In post 229, eyestott wrote:2: KO system has changed. To KO a type, 6 damage needs to be done to it in one turn. A supereffective attack will do 6 damage, a normal effectiveness attack will do 2, a not very effective attack will do 1, and an attack with no effect will do 0.
Exactly what I was going to suggest, except I'd keep the STAB bonus for two people attacking the same target with the same type. (So two normal attacks of the same type would still KO, and two NVE attacks of the same type would do a combined 3 damage.)
I also have another suggestion to go along with it: allow the damage to be dealt over
consecutive
rounds instead of just one round. As it is, the game is practically guaranteed to end in a stalemate, forcing you to use that flip-a-coin tiebreaker method. With this addition, the game will pretty much always run to conclusion; and if it does "stalemate" it's probably a natural tie that can be left alone. As an added bonus, it provides incentive for players to rotate their types, but I think that's secondary to the stalemate prevention aspect.
Final suggestion: Provide some information from flips for those people who don't have the time and stamina to constantly talk to nearly everyone the way I did. At the very least, reveal who got KO'd (a la Mafia flips). I think it would be more interesting, though, to reveal everyone's moves (a la Diplomacy or RAF), keeping only the types secret.
If you run a no-private-communication game, the above suggestion goes double.