Post by birdy51 on Nov 24, 2016 1:14:42 GMT
One flaw of PTU is often stated to be the amount of time spent on figuring out the leveling system, calculating EXP, and trying to figure out just how to keep the balance between a trainer and his Pokémon.
So, this got me wondering. How might we simplify the system, without throwing out everything?
I am not 100% certain, but I have some ideas.
One would be to link trainer level to Pokémon level, meaning that, if one is Trainer Level 3, then that trainer's Pokemon would be level 6. This is mostly unsatisfying, as those who focus on their Pokémon are unable to really effect their Pokemon to any appreciable degree. Not to mention, leveling is slow, and this does not solve the massive amount of paperwork for each and every level.
That said, I ultimately believe that linking a trainer to his mon is ultimately the key to having less paperwork and more time spent playing the game.
So let's break it down. The current duality between Pokémon and their trainer takes constant adjustment. Simply tying Pokémon to their trainer's progress is unsatisfying. The answer between the two would take a system that still has meaningful progression, while also allowing for Pokémon to be unique.
So. Let's attempt to find that.
Here's my own idea, which is a cross between the current system and trainer-locked progression. For the sake of giving it a name, I'll call it the tiered system.
The stated goal here is to have less levels, but more meaningful ones. Trainers and their Pokémon gain multiple levels at once, together. For example, a Tier 2 Trainer has Pokémon at Level 10. A Tier 5 Trainer would have Pokémon at level 25.
This would make any occasion where a tier is gained more significant, and help to keep the paperwork controllable in between levels.
Pokémon caught or hatched from a lower tier, would 'Tier up' after simply participating in a battle until they match their trainer. Pokémon caught from a higher tier would be harder to control or manipulate via Channeler, and have a scaling test as opposed to a 'roll over this set number'.
The only mechanics that remain is what you actually get from these 'Tiers' and what ways an Indirect Combat Trainer, a Direct Combat Trainer, and a Support Trainer can do to become more distinct from one another.
So, this got me wondering. How might we simplify the system, without throwing out everything?
I am not 100% certain, but I have some ideas.
One would be to link trainer level to Pokémon level, meaning that, if one is Trainer Level 3, then that trainer's Pokemon would be level 6. This is mostly unsatisfying, as those who focus on their Pokémon are unable to really effect their Pokemon to any appreciable degree. Not to mention, leveling is slow, and this does not solve the massive amount of paperwork for each and every level.
That said, I ultimately believe that linking a trainer to his mon is ultimately the key to having less paperwork and more time spent playing the game.
So let's break it down. The current duality between Pokémon and their trainer takes constant adjustment. Simply tying Pokémon to their trainer's progress is unsatisfying. The answer between the two would take a system that still has meaningful progression, while also allowing for Pokémon to be unique.
So. Let's attempt to find that.
Here's my own idea, which is a cross between the current system and trainer-locked progression. For the sake of giving it a name, I'll call it the tiered system.
The stated goal here is to have less levels, but more meaningful ones. Trainers and their Pokémon gain multiple levels at once, together. For example, a Tier 2 Trainer has Pokémon at Level 10. A Tier 5 Trainer would have Pokémon at level 25.
This would make any occasion where a tier is gained more significant, and help to keep the paperwork controllable in between levels.
Pokémon caught or hatched from a lower tier, would 'Tier up' after simply participating in a battle until they match their trainer. Pokémon caught from a higher tier would be harder to control or manipulate via Channeler, and have a scaling test as opposed to a 'roll over this set number'.
The only mechanics that remain is what you actually get from these 'Tiers' and what ways an Indirect Combat Trainer, a Direct Combat Trainer, and a Support Trainer can do to become more distinct from one another.