: Target 1 other player; At Twilight or Dawn, you will challenge them to a battle. If this takes place during twilight, neither player may fight a wild encounter.
At Night you may perform this in addition to your move if you are not using a challenging move.
Moves
Confuse Ray
At Night
: Target 1 other player; Confuse them.
At the Start of Battle
: Confuse the enemy pokemon.
You win when all threats to the Town have been eliminated.
Confirm your role by responding to this PM with your role and alignment!
GAMETHREAD
Last edited by Alisae on Thu May 11, 2023 9:51 pm, edited 1 time in total.
: Target 1 other player; At Twilight or Dawn, you will challenge them to a battle. If this takes place during twilight, neither player may fight a wild encounter.
At Night you may perform this in addition to your move if you are not using a challenging move.
Moves
Confuse Ray
Confuse Ray
At Night
: Target 1 other player; Confuse them.
At the Start of Battle
: Confuse the enemy pokemon.
Disable
At Night
: Target 1 other player; they cannot use the move they used during this night phase for the next 2 cycles.
You win when all threats to the Town have been eliminated.
: Target 1 other player; At Twilight or Dawn, you will challenge them to a battle. If this takes place during twilight, neither player may fight a wild encounter.
At Night you may perform this in addition to your move if you are not using a challenging move.
Moves
Confuse Ray
Confuse Ray
At Night
: Target 1 other player; Confuse them.
At the Start of Battle
: Confuse the enemy pokemon.
Disable
At Night
: Target 1 other player; they cannot use the move they used during this night phase for the next 2 cycles.
Destiny Bond
At Night
: Target 1 other player; If you were to die during this or the next cycle, they will die. Cannot be used during the next cycle.
You win when all threats to the Town have been eliminated.
GAMETHREAD
Last edited by Alisae on Sat May 20, 2023 6:54 pm, edited 4 times in total.
: Target 1 other player; At Twilight or Dawn, you will challenge them to a battle. If this takes place during twilight, neither player may fight a wild encounter.
At Night you may perform this in addition to your move if you are not using a challenging move.
Moves
Confuse Ray
At Night
: Target 1 other player; Confuse them.
At the Start of Battle
: Confuse the enemy pokemon.
Disable
At Night
: Target 1 other player; they cannot use the move they used during this night phase for the next 2 cycles.
Destiny Bond
At Night
: Target 1 other player; If you were to die during this or the next cycle, they will die. Cannot be used during the next cycle.
Perish Song
At Night
: Target 1 other player; at the start of dawn, challenge them to a battle and if you do, the battle does not end until a player is knocked out.
You win when all threats to the Town have been eliminated.
GAMETHREAD
Last edited by Alisae on Sat May 20, 2023 6:54 pm, edited 4 times in total.
Wild Encounter design is really important because these are the things that players fight and if they're too hard they're going to struggle for experience but if it's too easy then it's boring and easy.
There are 3 wild encounters typically. Generally they come in the form of a 3 HP mob with +1 in 1 stat while -1 in the other 2 stats.
+1 ATK mobs while they have insane potential to hit other players hard, they're the easiest to kill. If you don't kill it, you are going to get hurt.
+1 DEF mobs while it's really hard to do more than 1 damage to it, it can't evade hits and it doesn't do damage. It just decently bulky, but after attacking it 3 times it should fall over.
+1 EVA mobs while they take damage easily and don't do damage, characters w/ negative attack may find themselves struggling to do damage. Otherwise it's in a vacuum the least threatening wild encounter.
It's possible that we can make the encounters harder as the game goes on.
For example after killing a wild encounter once, they can get +1 in another stat.
Killing it a second time gives it +1s across the board.
Killing it a third time gives it +4 hp. You don't get anything for killing a 4 HP +1 ATK +1 DEF +1 EVA encounter but it should be pretty late into the game, most evolutions should have the stats to find that to be manageable.
As for Bosses, there are 3 examples of bosses we can use but I'm uncertain on the amount of HP they should have. We can also adjust these to find something that will work. We also have no idea when the fuck we should spawn this boss or if we want to rock 21p or 23p and how that would change things.
After thinking it through I think our boss is going to look like
14 HP | +3 ATK | +2 DEF | -1 EVA
Maybe it's defense gets lower by 1 or it needs more HP but I think we should start from here and adjust depending on when it spawns and how many players in game
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Talked to SS made some adjustments
- Bosses have now been reworked entirely! I would read up on how the bosses work now but changing it to how it is now makes the game way more interesting than before. Cycle 4 is tentative, with how it works now it can be earlier if we think that's best.
- Zorua Illusion adjusted. I think the best way to run this is to make an alt account and that's the account they use when fighting other players. Fakeclaims to be worked out, I'm probably just going to write a PM for it. Zorua also cannot be challenged anymore. This role is better off not claiming flavor so people challenging it to check flavor is no good.
- Furret line can run away from every battle now
- Edited the sample PM to show that a passive can be attached onto a move. This is just to show players what that may look like since Iron Defense is the only move that has a passive. Anything w/
Scream Tail - various crazy stat buffs
Tatsugiri - roleblocker, cannot faint, hoods with Dondozo & loses abilities if either targets the other but dondozo dies when tatsu does
Smeargle - ability copier
Sentret - Ninja + deal 1 damage
Finizen - can challenge, immune to status, combat buffs, 1s strongman
Natu - watcher, tracker, can't be battled
Porygon - non consecutive rolecop
Wooper - can poison, bulletproof after night 3-4, 1s vig after night 4-5
Manaphy - role swapper, non-consecutive commuter
Dondozo - can challenge, can put to sleep
Spheal - basically nothing
Poipole - can poison
Swinub - can challenge, basically can't faint
Honedge - 1-2s bulletproof, bodyguard eventually
Vulpix - they are throwing if they pick alolan, can challenge and basically can't die in said challenge, eventually vengeful
Ralts - neighborizer, hider, can battle
Jirachi - roaming doctor / shitty tracker
Meloetta - neighborizer, can put to sleep
Gastly - can challenge, inconsistent vengeful
Gible - can challenge at a big advantage after a while
First thought is that town has way too little investigative power. The only strong investigative role (Natu/Xatu) isn't even targeted.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
Made some changes to Meloetta, Ice & Fire Fox, sleep status, and Naganadel.
I want to add 2, maybe even 3 roles to pad things out due to how many challenge pokemon are in setup so the next 5 posts will be more pms for those roles