Difference between revisions of "Capturing"

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When the player faces a wild tuxemon (one without a [[trainer]]) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.
[[File:Image--022.jpg|thumbnail]]When the player faces a wild tuxemon (one without a [[trainer]]) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.  
 
= Purpose =
 
Having capturing as part of combat adds a few features to the game:
 
# Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
# Other tactics become preferable, like using conditions or using techniques that aren't so damaging
# Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
# Customisation - in a game with different types of [[Capture Device]], you might want to catch your tuxemon in one particular one, or have a collection


= How It Works =
= How It Works =
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* Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon
* Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon


So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon - and at the moment there is only one item, so that is effectively static.
So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon.
= Current System =
 
Catch Likelihood:


= Proposal =
    (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)


[[ShadowApex]] set up the following system:
    shake_check = 65536 / (255 / catch_check) ** 0.1875


The catch likelihood is compared to a random number between 0 and 1,000. If the result is lower than the catch likelihood, the capture is successful.
== Catch Rate ==


Catch Likelihood:
The amount that the catch likelihood would be multiplied by.


    ((HP Lost/Total HP) * 1,000) + 150 if affected by a condition + the Power of the item used (100 for a regular [[Capture Device]])
I.e. a catch resistance of 1 would mean an unchanged catch likelihood, a catch resistance of 0 would mean a monster is impossible to catch, and a catch resistance of 0.5 would mean that the mon is half as likely to be caught as standard.


The only change I would make is limiting the +150 to negative [[conditions]].
If no catch resistance is specified, a default of 1 would be used.  


== Dialogue ==
== Dialogue ==
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* It failed!
* It failed!


= Other options =
= Other capturing options =
 
== Capturing alternatives ==
There are a few other ways that capturing could work instead:
 
* '''One shot:''' [[Neo Monsters]] doesn't have any items in combat. Instead, you can attempt to capture each individual monster only once. This is a great way of creating tension: do I keep lowering their health further but risk knocking them out, or do I go now but have a greater risk of failure?
* '''Test of skill:''' In this case, you have to win a test of skill like playing a round of blackjack, or clicking a button at the right time. The more damage you do to the tuxemon/better item you use, the easier the test of skill is.
* '''Separate process:''' There could be a separate way of capturing tuxemon that is unrelated to battle. For example, defeated tuxemon could drop eggs in battle that can be hatched (like in [[Monster Sanctuary]]), or there could be a separate location you go to just for catching - no battling required.
 
== Item additions ==
 
* Candied Flask: Upon capture, the tuxemon increases in level by 1.
* Flavoured Flask: The tuxemon's positive taste changes to the one specified by the flask
* Quick Flask: If the capture fails, you don't lose your turn (but the flask does break as normal)
* Friend Flask: A held item. The active tuxemon attempts a capture at a certain point (no action required)
* Lavish Flask: The capture has a higher chance of succeeding.
* Hardened Flask: Doesn't break on a failed capture.
 
= Representation =
 
Most interest in capturing has actually been about what capturing represents in the story, and flavour around items, rather than the game mechanics themselves.
 
== Names ==
 
'''Tuxeball''', '''Tarball''' (after the [https://en.wikipedia.org/wiki/Tar_(computing) computing term]) and '''Zipball''' have been proposed as names for the [[Capture Device]].
 
== Ideas for varieties of Capture Device ==
 
* Mechanical ways of capturing and holding animals: Cages, boxes, sacks, traps, manacles, nests, nesting boxes
* Organic representations of life: Eggs, seeds, fossils
* Fantastical ways of holding animals: Gemstones, geodes, flasks (could be sucked into the flask through a kind of spiritual vacuum cleaner)
* Artistic representations of life: Collectable cards, statuettes, paintings, photographs
* Ways of storing information: Floppy disks, CDs
 
== Containment (Hikari) ==
 
Containment: Mostly because the concept of 'spirits' rather than flesh and blood creatures I'd actually looked to the cartoon 'Danny phantom' and how it uses basically a thermos to vacuum up the ghost of the week.
 
Instead of a bunch of tiny pokeballs, you get a thermos or jug or something of the like that you dump captured critters in. This only does final containment rather than capture though, so you would still need to buy 'regular/great/ultra balls' to catch things. However those actual capture devices break after each use (one thing I hated about pokeballs. If you fail a capture why not pick the balls up to reuse?)
 
Thinking they should be called bottles. Not beer bottle shape, but still bottly shaped.
 
Anyway the thermos/jug can only hold so many creatures, but you can plug it into a device in healing houses to free up space. Those creatures are tagged as 'yours' by whatever this system is called so that they can be called back to you at need.
 
Think of the inside of the ghostbusters containment system. Its own world where these things can move and interact. Sure they aren't generally all that smart, but it keeps them less agitated than keeping them stuffed in jars.
 
Plus it gives potential for you having to go in yourself using special gear.
 
== Binding (Tamashihoshi) ==
Binding a spirit onto an object, like the soul of the younger brother in Full Metal Alchemist or the djinn bound to objects in Magi and the Labyrinth of Magic the djinn. Trainers would carry an individual object in which the spirits are bound. There could be a "easy to attach" spirit container the cathedral sells, where you can bind tuxemon without having great skill. (Probably works only on weak tuxemon though).


You could do this subtly by having different trainer sprites show different objects - without spelling out that this person's umbrella is their binding object, that person's amulet is their binding object. etc.
[[Other capturing options]]

Latest revision as of 09:49, 17 April 2023

Image--022.jpg

When the player faces a wild tuxemon (one without a trainer) in combat, the player can use a device to catch it - which makes the tuxemon belong to the player.

Purpose[edit | edit source]

Having capturing as part of combat adds a few features to the game:

  1. Even battles against weak tuxemon are challenging, since you need to lower their hit points without eliminating them
  2. Other tactics become preferable, like using conditions or using techniques that aren't so damaging
  3. Capturing comes with a monetary cost, and being sloppy with capturing carries a higher cost
  4. Customisation - in a game with different types of Capture Device, you might want to catch your tuxemon in one particular one, or have a collection

How It Works[edit | edit source]

The main method of capturing that has been proposed is as follows:

  1. You buy or otherwise acquire a number of Capture Devices
  2. In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative condition
  3. Instead of taking another action in a Round like using a technique, you use a Capture Device
  4. It has a chance of succeeding. If it does, you catch the tuxemon. If it doesn't, then your Turn for the Round is over. You can try again later, however.

There are a number of factors that could be involved in catch likelihood:

  • The item used
  • The level of the tuxemon
  • The HP of the tuxemon (current and maximum)
  • The species of tuxemon (some may be harder or easier to catch)
  • Conditions affecting the tuxemon
  • Some property of the trainer, like if they are well-liked by their other tuxemon or by their active tuxemon

So far we have only gone with the item used, the HP of the tuxemon and conditions affecting the tuxemon.

Current System[edit | edit source]

Catch Likelihood:

   (3 * target.hp - 2 * target.current_hp) * target.catch_rate * status_modifier * tuxeball_modifier / (3 * target.hp)
   shake_check = 65536 / (255 / catch_check) ** 0.1875

Catch Rate[edit | edit source]

The amount that the catch likelihood would be multiplied by.

I.e. a catch resistance of 1 would mean an unchanged catch likelihood, a catch resistance of 0 would mean a monster is impossible to catch, and a catch resistance of 0.5 would mean that the mon is half as likely to be caught as standard.

If no catch resistance is specified, a default of 1 would be used.

Dialogue[edit | edit source]

  • It worked!
  • It failed!

Other capturing options[edit | edit source]

Other capturing options