>>36211395That doesn't answer my question, but it's not hard to pick out the flaw in your idea. I'm going to
>Player W goes down Route A at level 15>faces a trainer with a level 14 rattata and a level 14 ledyba>there is some degree of challenge since Player W doesn't have much of a team going into this, but he comes out victorious>Player X goes down Route A at level 20>faces a trainer with a level 14 rattata and a level 14 ledyba>there is no challenge whatsoever but it's fairly early on so the player doesn't think much of it>Player Y goes down Route A at level 45>faces a trainer with a level 42 raticate and a level 42 Ledian>there is no challenge whatsoever and the player feels like he wasted four turns killing them>Player Z goes down Route B at level 15>faces a trainer with a level 14 miltank>gets completely demolished and decides to grind some levels instead of exploring another route>returns to the trainer at level 22>that trainer now has a level 21 miltank>gets completely demolished and thinks it's bullshitYou could do the Skyrim thing and keep trainer levels consistent after the first fight but then Player V forgot about the Miltank trainer and comes back at level 50, wastes time killing a level 14 Miltank, and then the rest of the trainers on the route are level 49 for some reason.
How do you do item progression? Are you going to be at level 40 and still picking up random Potions and Pokeballs? Are those also going to be scaled to your level? What about TMs? Are you going to be able to find the Hydro Pump TM before you manage to find the Water Pulse TM?
And this is without even mentioning the sense of progression that's completely lost. By necessity you can't fight stronger and stronger monsters, just weak monsters at higher levels.
Unless you want to include variety into the scaling, at which point I'd like you to show me what a random route would look like at levels 20, 40, 60, 80, and 100.