Open bennybroseph opened 6 months ago
Think these items would work well with a bag mechanic, where you are able to store some amount / value of items that you can select to start your run with (i.e. same as starters if not just a fixed number of items). Then these could be given to / transferred to pokemon via UI maybe alongside the transfer option
A friend of mine had an idea of you having a shop at the start of a run to get items like, say the toxic orb (I have seen it ingame myself), flame orb or eviolite (in case of fusions/support stuff like charjabug assuming it's ability would work). This could be expanded to include pokemon specific items like the Light Ball, Thick Leek and such. Said shop would share the points you spend on pokemons.
Main idea of that is to be able to properly utilize things like poison heal gliscor, the guts pokemon of your liking or to give some more incentive to use specific pokemon (Light ball on the Let's go pikachu as a prime example).
Currently, all held items are obtained through RNG (which is influenced by the Luck stat). While there are some powerful items to be gained this way, it would be interesting to add some new items not already in this pool exclusively at the start of a run. They would be limited to one Pokemon per run and some items may even make sense to be consumable should you complete or fail said run.
Some ideas I had for this include: Mail (Write an Item down on the Mail. Finish a Classic run to receive that item) Assault Vest Big Root Binding Band Safety Goggles Loaded Dice Punching Gloves Metronome White Herb Blunder/Weakness Policy Throat Spray Mirror Herb
* Activates once per battle. Optionally, also lost after the run ends.
I'm sure there are more I could list, but hopefully this shows the theme that I'm going for with these; powerful items that don't make sense to attach to every member of your team as they fit a niche. I think items like that would not fit in the current shop as you may find yourself frequently skipping over them.
Obviously I'm not set on having any items disappear after a run. That's the part of this I'm the least attached to by far.