 pm


blue-alien
For leveling up stats: For every word you type in you get points right? Well that's going to be interesting, I think that we can Utilize a Mechanic from the Valkyrie profile series; in the game every time you complete an objective, complete a puzzle or beat the area, you earn event XP, Event XP is basically XP stored in a bank in which you can distribute to your characters.

The way I see it, instead of every word, it should be every other word to give RPer's a fair challenge and to promote people into writing more lengthy posts rather then short posts that doesn't feel so, gripping.


@Mr.Popo: So you rather want an RPer to appear out of nowhere and just basically destroy your entire team with no reaction what so ever with and declare himself the winner without your consent or an RP where two people battle with pokemon constantly dodging; leading to an infinite loop that will lead nowhere and basically bore the hell out of the people; causing them to leave the RP? Fine by me.


No I`m hinking something a little different. Perhaps every 100 words you type gets you 1 point. Leveling up would cost so many points, as well as learning new attacks or even having your trainer do something spectacular (ie. backflip off a moving truck would cost 10 points). Completing certain objectives set by the "story-teller" could earn points too. Even winning a battle could gain you an extra amount of points.

For leveling up I think it would be fair to charge an investment of points equal to the level gained. For example my Pidgey is level 10 and I want to level it up to 11 so I spend 11 points. That means I would need to type 1100 words to level my pidgey. That can be done in just a couple short posts. If I want my Pidgeot to go from lvl 50 to lvl 51 I would spend 51 points meaning I would have to have typed 5100 words in order to do so. Again it isn`t asking much but it will at least ensure that people are inspired to post more rather than less.

Pokemon would learn attacks when they normaly would in-game by leveling up, but to teach a tutored move or discover a latent breeding only move you`d spend some of your points.

Now comes the question of how do we apply damage and tally HP?
Also how will we corrolate level increase to stat increase?

Raskal56


blue-alien

PostPosted: Thu Dec 30, 2010 7:39 pm


The way I see it, HP should be at least 2 or 2.5 times it's original value.

So let's say that the HP value of a pokemon is at least 6. is should be either 12 or 15.

As for stat increases: Again, base value.

Level up! Charizard:
HP: (5) (5 +1=6) 12+3=15
ATK: (6) 6 + 1 + 7
DEF: (5) 5 +1 = 6
SP.ATK: (9) 9 + 2 = 11
SP.DEF sad 7) 7 + 2 = 9
SPD: ( 8 ) 8 + 2 = 10

anything higher then 6 as a base value, it gets 2.
anything else get's a one. Also three or two bonus points to fit in any stats.
Reply
Public Archives

Goto Page: [] [<<] [<] 1 2 3 ... 45 46 47 48 49 50 51 52 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum