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Had a thought about nature mints, with how you access them in Legends Arceus in mind.
Concept for nature mints in Pokémon Sleep:
>New farming patch on the camp grounds
>Spend dream shards to plant seeds: 5000 to plant 1 seed, 7000 to plant 2 seeds, 9000 to play 3 seeds (maximum)
>Possible initial requirement to spend dream shards to add farming plots, up to 3 (akin to cooking pot upgrades); limited by research rank or sleep style goals
>Mints grow over time (corresponding to number of hours slept) and when ready are harvested on player interaction
>Plants will not wither etc; investment has an eventual guaranteed return if the player tracks sleep
>Farming patch will carry over between islands etc, so player is not punished for planting seeds at a "bad time"
>Upon harvest, player receives 1x/2x/3x random mints from the 21 types available
>Mints when used on a Pokemon will change their boosted and reduced stat (does not change their stated nature); game will warn that this may affect the Pokémon's RP and will be re-calculated to reflect the change
>Serious mint will remove the stat boost/reduction effect
>Mint will not be consumed if using it would not cause any changes (preventing waste)
Rationale:
>Provides a means to fix Pokémon with less than ideal natures but had good ingredients / sub skills
>Adds additional value and use for dream shards
>Greater investment requires more liquidity but is more affordable
>Limits the players access to nature mints (versus simply buying them via Sleep Points or Diamonds)
>Incorporates central sleeping mechanic and typical delayed gratification + playing the odds mobile mechanics
>Can be monetised if mints can be sold in the general store with no randomness, otherwise maintaining the free to play aspect
>Mints could be added as rewards for meeting sleep style or achievement goals in future updates