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Trainer Leveling and Perks

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MrTimoshi

Fisherman
  • lvl 15: Elemental Attraction: Gains higher chance to encounter shiny Pokemon with this specific type.
Basically, I'm suggesting this one should be split into encountering specific types and encountering shiny's.

If people like any of these changes I'd me more than happy to create an official perk for approval.

-EDIT

Oh, and I'd also like to suggest under Master Breeder there should be a perk for a chance to hatch twins ^.^
By all means, make one. And the twin hatch idea is pretty good, but there's already a twin egg perk.
 

Gamer5

Fisherman
And the twin hatch idea is pretty good, but there's already a twin egg perk.
Must have missed that one. Although two eggs-two pokemon and one egg-two pokemon are different ideas essentially. I think two eggs are better because what if you do not have enough room in your party? :bored: Anyways.

I also think some of the perks should have a toggle (one at a time). That would make my ideas nice and clean, at least. And yes this post took me a while to make.

Single-type perks:

  • lvl 10: Normal Attraction: Normal-type Pokemon appear more often in wild encounters.
  • lvl 14: Bug Beacon: Bug-type Pokemon appear more often in wild encounters.
  • lvl 18: Flying Appeal: Flying-type Pokemon appear more often in wild encounters.
  • lvl 22: Grass Allure: Grass-type Pokemon appear more often in wild encounters.
  • lvl 25: Water Bait: Water-type Pokemon appear more often in wild encounters.
  • lvl 28: Fire Charm: Fire-type Pokemon appear more often in wild encounters.
  • lvl 31: Electric Invoke: Electric-type Pokemon appear more often in wild encounters.
  • lvl 34: Fighting Charisma: Fighting-type Pokemon appear more often in wild encounters.
  • lvl 37: Ground Command: Ground-type Pokemon appear more often in wild encounters.
  • lvl 40: Psychic Trance: Psychic-type Pokemon appear more often in wild encounters.
  • lvl 42: Ice Enchantment: Ice-type Pokemon appear more often in wild encounters.
  • lvl 45: Poison Coax: Poison-type Pokemon appear more often in wild encounters.
  • lvl 47: Rock Conjure: Rock-type Pokemon appear more often in wild encounters.
  • lvl 50: Ghost Influence: Ghost-type Pokemon appear more often in wild encounters.
  • lvl 53: Dark Invitation: Dark-type Pokemon appear more often in wild encounters.
  • lvl 56: Steel Magnet: Steel-type Pokemon appear more often in wild encounters.
  • lvl 60: Dragon Honor: Dragon-type Pokemon appear more often in wild encounters.
-----------------------------------------------
  • lvl 10: Normal Shine: Shiny Normal-type Pokemon appear more often in wild encounters.
  • lvl 15: Bug Blessing: Shiny Bug-type Pokemon appear more often in wild encounters.
  • lvl 20: Flying Grace: Shiny Flying-type Pokemon appear more often in wild encounters.
  • lvl 25: Grass Allure: Shiny Grass-type Pokemon appear more often in wild encounters.
  • lvl 30: Water Lure: Shiny Water-type Pokemon appear more often in wild encounters.
  • lvl 35: Fire Spark: Shiny Fire-type Pokemon appear more often in wild encounters.
  • lvl 40: Electric Dazzle: Shiny Electric-type Pokemon appear more often in wild encounters.
  • lvl 45: Fighting Trophy: Shiny Fighting-type Pokemon appear more often in wild encounters.
  • lvl 50: Ground Surge: Shiny Ground-type Pokemon appear more often in wild encounters.
  • lvl 55: Psychic Glow: Shiny Psychic-type Pokemon appear more often in wild encounters.
  • lvl 60: Ice Gleam: Shiny Ice-type Pokemon appear more often in wild encounters.
  • lvl 65: Poison Glare: Shiny Poison-type Pokemon appear more often in wild encounters.
  • lvl 70: Rock Refinement: Shiny Rock-type Pokemon appear more often in wild encounters.
  • lvl 75: Ghost Vamp: Shiny Ghost-type Pokemon appear more often in wild encounters.
  • lvl 80: Dark Finesse: Shiny Dark-type Pokemon appear more often in wild encounters.
  • lvl 85: Steel Polish: Shiny Steel-type Pokemon appear more often in wild encounters.
  • lvl 90: Dragon Light: Shiny Dragon-type Pokemon appear more often in wild encounters.


Multi-type perks:

·lvl 20: Walk in the Park: Normal, Bug, and Water-type Pokemon appear more often in wild encounters.
·lvl 30: Legendary Trio: Fire, Ice, and Electric-type Pokemon appear more often in wild encounters.
·lvl 40: Natural Charm: Grass, Ground, and Flying-type Pokemon appear more often in wild encounters.
·lvl 50: Make These Starters!: Psychic, Fighting, and Dark-type Pokemon appear more often in wild encounters.
·lvl 60: Danger Zone: Rock, Poison, Dragon, and Steel-type Pokemon appear more often in wild encounters.

These are just my ideas. Many other combinations can be made but it’s important to make the types diverse (i.e. don’t put Grass, Bug, and Poison together) so it forces certain types over others.


Obviously, the repel-like consumable idea and the held item idea are not perks so I will not elaborate on them here. Don’t you wish other people knew when not to post in an unrelated thread? ;)
 

MrTimoshi

Fisherman
I think the multi-type perks would be better. Combining the with type-specialization perks would also be good. Being able to cut down the amount of perks to choose from is ideal. That way people don't get overwhelmed with the amount of information before them.
 

DracoHouston

Kolben Developer
Contributor
I'd rather see most of these things made into different skills you level independently, it would be a good opportunity to add crafting beyond kurt's balls.

I don't really like the idea of just leveling the trainer and you pick perks from trees etc. Would there be a respec like you can relearn pokemon moves? Instead of a series of mutually exclusive choices there could be multiple progression paths that you work on separately. some games only let you take 2 or so trade skills out of the ones that are available if it were deemed it needed a restriction

I like the idea of giving the player more stuff throughout the game but there are other ways than perks. Trees have been a big thing for a while but many games are ditching that approach for pools of options that you can take x amount of at a time. Sounds a bit like pokemon movesets to me :p
 

Magikarp

Fisherman
It makes the game more things that were not in gold/silver.
Since this wasnt in Gold/Silver this is a great idea because it effects luck and skill, and just makes the game better. This makes it so that Repels arent overused. 10/10. This should be added
 

MrTimoshi

Fisherman
I don't really like the idea of just leveling the trainer and you pick perks from trees etc.
The reason for the perk/skill trees is to give the player the ability to customize their character the way they see fit. I think it would add a lot of replayability.
 

DracoHouston

Kolben Developer
Contributor
The reason for the perk/skill trees is to give the player the ability to customize their character the way they see fit. I think it would add a lot of replayability.
teh thing is trees dont really add replayability unless the skill trees make you really different. pokemons already a JRPG with 6 customizable party members and what you do with your pokemon is always going to trump things like these perks
 

DracoHouston

Kolben Developer
Contributor
Actually, it comes down to what EVERYONE prefers. Or the majority.
True. But Nils does get the final say in the matter. If people don't like it, they can mod it.
i think you're overestimating mods lol, we're never exposing mechanics, only the data.theres a LOT you can do with just data (that includes scripts for npcs and your trainers, the maps, the pokemon, the moves, maybe items) but not that.

it may be possible down the line to make a system like you're suggesting in script, but if we made it a part of the game it wouldn't be something you could just turn off, it'd be part of the game
 
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