>>34835181>You make moves like that not horribly overpowered by making them weak or by giving them a cooldown and delayWhich would still wouldn't do much to mitigate their damage output if the player can just run away from the enemy until the cooldown is over. Remember this is a real time game you're talking about anon players can pad out time for as long as they like.
As for making it weak that would just turn the entire game into a slog which is equally as bad.
>You just need a generic attack animation for the Pokemon itself and have the move animation do the rest.Yeah in a turn based game.
In a real time game you would need specific animations so say a pokemon would need a bite animation for crunch instead of just punching and then zooming in on the opposing pokemon and showing an effect and again they would have to be more fluid. Also another thing that came to me is the is hitboxes all moves would have to have them now as well as the Pokemon themselves which can't be universal mind you.
> It's same way animations are handled now. And that only works as it is now.
>It still is.Not by a mile. Hitboxes alone can make it more time consuming and that's for 800+ Pokemon.
>Says who?Anyone with common sense given that real time gameplay gives different pokemon tangible benefits in regards to how fast they move and how big their hitboxes are.
>we've already seen the worst of it in VGC with multiple teams being nigh identical.Then get ready for the exact same unchanging teams, moves, abilities forever.
>you have zero chance to make up with it with mechanical skillLike I said before it would be a prime example of fighting a losing battle. It would only be a matter of time before you try to attack and leave yourself open to getting combo'd and possibly killed.
It's one of the many reasons why real time RPGs have co-op over PvP.
>or you haven't actually played any real time games.or you know, the type of game you want doesn't work with Pokemon.