Couple/Partner System

This system was inspired by the “Valentine” dungeon and Friendship forest.
Originally, I would like to call it Marriage system, but since this is Pokemon game, I simply change it to Partner system.

This feature is basically to make 2 players together like they are in the same Guild, but not a guild. It’s Partnership with a unique feature on its own. Along with this system, I also proposed a dungeon exclusive for this that has the same style as Friendship forest, but anyway, here is what I have in mind.

Key Feature

  • Allows 2 players that became a partner to meet in dungeon without being in the same party.
  • Exclusive bag item with effects that only activated when the partner is on the same floor.
  • Progression method to unlock the exclusive effects like Adventurer rank.

How Players can become Partner

The idea I have works the way one created a guild. They pay a fee, stand on one tiles together and voila, they become a partner. But this would be kinda boring, so I came up with ideas like “Material requirement” to become a partner. With this material, the NPC would then make the 2 players to become partner and at the same time, creating the exclusive bag items for them called Partner Ring, or whatever you guys prefer.

The material can be obtained through playing some exclusive dungeon that works like Friendship forest. This dungeon can have paths, set level, item limits, etc. Whatever the challenge you would like to have, but in the end, they would have to gather a certain amount of materials for to become partner and pay some small amount of fee. (like 50k poke maybe)

The material is of course dropped from the boss. But, it doesn’t have to be a sure drop so players are actually forced to run the dungeon over and over again to prove their loyalty and dedication.

Bag Item Effects

  • 10% - 20% more exp when on the same floor with your partner.
  • 10% more recruit chance when on the same floor with your partner.
  • 20 to all stats when on the same floor with your partner.
  • 50 more belly when on the same floor with your partner.
  • 5% chance not to consume PP when using a move.
  • x2 movement speed when on the same floor with your partner
  • x2 attack speed when on the same floor with your partner.

These effects are not unlocked all at once, but rather unlocked one by one through progression like how Adventurer rank works. You can decide which effect is the harder to unlock which the easier. Sure maybe they looked broken, but I believe this would encourage players to actually play the game together with someone to achieve this.

Partner Rank Progression

I’m still not sure what’s possible and not possible to implement this. I was hoping that you can normally rank them up by doing jobs after you became a partner, but if the Staff has better idea, I will leave it to you guys.

Closing words

I believe this is all that I can proposed. They are flawed of course, and would requires a lot of feedback. So if you guys have ideas or whatever it is, feel free to let me know. But I would really love to see this Partner system become reality as this would encourage players to play together even more. Thank you for reading this.

Your idea is mind-boggling, in a good way! Partnership would really increase the number of multiplayer runs! You got my vote, @Sekai !

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This effects might be broken, is like suggesting the same for the guild, I could agree with the exp boost and stat boost, next of that, nope, we have items for those.

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Unlike guild system though, you can only have 1 partner at a time.
(to change partner, you have to break up with your current partner, (maybe pay a fee) and redo everything all over again. If the progression unlock perks is a thing, then you also have to do it all over again to unlock all the effects)

Yes, the effect is broken, but its only activated if you are on the same floor with that 1 partner of yours, that was the intention or else- I don’t think the system is that rewarding and wouldn’t engage the players to actually do something to unlock the perks. It was broken so that 2 players that became a partner would always play together or at least see the benefit of playing together or use the partner system. But of course, its up to the staff the decide. Thanks for your insight though!

Hmm…I could see some upsides to this, and some downsides.

I’ll start with the upsides. Certainly, something like this can increase activity/engagement with the game if two people often do stuff together. It’d provide a goal for those players to play over the longer term. And it’d provide a reason to have someone you care about and get along with play the game; some people would probably get their significant others to play the game and introduce more people to PMU that way.

But this doesn’t come without downsides. If a partner stops playing, it can become quite demoralizing to continue playing yourself. Even if there is a way to get out of a partnership, starting over on that will not feel good, let alone the trouble of finding another partner to start anew with. It’s probably at least part of why guilds don’t really have any benefits (outside of having people available for escorts/rescues), so that people can more freely move around guilds/be guildless and not feel like they have to join a mega-guild just to be able to play the game properly.

Additionally, I’m not even sure if such a thing would properly work within PMU’s ancient code. It’d certainly require some development time if we decided this was a thing we wanted for the game and frankly, I’m not convinced it would be healthy for the longer term especially with the number/potency of effects being proposed here.

I do appreciate the suggestion, but I think at most all it could really offer in terms of perks (while not being crippling to lose access to) would be the exp boost, nothing more. And we should be careful with exp boosts, or risk accelerating the pace with which people reach a point of having trained everything they wanted to bother with. That isn’t to say it’s a hard “no” on this idea, but it’s not very likely to happen in the current state of things.

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