>>41432387>>41432568Special attacks consume those PP, and have various effects like healing, buffing, debuffing, enhancing, damaging, etc. I'd put no limit (so unlike pokémon) to the numbers of moves monsters can have at the same time, but I'll restrict special attacks a pokémon can learn to 8-10, so you can balance it off better and also have monsters have more thematic learn set. The more you use a move, the more this becomes strong, for example, if you use enough the special attack ''Water'', it becomes ''Water II'' and its base power damage increase, while it costs more PP now. Some move can also influence ATB bar, like ''Haste'' will surely make it faster, while casting a very strong hyper attack move will require your mon to recharge so the atb is slowed down for a bit. This will make the battles more dynamic to me while keeping it true to the original RBY idea. Keep in mind that pacing is what made old pokémon games so good, so, while animations don't need to be necessarily bad, rapid animations in order to have fast battle would be great. The game in general should have a good pacing and shouldn't annoy you with endless tutorials. A pseudo-EV mechanics can stay, but maybe like modern pokémon games be sure to have something that later permits you to change those. IVs need to be reworked. The concept of ''determinant/individual values'' can stay, maybe create something like ''tier''. A low tier monster has lower stat growth, then there's a mid tier monster and then an high-tier. In this way you can also balance the game difficulty giving some bosses high-tier pokémon. In post game you can increase the tier of your monster with hyper training. Breeding would be also nice, maybe create something like Monster Hunter, or more of the kind of Phione, that is hybrid monsters uniquely obtainable by crossbreeding same species. Also, Individual-tier are genetic, so a high tier monster generates high tier monsters.
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