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jjsquirrel

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Everything posted by jjsquirrel

  1. jjsquirrel

    QFC Levels

    The QFC matchups are a bit random, but yes it is highly likely you will be crushed by a fighter with way better stats in level 2.. unless you get lucky enough to get another new player venturing into the shark-infested waters of level 2 at the same time. So find an org as close to your fighters id level as you can and join that one instead. Any good org matchmaker will try to find you opponents around your own level.
  2. They better be ready for the MMA version of Ruotsi-ottelu if they sign up for this.
  3. There are actually people who call it Brabo choke for no-gi as well, and possibly a few slightly different definitions floating around. It's not exactly as if there is a naming standard enforced in the sport. Still replacing it with the more widely used Darce choke would make sense. TWGC is supposed to more or less be ADCC I think, so no-gi. Something even more silly is the text lines that mention someone wearing gloves or faking a punch that can appear for grappling.
  4. At 12 cardio I think it is 0.5 or 0.6% so with 6 you lose 0.9% maybe? Just guessing here. This is also assuming you use a 160q supplement for less energy loss.
  5. Little Death Squad would be in if this happens. But we need some of the big alliances there too, no fun if they just run away and hide when we come out to play 😛
  6. Nice seeing some karate designs, provides more options to theme fighters.
  7. I think newspaper format is dead. But something more blog or feed-like with categories sounds interesting. Could be a mix as you say of editorial, player or auto-generated going into various categories. But the real nice thing would be if you could set what categories or tags you are interested in seeing or get notifications about. Things like who wins the alliance pyramid league every month should become an automated news item, instead of like just recently when people have to ask in the league chat who won last month.
  8. Some may be holding off waiting for the format to be fully set before they decide, chicken and egg problem?
  9. Didn't vote as I could personally do either, but what did the previous AWC:s run? 18yo I guess?
  10. Super Macho Man: Eh, the "reward" for winning the grappling phase is to be first out against the top striker? And we are supposed to actually hit each other now? Eh, I'm cool with that of course.. but there is something completely unrelated I have to tell you. I accidentally grabbed birdmans hair at one point in our match which is an illegal move.. trust me I know all about it from people not being able to keep their hand away from my beautiful mane.. but anyway as I'm all about sportsmanship I'm coming out to say as it is.. and accept my DQ and transfer to the other group.
  11. I would like it even better if there was some connection with fighter skills and actual game effect of their style, but just a flavour thing would be nice too actually.
  12. Mike always solved such issues quickly for both me and all others I heard mentioning it. I don't know how they split things between them now and if it was me I'd probably just message Mike again. He always prioritized payment issues as far as I know.
  13. Super Macho Man: The fans want to see me, naturally, I mean why else would they be there? So I keep the top position and give them their moneys worth. Always think of the fans. Tapping? Pfft, crazy idea, could lose me minutes of prime time exposure now that I reached the final, won't happen.
  14. Suggestion: Fighter status items Suggestions Description: Cars, houses, luxury watches, their own whiskey brand or whatever. Let there be things to spend fighter money on. Some discussion on luxury items already happened here. Let each such item have a status value roughly scaling with price. The more hype a fighter has the higher total value of status he will expect. Not meeting his expectations there will make him unhappy = morale loss. Below some hype threshold the expectation would be 0. Ideally there would even be a new hidden added that is a modifier to the expectation level making it individual per fighter, similar to other such non-fight attributes suggested here. A fixed relationship for expected status level and hype may not age well as the game economy grows or shrinks. So consider making it dynamic. Since everything is in a database you could split hype levels in a couple tiers, calculate an average per tier once per week or so. Then use fighter luxury desire hidden x current average for his tier to determine if he is happy with his current level or not. That way the expectation level shifts dynamically when fighters compare themselves to their peers. Like there is a floor with the bottom tier having 0 expectation there should probably be a roof as well or things may get silly for the top guys. Cap the max expectation at some percentage above the second tier maybe. Maybe holding a title would add a little extra expectation, at least as long as it also comes with some additional benefits so it doesn't become a disincentive to holding belts. Reaching a certain level of status items can also be a thing in itself, there should certainly be a fighter trophy for it. Could be a current and all time high list of the fighters spending the most on status items. Eventually something could also be done with manager hype being gained from retiring a fighter in the top status tier (as opposed to being robbed in shady laundry deals fighters would like to work with managers who get their guys luxury cars), but I think I made enough suggestions for a while now. Morale depending mainly on repetitive clothes changing is silly and I hope we can one day move away from that. Pros: Money sink Better model for fighter happiness, more realism Reduces laundry incentive Cons: Will in practise only be a limit for players not sitting on "old money"
  15. Costs could be increased in various ways, maybe also add some potential high energy loss from the seminar which effectively loses you more training sessions? Out of all my suggestions this is the one i feel is the least thought out so far so I welcome some discussion.
