Capturing
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.
How It Works
The main method of capturing that has been proposed is as follows:
- You buy or otherwise acquire a number of Capture Devices
- In battle, you weaken the tuxemon by damaging it, and potentially also by giving it a negative condition
- Instead of taking another action in a Round like using a technique, you use a Capture Device
- 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 - and at the moment there is only one item, so that is effectively static.
Proposal
ShadowApex set up the following system:
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 Likelihood:
((HP Lost/Total HP) * 1,000) + 150 if affected by a condition + the Power of the item used (100 for a regular Capture Device)
The only change I would make is limiting the +150 to negative conditions.
Dialogue
- It worked!
- It failed!
Other options
Tension
In a lot of catching games, there's a pause before the result is declared - perhaps with the Capture Device shaking, beeping, etc., a number of times based on the probability of the capture succeeding.
This adds tension and excitement, but also provides feedback: if you keep getting just one beep before the Capture Device fails, your capture chances are low.
A simple way to do this is to take the square root, cube root or so on of the capture chance, and test that two, three or four times. If it succeeds each time, then the capture is successful.
For example, if a tuxemon has an 80% chance of being captured, and three successes are required, then the chance for each should be 93%. If the random number generator produces 13, 82 and 55, for example, the capture is successful, but if it produces 13, 82 and 99 it is unsuccessful - and if it produces 98 on the first result, it doesn't continue testing for success.
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 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.