>>33429197Add another meter for wild pokemon, call it vigor; it ranges between 1% and 100%.
At 100%, uses the base chance of the pokeball used for capture. As it decreases, the chance to capture it rises linearly. If a regular pokeball has a base 10% chance to capture something, then if a wild pokemon has 10% or less vigor, the pokeball has a 100% chance to capture it. If an Ultra Ball has a 30% chance to capture a pokemon, then a wild pokemon with 30% or less vigor will be caught with a 100% chance with an Ultra Ball.
As health decreases, so does vigor. As the turn count increases, vigor decreases. When afflicted with a status, the vigor meter is reduced by 20%. When afflicted with a minor status (confusion, attraction), the vigor meter is reduced by 10%.
The lower a wild pokemon's level compared to your lead pokemon, the lower their starting vigor at a 3:1 ratio (for every 3 levels higher your lead pokemon, the wild pokemon has 1% less starting vigor).
None of the existing capture rates of the current pokeballs needs to be changed.
Catching pokemon is elevated from spamming pokeballs after 2-3 turns of setup to actually wrangling in a wild pokemon. The option to ignore all this and spam pokeballs until you catch something will still exist.
Wow, gamefreak, hire me now.