  16. Suggestion: Cornermen Suggestions Description: Make it possible to select up to two cornermen for a fight. Could be on same page as where you set sliders. For each cornerman you select one secondary skill that they will provide a bonus to based on their own skill level. This can work similar to the training bonus. Cornermen can be selected from other active fighters or from coaches at your gym. It would be nice if you can also invite fighters from other players to act as cornermen. Cornermen would have to be free for the event, so not fighting on the same day or giving a seminar etc. Cornermen bonus could also be weighed by coaching skill (if that is added). Having a friend in the corner could add a morale or confidence bonus, maybe even enough that it would make fighters with bad hiddens on those stats more viable overall? If your fighter fails an intelligence roll (whenever those are made) the corner may get a roll to save him and change the result to a better one. Could result in some text about fighter taking instructions from his corner. There is already some flavour text saying something about a fighter moving closer to their corner. make that have an actual effect and provide increased corner bonus for the rest of the round or similar. Cornermen would also factor heavily into getting a read on your opponent in round breaks. Base that on their experience and intelligence. You would not know in advance what cornermen your opponent has but it will be revealed in the fight text and possibly some commentary with clues on which skill they boost. Pros: Provides some adaptation possibilities for different types of opponents Nice role for older fighters to fill Cons: One more per fight setting to make, but it is optional of course
  17. Suggestion: Special moves & seminars Suggestions Description: Add the concept of special moves. This would be rare things that can work a little bit as a signature move for fighters, like Imanari roll or some of the things suggested for advanced submissions or strikes. Each one could have some prerequisite for being able to learn it, like a combination of maybe takedowns, submissions and flexibility for an Imanari roll. But if the fighter has the move or not is binary. If they do it will have a chance to replace a move of the appropriate type during fights, like a takedown for the Imanari roll. But it would be a slightly stronger version like the Imanari roll landing you straight into a leglock position.. which I realise may not be a thing in the fight engine now but you get the idea, it can maybe let you get straight to the next action and get a submission attempt. So how do fighters pick up the special moves? One way could be by very rare random events given that a fighter has the prerequisite skill. This would be how a new move initially enters the MMA Tycoon world. And Vlad, you don't even need to tell us when new moves are added, people will find out eventually. Another could be that we add seminars. Something that takes a full day (two training sessions) for the fighter holding them. It will be at a specific gym with a fee for attending fighters and a paycheck for the instructor fighter holding it. Note that the gym should be able to take a cut here and gym and instructor does not necessarily belong to the same manager. It works as two regular training sessions in one specific skill for attendees and will also have a chance for each of them to learn a special move the instructor has related to that skill. Chance to learn depend on the instructors coaching skill. The instructor will lose the two training sessions but gets the money instead as well as their coaching skill trained. I could imagine people being willing to pay a lot for a chance to learn attractive special moves even if they only offer a slight advantage over regular ones. I suppose seminars could be invite-only or open to anyone but should have a max attendance of maybe 12. Having a fighter run seminars could also be used as a mechanic to earn money from the simulated general public. Another thing (or an alternative to adding seminars) should be that ex-fighter coaches working at your gym have a small chance to spread any special moves they have every week. There should be a limit to how many special moves a fighter can have in total, like 3? There are probably ways to improve this suggestion, I'm not 100% happy with it as is but throwing it out there for discussion. Pros: Special moves makes fighters more unique Spreading moves drives player interaction Realism, seminars are very much a thing happening irl Cons: May introduce balancing issues with OP moves Could make luck more of a factor in fights May be difficult to keep moves a rare thing and they become just a standard thing that every fighter has
  18. Suggestion: Press conferences Suggestions Description: Make it an option for orgs to run pre-event press conferences and select one or two fights from the card to be featured. A successful event will gain some benefits like increased event attendance or hype. Add an option on the fighter bio page how to act during press conferences, like neutral, confrontative, sportsmanlike, crazy etc. (like post fight options). And of course an optional custom line to be quoted from them. Depending on fighter options, media skill, any friendship/rivalry, and some randomness generate a result. Results like fights almost breaking out should probably count as positive for the org as it generates more interest. There could even be options for the org to try and stage fake incidents for increased risk/reward. Outcome of the PC could have some effect on fighter popularity (we may not want it to affect hype?). And if media skill is a thing being featured on a PC should work like a training session to increase it. Another cool thing would be mind games. If one fighter manages to get under his opponents skin let it result in a morale drop. The roll for this could be based on confidence. I think there should some org hype level requirement (above id org) before you can use this option and it should cost a small amount of money for the org. Message all managers on the card when the PC happens (like 2 days before) and include link to the org forum thread to encourage continued smacktalk there. A successful press conference could also gain some little hype for the event sponsor. Clothes worn by a fighter featured on a PC could earn the producer company a few hype points. Pros: Adds to feeling of different tier orgs Would be a nice tie-in to make use of media skill and make such fighters more desirable for orgs Could inspire players to some forum follow up smack talking Cons: May discourage/replace player driven press conference events via forum, but i have not seen any of those in a long time now anyway
  19. Suggestion: Friendship/rivalry Suggestions Description: Allow managers to set friends or rivals for their fighters. Use this setting to trigger interesting fight flavour text. If sportsmanship is added this setting would act as a heavy modifier on that during fights like +50 if you have opp set as friend or -50 for a rival. Probably has to be a limit on how often you can change to make this more of a long-term thing and not have people swap around before every fight. Pros: Flavour, roleplaying Cons: ?
