No, read the definition. If you haven't scouted, it's not prediction, since you don't have any prior knowledge. Scouting =/= predicting. It's sending a hard counter to gain knowledge. That's not prediction.Going off of your definition, if you HADN'T have scouted the entire team, then there would be more prediction by not knowing what pokemon they had.
You're splitting hairs, really, if you ask me. They're both prediction. One is made with more information, which essentially changes the risk/reward levels based on how you use that information. I can understand the appeal of both.No, read the definition. If you haven't scouted, it's not prediction, since you don't have any prior knowledge. Scouting =/= predicting. It's sending a hard counter to gain knowledge. That's not prediction.
Your hypothesis is once you know their entire team, you posit that it requires less prediction. I disagree. It requires the same or even more prediction, because you can make educated guesses now. Prediction.
THIS!You're splitting hairs, really, if you ask me. They're both prediction. One is made with more information, which essentially changes the risk/reward levels based on how you use that information. I can understand the appeal of both.
We've had several people who have claimed it does in this thread.Let's not jump the gun here. Shoddy Battle simulates link play. Has anyone at all proven that this happens in link play?
That's some strong rationalization just to avoid a change in game mechanics. Furthermore, it's a game mechanic that I've found promotes skill over luck. It would be very odd for Smogon, a site with a reputation of trying to minimize luck in favor of skill, to bend over backwards to remove such a rule.Also, it's easy to rationalize not having to do this for a simulator. One could easily mandate that in an "official" scenario, you need to choose your lead in advance and give it to a Judge who mandates that you pick that Pokemon as your lead. Thus for a simulator we can just say that the server is that "judge" and that leads are pre-picked according to our rules. This is much the same as using blind character selection in a fighting game; just because the game has both players select characters at the same time doesn't mean it can't be blind. There is no reason we have to play that way on our server; it's not a game mechanic.
True. You may know what pokemon they have (you don't have to guess anymore) but you still need to PREDICT what they will send out and when, what moves they will use, etc. If anything it amplifies prediction because if your opponent has a pokemon that appears to be a counter they can play mind games and send in something else, or take advantage of their team being viewable by constructing a team that appears to function a certain way at first glance, but perhaps does something entirely different.Prediction of the unknown?
It takes away guesswork, not prediction...
Thanks, this is what I wanted to know most.Over local wireless it also shows you the opponent's Pokemon. Have tested with niche.
Doubt it. On PBR all you could infer were the species, nicknames, and whether or not each Pokemon was holding an item (but not the exact item they happened to be holding).Does it show movesets, nature, and things of that kind?
How is this any "stronger" than any of the rationalization for blind character selection in any fighting game? Since the battle hasn't started yet, it is a completely human-controllable game mechanic.That's some strong rationalization just to avoid a change in game mechanics. Furthermore, it's a game mechanic that I've found promotes skill over luck. It would be very odd for Smogon, a site with a reputation of trying to minimize luck in favor of skill, to bend over backwards to remove such a rule.
I don't understand this part, could you explain it more?This is much the same as using blind character selection in a fighting game; just because the game has both players select characters at the same time doesn't mean it can't be blind. There is no reason we have to play that way on our server; it's not a game mechanic.