More Generation 8 Ideas

This all taken from a post I made on 4chan about changes I would like to see to the battle mechanics of Pokémon. Enjoy.


Before giving some ideas, I wanted to go over all the big changes we got to battle mechanics in each gen and some overall thoughts. I'm not including certain out-of-battle mechanics like new evolutions/prevos, breeding, new battle modes, etc. Just things that affect the actual core meta of battling.
  • Gen II: Dark and Steel type, Special split, hold items/Berries
  • Gen III: Abilities, altered IV/EV system, altered hold items/Berries
  • Gen IV: Physical/Special split
  • Gen V: HIdden abilities (and even that's a stretch to include on this list... Gen V really didn't add anything "major")
  • Gen VI: Fairy type, Mega Evolutions
  • Gen VII: Z-Moves

The past two generations have really only added temporary "buffs" as part of the changes to battle mechanics (plus a new type), while older gens overhauled some major aspect of how stats were calculated, how Pokemon behaved, etc.

For Gen 8, it's tough to say. They could go back to making another major overhaul to some mechanic similar to Gens II-IV, they could change nothing like Gen V, or they could just add another "super cool buff" like Gen VI and VII.

Personally, I'd be okay with either the first or last options, but they do need to change something about the battle system. The current development team (which has been around since XY) seems to be all about revisiting older Pokemon and giving select Pokemon special abilities like Megas and Z-Moves, so I could see something along those lines being a bit more likely. But I definitely don't think we will be getting new Megas or Z-Moves. The current team has made it clear they want to keep things sort of "locked" to their generation and come up with newer ideas for the next games, so I'd say we're done with those mechanics being worked on and will probably get some "replacement" next gen.


Okay, so some ideas. Hate them if you wish. Broke them into two categories:


Option 1: Changes to core mechanics

Remove PP and add a flat Stamina stat

-Stamina is a "flat" stat meaning its the same for all Pokemon at the same stage in their evolutionary line (every NFE Pokemon has 25 Stamina, every FE Pokemon has 100, etc.)
-Moves now cost Stamina to use rather than PP, meaning all moves draw from the same pool
-Use "big" moves to burn a lot of Stamina, or stick with "cheap" moves to save Stamina
-Stamina slowly restores over the course of the battle, by a small amount of points between each turn
-Pokemon can choose to "Wait" on their turn which increases Stamina regain but means they don't make a move
-When Stamina reaches zero, a Pokemon is forced to use Struggle
-Some abilities and newer status effects alter how Stamina is used
-A status effect called "Flustered" will make you regain less Stamina, a status effect called "Energized" makes you gain more
-Pressure now doubles the opponent's Stamina burn, but Vital Spirit halves the user's use of Stamina (meaning Delibird becomes OP)
-PP restoring items like Ether and Elixir now just restore Stamina

Pokemon have more defensive options in battle

-Pokemon have the option to "Defend" on their turn, which halves the damage they take but means they can't attack
-"Wait" is an option to not defend yourself, but regain more Stamina as mentioned above
-Protect and all its brethren are still learnable moves and still take up a moveslot since they do something unique

Pokemon can now hold onto two hold items with a catch
-Hold items and Berries are now considered separate hold items
-Every Pokemon can hold one of either item type
-Some hold items are removed or replaced with Berries to prevent overpowered combinations (ex. Focus Sash becomes a Berry to prevent Focus Sash/status Berry abuse)
-Leftovers becomes a "Berry" that just doesn't get "consumed" (but can be removed/rendered unusable by certain attacks/abilities)
-Yes, Harvest would work on the "Leftovers Berry" and "Focus Sash" Berry
-Moves and abilities that affect hold items now split into either just affecting hold items or just affecting Berries

Option 2: Temporary in-battle only changes


Give weaker Pokemon the ability to get stat boosts instantaneously (Turbo Mode)

-Rumored to be in Gen 8 anyway
-Has a connection to the trainer similar to Z-Crystals and Mega Stones
-Can only use once per battle and on one Pokemon
-Does not stack with Mega or Z-Moves
-Can only be used on NFE Pokemon, Pokemon that never evolve, and never on legendaries/mythicals
-Gives the Pokemon a 25-50% boost to all its stats (or whatever isn't broken)
-Pokemon keeps the boosts even after switching out
-Gives a cool graphical flare to the Pokemon (maybe they're glowing or on fire or something)
-Maybe has some attachment to Friendship in-game to make it gimmicky

Pokemon can team up for attacks (called "+ and - attacks")

-In Double and Triple Battles, the trainer can have Pokemon combine their attacks for "Super Attacks"
-Work like Z-Moves but there is a unique move for each possible type combination
-Can use once per battle with any combination of Pokemon, and the Pokemon do not need to be holding any special items to use this
-Selectable just like Z-Moves, etc. by the trainer and you just pick two moves from the Pokemon to use in tandem
-Uses up both Pokemon's moves that turn
-Depending on the type combination, you get different effects


Some ideas for + and - attacks because I'm still bored and liking this idea more and more...
-Every + and - attack has a base power based on the WEAKER of the two moves you combined to create it

-Damage dealt is based on the Attack/SpA of the STRONGER Pokémon

-The move is either Phys or Special based on the move with the higher base power

-The move is either single target or multi target based on the move with the higher base power

-All of the combined attacks will deal dual-type damage, similar to Flying Press

-Non-damaging moves can be combined with damaging moves, but will deal less damage than two damaging moves

-HOWEVER, a non-damaging move will add its "effect" to the attack overall (so combining Protect with anything gives your Pokemon the protect effect for that turn, combining Thunder Wave with anything means your move has a chance to paralyze, etc.)

-Two non-damaging moves won't deal damage, but will combine their effects on the opponent

-+ and - attacks depend on the speed of the FASTER Pokemon, and when that Pokemon makes its move so will the other Pokemon to combine the two attacks

-This counts as the move for both Pokemon on that turn

-Z-Moves cannot be combined to deal damage

-Every type combination results in the same move (similar to Z-Moves), with the damage/move class changing as outlined above

-Even two status moves will have the "name" of the attack remain unchanged, while causing their statuses rather than damage

-Some "hidden" combinations could exist in the game based on two certain Pokemon or two certain moves being used in tandem
-Just a few spitballed ideas for moves themselves. Going with extreme names like the Z-Moves.

Thunderous Typhoon (Water + Electric)
Riproaring Rage (Normal + Fighting)
Big and Little Combo (Bug + Dragon)

Darkness Devastation (Dark + Dark)
Mach 5 Maelstrom (Flying + Flying)
Aim for the Horn! (Thunderbolt + Horn Drill)
Nature's Wrath (Nature's Madness x2)
World Ender (Precipice Blades + Origin Pulse)

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