Board Thread:Pokemon Arena X - In-game News/@comment-5398529-20140423071042/@comment-5636156-20140423181823

DeltaVmodels wrote: Oh my. Those be some interesting mechanics.

EDIT: Though I have to say, I am on the fence on whether or not this should be implemented. Or at least, some. With Flying and Floating, yeah I can understand this. Temporarily fly about at the expense of energy (i think?). It's more or less an added benefit of having flying type or levitate. However, Banette's tripping attack (as an example) really sounds like something that could be done with a move instead. It doesn't really make sense to me otherwise. I feel that it complicates the game more than it actually benefits it.

I think that SM's should be limited to passive effects. Flight/floating, higher jump, ability to flashstep and the like compensate for the fact that the speed stat barely affects the movement speed. Kind of like abilities, except these are static for specific pokemon and do not change.

EDITEDIT: hrnk

Ok maybe not really. I'm okay with it, but banette's ability to trip things kind of distracted me. It's a rather weird and out-of-place SM to have, it doesn't really fit. Protective SM's, like the example of pokemon with shells withdrawing, should not completely block attacks, but rather simply reduce the damage somewhat. Skull Bash could have the same effect while charging up. Active SM's could replace Dash, with dash being some sort of weird stock SM I guess?

Suggestions:

Dash: Quickly move in a single direction. Cannot change direction mid-dash.

Leap: Horselike quadrupedal pokemon can leap. It acts like a jumping dash that cannot change direction. Replaces dash.

Glowing: Pokemon gives off light. The ability Illuminate has a similar effect.

Recharger: Replenishment of energy increases exponentially, effect resets after expending energy.

Swimmer: Some pokemon are adept at swimming and do not/barely expend energy while swimming.

Flat-Footed: Needs different name. Pokemon with this SM do not suffer from certain effects that could impede their movement, like tripping. Brick Toes.

Shielded: Decreases damage taken upfront (for the likes of Bastiodon and Shieldstance Aegislash).

Flashstep/Warp: Replaces dash with a short-range teleport in the desired direction.

Sharp Edges: Contact with pokemon damages (to differentiate from iron barbs and rough skin, the abilities activate upon physical contact moves.

Weakening Aura: Slowly drain energy of pokemon in range. (perhaps sap it to replenish own?).

Floaty: Needs different name to differentiate from Float, assuming they are not identical in effect. Lowers gravity of pokemon, allowing it to float through the air. Jumping costs slightly more energy.

Rooted: While standing still, slowly replenish health. Costs energy? probably not i mean if you were to think of a tree it lets nutrients in the ground go into it's roots plus the fact being forced to stand still and cost energy kinda makes it worthless to use the moves due to healing items

Hopping: Movement is changed altogether. User jump about in short and quick hops instead of walking. Cannot change direction mid-hop.

Waterwalking: Can walk over water at the expense of energy. Stopping allows the user to sink.

Climber: Climb on surfaces at expense of energy I guess? PvE would allow this on certain surfaces only, and perhaps with the use of rock climb.

Erratic: The pokemon model erratically moves about? Huh. Not certain about this one either. You mean like how spinda walks.