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jjsquirrel

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Everything posted by jjsquirrel

  1. Suggestion: Public gyms Suggestions Description: The public gym situation has been complained about since I started playing. There was something added a while back as an incentive to run them (cannot remember the details). I think that could be changed into a mechanism where you can actually make a profit from running them by having simulated people train there as hobbyists, similar to this idea. It would probably also go well together with franchises. Let gyms get a hype rating. That together with values for cleanliness, equipment is baked into a formula that provides an extra weekly income for public gyms only. Also add some investments that be purchased and increase this income but add some small extra maintenance cost, could even split up what is just purchasing new equipment into specific equipments. Base value for available income from hobbyists should be some value based on total game economy (per city). That creates a market per city that gyms have to compete for, you can only have so many public gyms per city making a profit purely on simulated hobbyists. But you do still have the pro fighters paying their fees as before on top of that. Market share should have some inertia so it is also based of the previous weeks value. Public gyms would compete with each other for the hobbyist market. So how to gain hype for gyms? Having high hype fighters train there is a given, add some for ever week they train there. Having coaches with high experience, extensive records or similar could also add hype up to some point, could create some competition for retired fighters. Sponsorships, could maybe be a thing. Sponsor events. If sponsoring individual fighters it could be cool if it can be done in some form involving him giving a seminar at the gym. Seminars is also something that could be a mechanic on its own. When fighters win fights a small bit of hype could be added to the gym they train at (scaled for the fight hype level). Typing that I'm starting to see in my head how dojo stormings could become a thing when two competing gyms have an org set up an event for them to fight it out.. that would be a totally cool thing if it happened Pros: Make public gyms a viable company option Expand the tycoon aspect of the game Provides natural incentive to open public gyms where needed Cons: A lot of balancing (that is the hard part here, I'm just throwing out ideas, but it has to be done anyway to eventually achieve a working economy) Could be tough to get into the public gym market, but that also depends on how saturated it is so could hopefully be self-regulated once you find the right balance
  2. Or maybe add it as part of this: ..and come on now, free CK, we want his input on discussions like this.
  3. I should add also that it would be cool if you could hire any retired fighter as a coach, not just your own. Except the ones that went to Bahamas I suppose. I think it could be nice if the majority (maybe even all?) of gym coaches are made up of actual ex fighters. You would of course always have the first opportunity to hire your own ex fighters as you can retire them directly to coaching.
  4. Suggestion: Non-fighting skills Suggestions Description: This would be similar to skills or in some cases more like hiddens for personality traits that mainly affect things outside the fight engine. Some example I could think of are Media training: Skill, affects outcome of events like the interview ones and similar. Should go up slowly as the fighter has more high-level fights, as results of interview events and there could also be an option to send him on media training for a cost. The general idea is that a high level should help generate a little occasional bonus hype.. or maybe popularity instead if we don't want to give out hype this way. It would also be used if we eventually add things like pre-fight press conferences or similar. Coaching: Skill start from 1 and then starts increasing slowly once the fighter has reached a certain experience level. Can be increased by sending him on coaching courses for a cost. if he is retired as a coach it can directly influence how much coach skill point he gets. But before then it can also be used for other things like being a cornerman for another fighter or holding seminars (if we add those features). Sportsmanship: This would be more like a hidden with some randomness to the exact value assigned at fighter creation. The player should have some input on high/low so it can match how you want to roleplay your guy but not be able to know the exact value. This would be checked when generating finishing texts and could have some impact on how many injury days the opponent gets. I think it would be fine if that is all it does for now, but could also have a future use for warnings/DQ:s. Low sportsmanship could increase the chance for illegal moves that can actually give you some advantage but would be a higher risk/reward thing that you may also get DQ:ed if they happen too many times in a fight. I think making the unsportsmanlike conduct into something more than just flavour text will generate more attention and roleplaying/smacktalking interactions.Sending a guy on a rules seminar could be an option that increases both coaching and sportsmanship Pros: Roleplaying value Good building block to expand with more mechanics later Adds a little bit of a money sink for training courses Cons: May feel restricting for roleplayers if their characters get assigned personality traits
  5. I personally think the right level to aim for is removing the need for laundry services but still leave the possibility. It should not be the most efficient way to get money and should not result in any major secondary benefits like company hype or similar. Nerf it instead of kill it outright just because leaving different ways to achieve your goals makes the economy more dynamic and interesting. Maybe just leave laundry as it is for now and revisit it later to find how/if to fit it in once a working ingame economy is starting to take shape?
