By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SuperNova said:

Personally I think a mix might be nice.
Keep the traditional wild battles but also keep the catching mini game. That way you actually have some kind of skill applied to the actual catching action itself, rather then 100% rng.

The catching mechanic would get harder the more health the wild pokemon has and get easier the less health it has left. That way the player can attempt to skip the battle if they aren't interested, but they can also have the battle and increase their catch rate.

The pokemon on the overworld could go hand in had with how much 'experience' the player has with with each kind of pokemon. The first encounter with any pokemon is always random a surprising random encounter, but the more often you've encountered a pokemon (or if you cought and analyzed it), the more 'aware' you are of their ususal hangout/hiding places and that's why you can see and seek them out/ avoid them on the map.

It keeps the excitement of random encounters, bc you're amost guaranteed to see something new, but also takes the annoyance associated with them away.

It's surprisingly easy to integrate Let's Go's features with traditional play, without taking depth or complexity away and make them into awesome improvements.

 

This ☝🏼We have a winner! 

 

Excelent example that life aint black nor white. Hope this is the future of the series