- Joined
- Aug 22, 2020
- Posts
- 133
I'm sorry if this was already asked before, but it's possible to cheese using this system in any shape or form? I mean, from a progression perspective, each new level the player's Pokémon's team gains will prevent this, but what if a player receive a an egg, which will hatch the Pokémon at the level 1.
In this, what would happen if the player's team consists only of a 1 level Pokémon and a 50 level Pokémon? If I'm not mistaken, the average would fall around the 24-26 benchmark, right?
If so, there's a way to prevent this?
I might be over thinking this, or I didn't still understood how the script works, but I found it fascinating and I want to use it for my project, but I have to think of the player's experience, and how players can potentially break the games logic (Mario Maker 2 taught me that)
Also, I really didn't understand how proportionalScaling works. Could you give me a practical example, pretty please?
In this, what would happen if the player's team consists only of a 1 level Pokémon and a 50 level Pokémon? If I'm not mistaken, the average would fall around the 24-26 benchmark, right?
If so, there's a way to prevent this?
I might be over thinking this, or I didn't still understood how the script works, but I found it fascinating and I want to use it for my project, but I have to think of the player's experience, and how players can potentially break the games logic (Mario Maker 2 taught me that)
Also, I really didn't understand how proportionalScaling works. Could you give me a practical example, pretty please?