  6. Yes should maybe have been clearer on that but my idea was that this should not go in until we have to fix the income side for nutrition companies among other things. Getting the economy into a working state will have to be done in several steps but I'm posting them in separate topics to keep discussions focused and make it possible to accept/reject/modify them individually.
  7. Means fighting is probably not his thing and he would be better off hanging with the crowd that like gardening, musicals and such.
  8. Suggestion: Production capacity Suggestions Description: For clothes and nutrition, instead of having a fixed number of new items you can produce per month make that number variable, lets call it production capacity. It should start out low, much lower than the current hardcoded one. Expanding it is done by paying an upfront cost. There is also a running monthly cost based on current production capacity (regardless of if you use it or not). Scaling it down should also be an option, but takes time (notice periods for layoffs, labour unions whatever). Generally companies should make a profit of course, but if they are not selling products it should be possible to make a loss. Also add a small monthly storage fee for unsold items in stock. Pros: Moneysink to balance simulated sales Lets make this a tycoon game Cons:
  9. Suggestion: Simulated sales Suggestions Description: This is only one small step on the long road to achieve a working economy, more to come. Add a simulated consumer base that will buy clothes and supplements every month. This represents sales hobbyists etc. and happens in addition to what in-game fighters buy. The total simulated sales could be some fixed percentage of the total economic activity in the game per month. This is then split up between companies based on hype, product price and some randomization. Companies compete mainly by gaining hype. Hype drives sales, not the other way around. So sponsorships will be necessary to get a slice of the general public sales. The hype gained from sales to fighters/managers should be heavily scaled down. Base it on fighter hype so sales to a high hype fighter still gives hype to the company. Laundry can still have a place in the economy, but I think it should not be a way to boost company hype so there should be some cap on how much a single fighter can boost company hype per month. Pros: May eventually add some actual strategy for companies where they can exploit different niches like targeting pro fighters or the general public. Give <160 supplements a reason to exist as aimed for the hobbyist market and at the same time providing a way to start building up a new nutrition company without the extreme initial investment for going straight to 160. Cons: As this injects more money into the game it will need to be balanced out by money sinks (separate suggestions).
  10. Suggestion: Retired fighters as coaches Suggestions Description: Make it possible to convert your fighters into coaches. This is mainly for roleplaying purposes and letting players keep their favourites around. But it could also let you use them if we add a feature like cornermen or specialist training. So don't be too harsh on their coaching attributes. Maybe give the player a pool of points to distribute based on number of fights they had. I don't think it should be linked to current skill level as that may have declined from their peak. But the BJJ max level should be limited by their belt level. The same could be done for other primaries but would require the game to track historic max level for them too. Let ex-fighter coaches keep an avatar (could maybe even spawn a new market for avatars of older guys?). Pros: Roleplaying and sentimentality Has possible future game mechanic use like cornermen Cons:
  11. Suggestion: Intelligent counters Suggestions Description: Add a new variable to the fight engine for "having a read" on your opponent. Let it build up over the fight based on your fighters intelligence + experience. Maybe slow the buildup a bit if opponent is high on SHIG. At a certain threshold level you get a bonus for hitting with counters. If things like cornermen (that will be another suggestion, edit: now added here) is eventually added your corner can also affect reading the opp every round break. As this will boost the importance of intelligence somewhat it can be balanced by instead slightly decreasing the impact of intelligence for "going for the kill" once your opponent is rocked. Instead make aggression play a role there. Pros: Cool mechanic that I think will be interesting for high level slidering Cons: ?
  12. Suggestion: Physicals cap Suggestions Description: A physical cap was about to be implemented a few years ago. My suggestion is a lighter variant modeled on irl body/muscle types. Instead of a general cap we put in some more targeted limitations. Strength vs Cardio: If one is 15 the other can max be 13, or you can have both at 14 but not both maxed. Strength vs Flexibility: Same thing. Speed vs Cardio: Same thing. So you could have Cardio 15, but then both Strength and Speed would be capped at 13. I'm thinking it can be explained as big muscles burn more energy and fast/slow muscle types. But the goal is that you have to make some hard choices which should create more build variety. Pros: Build variety Realism? Cons: Existing fighters above the cap
  13. Suggestion: Tutorial fights Suggestions Description: We want to keep new players and I think the best way is to show them the best part of the game right away.. which is the fight engine that kept all of us coming back year after year. There is already a series of PM:s for a new player I think but cannot remember what they say. I think this could be expanded and add a couple fights. They would be against predefined "bot" opponents and not count for your record. Maybe your own fighter would also be a predefined allround one. Give some hints before each fight on how to slider against the different opponent builds you face.. and the noob may even learn something. And make sure the tutorial point them to the pbp version of the fight.. I remember squinting and covering part of my screen for quite some time before I found that myself. Pros: New player experience More things for a new player to do Cons: Will get repetitive and boring for the poor multis having to go through this time after time trying to look like a noob
  14. Suggestion: Let fighters keep their BJJ belts Suggestions Description: Once you earned a BJJ belt it should never go back down to a lower belt even if the BJJ primary decreases. That is really the main one, but I can think of a couple related things while you are anyway in this part of the code. Add some extra secondary requirements for black belts, like having at least something in submissions. And red belts are not a thing for active fighters, rather an honorary rank for the "old and wise". Put in an age requirement like 40+ and if you still qualify for black belt at that age you get the red. It would be more of a roleplaying thing. Maybe add a manager trophy for earning a red belt for your fighter. Pros: Realism, stripping belts are not done irl even when skill declines. Roleplaying, players don't like seeing their fighters robbed of belts they earned. Could make scouting fighters a little more interesting. Cons: Does make it slightly harder to judge someones real grappling skill, especially an older fighter and could maybe give an unfair advantage to org owners that way as they can still see the skill based star rating.. i guess, had to try to come up with something.
