>>22407810Bug type pseudo
larva--cocoon--horrifying killershit
Poison type pseudo
nuclear waste godzilla thing
nature vs technology theme explored properly.
mascots:
Grass vs Electric
follow-up game theme: pollution
Poison
legendary trio of elemental ghosts representing 4 elements and states of matter:
-Rock/Ghost (solid-earth)
-Water/Ghost (liquid-water)
-Flying/Ghost (gas-wind)
-Fire/Ghost+Electric/Ghost (superior plasma-fire duo)
bunch of generic Grass/Ground combos
a desert with a bunch of pokemon based on aquatic animals pretending the desert is a sea. Specific example: Ground/Electric Gyarados-level serpent
a bunch of primary Flying-type pokes. Think flying-whales, living clouds and shit
non-starter Fire/Fighting poke... actually, make that Fighting/Fire
the concept of a second set of "starters" introduced, meaning:
after gym ~6, you get to choose one of 3 neat pokemon who are meant to be for the more experienced player (meaning lv36+lv52 evo, higher end-stats) and less stereotypical/obvious type-trio, that shares no types with the actual starters of the game (say Bug/Ghost/Dragon, Rock/Ground/Steel, Fighting/Poison/Dark...)
new, actually creative, "eevees":
1.cliche basic bipedal dino Dragon-type, gaining different types as secondary types and as armor in design
--Dragon/Rock
--Dragon/Poison
--Dragon/Ice
--Dragon/Steel
2.tyrogue-esque humanoid that starts of Normal but focuses on a specific technique in evolutions
--Fighting
--Psychic
--Dark
--Poison
non-linear region:
all trainers/gyms/wild have 4 different difficulty rosters/levels, which increase every 2 badges across the region, no matter what order you explore in. in a way, as you play, the whole region is leveling with you, with a final roster after the E4 (bringing all places up to victory-road level encounters and trainer teams)
main-story places are more flexible in that they are either relocated to your current path, reachable no matter what corner you went to first, or close to E4 anyway