RULE IDEAS: 1) play w/o using any of the previous party members you have used (beat the team with 6 pokemon? great, then play with 6 different ones and the original 6 are banned) 2) no pc / no storage / your storage becomes inaccessible at random points 3) you have to purchase pc storage upgrades to access any pokemon past the 20th you catch 4) reduce party size to 3 or 4 - no switching pokemon during wild battles? 5) more starter routes 6) random map generation 10) forced to give up your starter after you catch your first pokemon 7) someone steals your starter or steals your pokemon if they reach a certain level 8) someone stealing your pokemon when they reach certain threshold levels 9) more safari-zone-restricted maps (like an npc comes up and says you can't carry xyz pokemon) 12) willingness-to-obey goes down based on an opposing type on your team for too long 13) fees incurred with storing/retrieving a pokemon from the pc - "release" or "perma store" is a more regularly used option - fees incentivize the player to be mindful of his options - player has to do certain tasks to accumulate the funds to keep his pokemon stored, or to store/retrieve one 11) nurse doesn't heal your pokemon but instead cycles them out ? (will get a crappy/random team) 16:22 < kanzure-> i could see there possibly being replay value with playing through with a different team, like "now play through the game without ever using the pokemon you just beat it with" 16:22 < kanzure-> and then keep doing that until the player hates you 16:23 < jrayhawk> that actually sounds kinda funny 16:27 < kanzure-> realistically the player only switches teams *at most* between maps 16:27 < kanzure-> since "during a map" they're not at the pc 16:25 <@jblake> The RPS of Pokemon is very well-balanced for the most part; it might be interesting to play it with only 3 or 4 pokemon allowed in a party (so the player can't cover all the RPS bases simultaneously) and no storage PC (so the player has to recapture pokemon that fill the correct RPS slots when moving on to different gyms). 16:27 <@jblake> That changes the dynamic of the game from levelling up a single party that covers all the RPS bases to getting really good at capturing, training, and utilizing the relatively common species before being forced to throw them away for a different type. 16:28 < kanzure-> i don't think 6 pokemon covers all of the types anyway 16:29 <@jblake> With some endgame pokemon you get pretty complete coverage; in the early games dragon-types are sort of notorious for being at least adequate coverage over like half the types. 16:39 <@jblake> More safari-zone-style restriction areas wouldn't be a terrible idea. 16:39 < kanzure-> maybe an npc/rival should steal your pokemon whenever they get over certain threshold levels <@jblake> Make the willingness-to-obey of any pokemon that's on a team with an opposed-type pokemon decrease over time. <@jblake> That'll force the player to cycle their team on a reasonable rate, or play with an unbalanced team. nuzlocke rules? any fainted pokemon is dead After the first wild Pokémon was caught, the starter Pokémon must be released. npc that requests 2+ pokemon to be in your team and gives you a prize/reward if you do so - player will probably get rid of the pokemon right after - player might keep the new pokemon if he had to put in signiicant leveling/grinding effort to get it to be presentable to the npc? ========================================= random worlds, maps, routes, random gyms, quests, wilds (choices), random towns.. Place different wilds on different maps. Use "wild groups" for the standard stuff like water, dungeon, grass plain, gardens, mansions, volcanos, etc. Player doesn't know in advance what types will be strong against the next map/gym. generating a random world -> for a single ROM? or the game would generate random worlds too? I don't really want to code random world generation in z80. I'd rather port the entire game to some other language, or just generate new ROMs. in-game random world generation --