  20. Suggestion: Benefits from holding titles Suggestions Description: Holding a belt doesn't really do much beyond the bragging rights. I think it would improve the game if there was some actual effect attached to it. Could be as simple as periodic S&W credits for title holders. Or create a few new random events with positive effect that will only happen for title holders. Such events could also make use of non-fighting skills like media training so you can reap even more benefits (for org or for yourself) if you have a title holder that is also a media personality. But ideally I would like something more advanced like hype gains over time for managers holding top titles. At the same time top 10 managers not holding a top title could lose hype to offset that gain. That would fit nicely into the architecture the game already has in that it could run as a periodic script. And you would still have the bragging rights. When I say top titles it should be determined by org hype. Holding a title in the top few orgs in the game should be worth more and have more hype impact. A hard cap on minimum org hype before any effects kick in can be used to avoid pushing new orgs into running title fights right away.. and also make the mechanic harder to exploit using fake orgs. The intended effect is: More competition for the belts themselves, make you WANT that title shot. Being a top 10 manager should be harder without success in any top org, some tie-in with Manager rank weighting. One possible side effect is some champions may not be in any hurry to take fights and risk losing their belt and perks that come with it. This is however one driver for player interaction and maybe also somewhat realistic. And it goes both ways, if you are being difficult as a champ it may also be more difficult to get future title shots. And there is the strip title option if someone becomes unreasonable so I think it should work out. Original thread from years ago: Pros: Make titles more desirable Cons: Could make managers more reluctant risking their titles
  21. And I finally found where I first posted about ideas like this, could be some variation from what I wrote in recent suggestions:
  22. Maybe.. but I'd still take a guy stuffing his granite chin with pizza over someone whos most distinctive attribute is eating healthy.
  23. How many per team? We cannot field more than 3 at the moment. But as that was enough to just snipe the alliance pyramid league trophy ahead of the big alliances I feel we need to double down with an AWC title as well 😁
  24. Suggestion: New company type, fight equipment Suggestions Description: Gloves, pads, shin guards, wrestling dummies etc. anything that is used in training. For each type you can develop a product as an investment somewhat similar to nutrition (btw this system should probably be changed overall so higher quality items have a higher production cost and not just an one-time fee). But we do not want to deal with purchasing/replacing every little piece of gear for individual fighters like we do clothes. Instead this would be treated as consumables for gyms. A gym would be able to set a supplier for each product type. Quality of the kit has some small effect on training level. Private gyms will want top quality and pay more for that. Public gyms can do quite well with lower quality creating a market for both. For gyms and equipment companies there will be some supply chain management to keep track on that you don't run out of any specific type of gear. But no micromanagement hell, just let the gym set a level of stock for each equipment type and have it be automatically refilled as long as there is product available (same could be done for vending machines btw). Could even be that different types of training use different equipment - if we want to take the detail level that far, but would be cool actually since consumption rate would differ depending on what skills are trained the most. Which in turn would add some little strategy for the equipment companies to be on top of any new trends and have products available. For fight orgs (MMA/KT) we add a similar option as for gyms to select their approved fight glove and keep a stock, some are consumed at every event. having any less than top quality here should result in some small hype loss. Consequence for running out? Not sure, but hype or money penalty maybe. As for other companies we also have general public sales following a similar mechanic with total sales based on overall game economy size. Equipment companies gain hype mainly from sponsorships and shoutouts. Having your gloves used at events should also gain a small amount of hype based on the org hype. Another category would be gym machines/equipment, this is only sold to gyms. We already have the replace equipment option. Let that be an actual purchase of specific equipment produced by a company. Split that also up in some more specific categories. Replacements are done manually, are high cost but happens rarely. Pros: More tycooning for the tycoon game Tie economy together via player/company interaction Cons: Need people running the companies, maybe add some default magic quality 100 eq always available to buy just in case?
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