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Ideal competitive multiplayer for Pokémon

No.55195286 View ViewReplyOriginalReport
Gift of creativity on the final day of Christmas.'
> Each Pokémon has a point value
> Your team cannot exceed a maximum total of this point value
> Every 24 hours Pokemon would change in point values depending on how well they did.
> Win rates for each individual Pokémon calculated based on the wins within the top half of the ladder every team with them on gets.
> disconnects count as loses but only matches that are half over count towards Pokémon win rates
> Matches where both player use the same pokemon count as a win and half a lose towards that Pokemon's win rate
> Pokémon that have a have 60% winrate will increase by 1 in the point value. Pokémon with 40% will decrease by 1.
> decimal changes in point value will be counted but will only actually affect the cost of the pokemon if it crosses the interger threshold. E.G if Pokemon A goes 61 points to 61.7 points and Pokemon B goes from 62 to 61.5 points Pokemon A will still cost 61 and Pokémon would still cost 62.
> these changes in value will be increase 10% for each stand deviation above the mean usage
> Pokemon would bottom out at 1 point but for every Pokémon that would go down to 0 every other Pokemon except ones that cost more than the maximum total will go up by 0.1 points
> Pokémon that cost 1 point or more over the maximum total will go down by 0.1 each day until they are unbanned
These exact numbers can be changed but that's the general idea.
The downsides to this system is it would be constantly making new teams would be time consuming but unlocking features to make this way faster could be fun to do in the postgame. This might suck for competitive players who aren't collectors but fuck em.