>>41600897the logical conclusion of amie/camp. this feature is begging to be fleshed out and fully realised. while in amiecamp you assign roles to your mon - ie lookout, scout, guard, gatherer, healer, hunter, etc. some are better at certain things than others, certain shitmon for example outshine more battleworthy pokemon when used in the right amiecamp role. the tent itself is a visible feature you could upgrade and customise with useful functions of its own. spending the night in camp can restore your team by varying increments if you take the right steps but there are risks too – random events can occur – wild pokemon and trainers can approach your camp. some are tired/hungry/injured/lost, you can help and earn rewards. some pokemon may join you this way. others are out to battle and raid your camp. survival mechanics are implemented. if you have pokemon in the same egg group you may wind up with an egg overnight, similarly wild pokemon may visit and spend a night and you’ll wind up with an egg. you can also connect and camp with friends. camping with a friend is beneficial as you have twice the resources/pokemon power, but there is light competition here too - example if an egg appears the players rock/paper/scissors to decide who takes it. sometimes one of your pokemon may want to leave because it has met a wild friend or senses something important to it in the wild - you have the option to let it go or not. this pokemon could then make small appearances in a number of friends games before deciding to join you again with some new unique move/item/ability earned on its adventure. tamagotchi/nintendog creature care/interaction elements are fully realised with some animal crossing-esque villager connection mechanics combined with survival/reward/training features. rather than be a fully safe cutoff bubble to interact with your pokemon, your pokemon can now interact with you and the world, while you and the world interact with them.