>>57800205Well maybe they could come up with a system that allows pokemon to grow(/shrink) to much larger degrees, but rather than being limited directly, it is limited (for balance reasons) by rarity.
Say, maybe a mon could have a growth rate that follows a normal distribution. There can still be mon-specific settings involved, but I guess the idea is, any mon, any size, any timeframe, pick two. Like any mon could be any size, but the further from a mon's average size you get, the more breeding/other shenanigans it'd take.
Systems like this are kinda how pokemon already works, so it'd be like, well yeah of course that makes sense.
You'd need to make certain concessions because of technical limitations.
Say, beyond a certain size there's no way a mon would realistically fit into areas that aren't wide-open.
but I bet it could be done smartly.
Say, have areas where you can't release mons over a certain size. Maybe when you release a mon, it actually checks if they can fit before it lets you let them out.
With modern pokemon having loads of open space though, you'd think most places would be pretty straight forward.
Instead of any of that good shit, in the main games, we have a fixed-size system where mons barely vary, and there's no facility for fixing it due to their idiotic and over-complicated use of 8-bit values.
POGO's size system has a more extreme range of sizes, though it still has idiotic things about it. The max size a mon can be depends on the mon itself and its either 1.55x or 1.75x or 2x, and not many mons are 2x. Larger mons tend to have smaller multipliers, though its pretty arbitrary. For instance Lugia is a 1.75x mon, but most humanoid mons are 1.55x. It is also still a static system. I kinda doubt expecting more is realistic though.