Sacrifice Lifespan to make Frankenstein esque fusions, namely ability to manually to pick which traits to get two different pals and skills to boot.
On more humorous side pile monkeys with guns on top of eachother to make autonomous monkey tower defense.
Why not ramp up technology and armor up Pals all the way up to tanks? On lower tiers lamballs make fine trebuchet ammo
Pals do not need to evolve or loan more mechanics from other monster catching games.
Well, perhaps your idea of "augmenting" the pals could be that form of "evolution" so to speak. Though I am all for the idea of augmenting our buds the way you have described.
If we're going total lorefags into this, there was that crazy scientist dude that apparently made his own unique pal in that tower of his. Perhaps, if some form of evo comes into existence, comes in the form of the groundwork laid from that. Albeit one that keeps our own buds intact and without sacrificing our other ones.
That said, anything to make our other buds that have been laid by the wayside and boosting them up to par again would be very excellent. Think of a squad of our adorable sheep and monkeys armed to the teeth in a mini boss squad, kicking ass and taking names. A militia to pound whatever stands in our way into the dirt with excessive gunfire and superior firepower.
Going back to your idea of lamballs firing trebuchet ammo, why not take a page from the more ridiculous Command and Conquer Generals mods and have our lamballs be fired out of a cannon to suicide bomb our opposition? I swear, there are videos of GLA suicide bombers dropping in fired from a cannon or are airdropped with motorcycles into an enemy base that was glorious to behold. Just can't find the video in question for it.
To pull from Digimon, I’m more for the “Burst Evolution” style, which is a temporary upgrade that goes beyond the Digimon’s final form in Savers (guess you could also compare it to Pokémon’s Mega Evolution if you wanna be a fag). Maybe a temp 5-star form?
Bleh. Not a fan of mega evolution in Pokemon for lore reasons, but I think it could be done in Palworld given how new it is. It has room to set the "ground rules" so to speak for how things work in their world, and it doesn't have the same baggage of bloat Pokemon has now. Question is what form that would take, and the logistics of designing and balancing whatever end results that may come out of that.
Agreed. Like maybe instead of Pal Souls you can train at buildings for those stat buffs, but it could be less efficient as a result. Not sure what you can do with condensing though. Maybe make it a “bond” thing, so you can either boost your Pals via forcibly merging with other Pals or somehow increase some “bond” in an ethical way that is NOT just running around, I do not want a “Friendship/Affection” stat affect gameplay ala Pokémon. Genuine cancer mechanic.
Depends on how said friendship mechanic works, seeing as Palworld was a bit overt with the themes of not overworking your pals. If they want to incentivize treating your pals well beyond the player's good will, they need to add mechanics to that effect to balance that out. Something that is not strictly better persay, but as a sidegrade path so to speak.
If they were to allow for more than one pal out on the battlefield, provided the engine were to allow for such along with balancing, perhaps they could add features where your pals synergize their abilities in tandem to compliment each other, covering each others weaknesses. Hell, perhaps augmenting the player, such as with electric granting you faster agility and speed in closer quarter combat, or ground/rock making you tankier, or fire doing what it says on the box and giving you extra elemental damage, so on and so forth.
Based, I agree. Both as in “make up cool shit for your Pals and be able to make that work ingame” but also for RP servers. Would love for more clan iconography and “warfare” in that way so me and my best bud could RP as opposing warlords or something.
Seeing as the groundwork is already there, if they were to expand on the story elements for that, such could be a way to help augment your mon in making them and you more powerful, giving you an incentive to treat them well. Though granted, how to balance that out without taking away the freedom from the other path is something I am still mulling over. To be good is something meaningful. It does not need to be hard, persay, but it has to *mean* something, in contrast in doing "evil" in the game as it may be deemed.
I think a template for this would be Princess Monoke, regarding how the princess of Iron Town has a good reason for the things she does, regardless of the harm it may cause nature likewise. In a similar vein, the Forest Spirit is not scornful of Mankind either, because Mankind's actions in that context
are a part of mother nature likewise, just as a force of nature.
I think that would be a fun theme to play with, going forward. I doubt Pocketpair will put that much thought into a fun monster rump, but it's fun to dream.
If you have the time, I think these two videos may flesh out that idea better for what I am thinking, albeit not in a direct fashion.
But to provide a tl'dr, Irontown provides a safe haven for those within, the downtrodden protected, even down to the leapars.
In a similar vein, I think something could be done with the idea in Palworld, if Pocketpair were so inclined. But again, that's probably beyond the scope and ambitions of what they are going for. Best we can hope for is a some decent fan project to implement the idea. God knows I don't have the writing chops for that.