  15. It sounds nice and ideally I would like to have it built into the game itself like that. But it also has some cons: Development time that could be spent on other things, since we have the forums for now. Less flexibility, if we decide we want some new award or drop one that is no longer relevant it may not be as easy to do and since any major change now requires development time that may not be available. And given that there are some major changes planned for the game I could see that we may want some changes to the awards also depending on how the game changes. So while I do actually want this I think it would be better to wait and maybe do it later.
  16. There is a suggestion section, if you can get 15 reactions on it there it would be the first change to trigger a notification to Mike and Vlad, maybe give it a go?
  17. Manager ID: 122462 Bug: Forum dark mode icons hard to see Bug Description: The new icons on the forum main page are always black and becomes hard to see against the dark mode background. Maybe invert to a lighter colour in dark mode? Bug Severity: Low Steps to Recreate: Switch to dark mode, go check read and unread versions.
  18. I was keeping my suggestion as small as I could here, but if we are free to make wishes I agree some way to have orgs at different tiers would be the ideal way to do it. Never thought of having different hype tiers as well but interesting idea. If there is no connection at all between the hype levels couldn't you end up with some long-cooked guy that has very little hype at the lower levels but after a long career is high on prime hype. If he then goes back to lower levels after retiring from the "UFC" level org it would be weird if the game handles him as a nobody with no lower level hype. Or would there be a hard requirement on a certain hype level at the previous level before a higher tier org can sign him? If there is also a redesign of org structure and fighter hype on the table I think manager hype redesign has to wait and depend on what is done with the fighters.
  19. This sounds great, maybe the only viable way forward to have this game prosper again instead of dying. I've been saying Mike should sell the game rather than have it die, happy to see a solution where he is still around. Technical improvements, ok nice. But what is your vision on overall game design? And working on all the code especially the fight engine, does that mean your days as a player is over?
  20. Suggestion: Manager rank weighting Suggestions Description: I believe this is still relevant so reposting: I'm recently back from a 2-year break. My rank went from nothing to currently #65 from mostly doing QFC and some id org fights with my new guys. It honestly feels silly that I should even be in the top 100 just from this. Got me thinking, what if change in manager rank was weighted by the rank of the org you are fighting in? You still always get some hype from a win, but make it maybe 10 times smaller on the bottom end. Should mean you practically have to be successful in bigger orgs to get into the top 10 and the rise to there will be slower. But it also means top ranked managers don't need to be as nervous about doing QFC testing or playing around in tournaments for fun. Pros: We will have fights at different levels were the big org fights become more important to managers. Cons: Will take longer to reach the top in manager rank for new players.
  21. Camara was just a common cheater and a troll. At best he was mediocre at it like everything else he did, not sure he managed anything worthy of the scandal HoF.
  22. Balder Bull: Hung Takedo, WTF does that mean? All I can think is hung like Chuck Norris or like a horse you know.. but a Takedo? Must be one of those BJJ names they got for all their gay moves. I don't even wanna know what it means, I'm not having any of that, gonna knock this guy out before he tries anything weird.
  23. Didn't notice there was a poll until reading that comment, would maybe get more attention to make a separate thread for the poll with a short description of the options.
  24. Would be nice to have things like this in in some way. But even better if it were not totally random I think. Like tied some personality hidden that makes some fighters more likely to be involved.
  25. No that is not normal, I recommend you send a PM to the game owner, this guy to let him know it did not start for you: https://www.mmatycoon.com/managerprofilemanager.php?MgrID=155
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