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10-14-2010, 05:09 PM | #10 | |||
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Quote:
And that goes way further in the larger-scale battles we're doing. Sure, again. Weather affects everyone. But we're choosing when to change the weather. We change it when we benefit from it. And there's lots of situations when we benefit from it, and benefit greatly. There's tons of situations. If we're fighting humanoids, we sunny day and burn them away. If we're fighting mechanical units, rain and water or lightning attacks. If we're going defensive, rock pokemon plus sandstorm will do the trick easily. Ice is super effective against lots of shit, bring out 4 ice users, use one hailstorm, and bam. Plus 50% times 4, gives us an extra 200% damage, -100% for the use of the storm. And that's just a few examples. My problem isn't with the inherent power of weather moves. But with the fact that, with the battles we're fighting, we're really likely to come across situations where a weather move will be massively more valuable than a damage-dealing attack. And while I'm all for encouraging the use of stuff other than damage-dealers, I don't think that the support moves should be that much more powerful than the damage moves. There's a discrepancy, one which really wasn't there in the games, and one that's placing rather too much of an emphasis on weather moves. Like I said, they can really power us up. Even if our opponents cancel our weather stuff out as soon as it's their turn, they'll have taken some hits, it'll have been well, well worth our while. Look, Menarker already outlined how all the weather moves are really powerful. I agree with what he wrote. Either we leave weather moves really strong, or we do something to weaken them. And there's really not much of a reason to leave them really strong. Quote:
And we'll do that best by embracing the crazy and then forcing it into the shape of a jetpack-wearing Pierce leading a squadron of RDPA-wearing aerial snipers to support Charlotte's and Impacts ground assault against the defensive fortifications of a mutant pokebrid colony that's been trying to revive the first Megabrid, an ancient, almost godlike, super-pokebrid with the DNA of over 800 pokemon, some of them not even known. Needless to say, we'll be betrayed, and though our attack will crush the enemy's forces after an intense battle, we'll be delayed just long enough for the ceremony to finish and the Megabrid to rise again from its mountain grave, under the mental control of an ultra-powerful but insane alakazam mutant, cast out for society for his flaws and desperate to use his newfound servant for just one thing: Revenge. We fight to sever the link between the two, but our physical force can't match the megabrid's, and our mental assaults wither under the medically-augmented Alakazamutant's Mind-Wrath. Irene warns us that Burkmont's launched a tactical nuclear strike against our position, and all seems lost until Charlotte reveals Phantomere's spirit-techniques. Despite our shock, she maintains control of the situation and gives us a do-or-die option, and we choose to do. More precisely, we choose to leave our bodies and attack/possess the Alakazamutant's (goes by the name of Wrath) mind directly, bypassing his augmentations, going straight for the soul. We enter the dark, broken depths of his mind, confront him as he truly is, and our sanity wavers. We fight, we think (though we can't be sure), a dark, seemingly endless fight, as much horriffic violence as is it deathly silence and fear, we confront his insanity, the darkness inside him directly, and we come so close to falling. But we persevere, we hold on, we find out strengths and throw them against him and scream our defiance and eventually he withers and falls, the cracks in his mind widen to swallow him whole, the darkness flees him as he shakes himself apart, and just before he dies, truly, and finally, and we're letting go of his mind, leaving it, we hear one barely-percievable mental 'thank-you', look over our shoulders to see a bright figure, eyes shining with wisdom and intelligence, as he should have been. And we realize that Wrath's been made whole again, has found peace, that whatever else happens, this was worth it. We return to our bodies to find that just a moment's passed. Wrath is dead, the Megabrid's disturbed, though. He was never meant to be awoken again, and however great his power, his mind is that of a child. A wise, divine child, but a child nonetheless. He wants to go back to sleep, but can't, wants to be away from all this. He tells us of the times past, of creation, of early life, beautiful stories, beautiful songs. And so he remains as we strap on our jet-packs and get on our pokemon and fly the fuck out of there, his songs still echoing through the mountains, and in our hearts, provoking emotion, such powerful emotion. And a few minutes after we've left, we see a few specks fly over the horizon and we hover, transfixed in shock and rage as the screams of a dying god echo from the nuclear fires in our wake, and we weep. ... That's why I'm making a speech. Because fuck yeah, let's do this thing. Quote:
I like one thought, though. You're saying something about evoliths changing the weather... Part of my problem with the weather thing is that its's so easily accessible for us. Between pokebrids and pokemon and engineers, whenever an opportunity pops up (and they have and will be popping up plentifully), we can take advantage of it. We don't really need to weaken weather moves. We can just reduce the amount of combatants that can use them. That'd keep it strong, but make it way harder to use, and make us really invest in using the weather to our advantage. Not sure how to limit them, but it's more favorable than weakening them, I think. But I'll think about it. Think about the plan as well. We'll find some way to compromise on the former, and we can finalize the latter tomorrow. |
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