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Keeping an eye on the fight engine since the changes


MMATycoon

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Like it was suggested earlier, maybe an equation using weight advantage/disadvantage would provide a bigger TDD,TD, Chin, and strength % and will likewise provide a lower Speed, Agility, flexibility and Conditioning %s i know this is probably a hard add, but then it will make people use more strategy when preparing for a fight and their sliders. Likewise for a fighter's height advantage, it can effect striking and accuracy at a % per cm

 

i know we have something similar to this but the consensus in the forums is that it could make more of an effect on fights, especially when small quick fighters are scoring easy takedowns.

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That's what it already does, so if there are any problems with that sort of thing, it's a balancing out issue, not that the logic isn't there at all.

 

Let's get a consensus opinion on some specific things that people think can be improved. If we can get a short bullet point list, with additional expansions on those points, that'll help me out.

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http://www.mmatycoon.com/fightcommentary.php?FTID=597378

 

Here is an example of why I think the ground text needs to still be expounded even more than the 12% you already did Mike. This is a 5 round fight and 70% of the fight was spent on the ground over the course of 5 rounds but my opponent landed only 6 GNP strikes.

 

That's just ridiculous if you ask me. Strikers really get no time at all to work their feet and have a chance to turn the round in their favor because 1 TD leads to 2-3 mins of being on the ground even when almost nothing lands on the ground.

 

I prefer expanding the ground game over making ref stand-ups happen quickly again because then we go the opposite way with the ground game where ref stand-ups happen after only a couple of moves

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If you wanna talk impossible, then have a look at this:

 

http://www.mmatycoon.com/fightcommentary.php?FTID=601640

 

A guillotine from half guard? That's ridiculous. Obviously Mike, you know that's not really possible which is why you put in the flavor text that the guy transitioned to full guard to complete it. So my complaint is, why is this submission being performed from half guard? Shouldn't he have to successfully transition to full guard first, then get the guillotine?

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Dee darts in looking for a takedown but Esposito gets double underhooks and turns Dee into the cage.
Frank Esposito has stuffed three takedown attempts in the round now. That's going to take a lot out of Tweedle Dee.
http://www.mmatycoon.com/images/fight/breakclinch2.gif

 

Had a failed TD end in the clinch. First one I can recall having seen. Maybe I have missed them because the "clinch" graphic doesn't pop up in the text.

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Impossible to say without having sliders. It's not ridiculous if they were nearly 100% control. If we have examples we need to know what the sliders were.

 

 

I have to completely disagree with you here. The fight I linked spent about 18 mins on the ground w/ my opponent landing 6 out 26 GNP and 0 out of 7 sub attempts.

 

I was 3 out of 10 GNP and 0 out 2 submissions.

 

That means there were a total of 48 offensive moves attempted on the ground with just 9 landing. That is an average of 0.5 strikes landed of 2.67 moves attempted per minute.

 

This is a lot of information I am about to link because I wanted to find examples of the amount of moves attempted striking when comparing UFC to tycoon and then show how big of a difference it is when comparing it to the ground game......so let me first start w/ the striking....

 

The following information is a total of 15 fights from the last 3 UFC events followed by 15 fights over the last 3 Evolution events....

 

Jones vs. Gustaffson

 

Time striking @ range: 23:40

Jones total strikes landed/thrown: 127/208

Gustaffson total strikes landed/thrown: 108/263

Total strikes landed/thrown: 235/471

Avg strikes landed/thrown per min: 9.93/19.9

 

Barao vs. Wineland

 

Time striking @ range: 5:10

Barao total strikes landed/thrown: 25/41

Wineland total strikes landed/thrown: 11/53

Total strikes landed/thrown: 36/94

Avg strikes landed/thrown per min: 6.97/18.2

 

Healy vs. Nurmagomedov

 

Time striking @ range: 8:05

Healy total strikes landed/thrown: 42/155

Nurmagomedov total strikes landed/thrown: 44/111

Total strikes landed/thrown: 86/266

Avg strikes landed/thrown per min: 10.64/32.91

 

Ricci vs. Jury

 

Time striking @ range: 8:20

Ricci total strikes landed/thrown: 14/84

Jury total strikes landed/thrown: 20/70

Total strikes landed/thrown: 34/154

Avg strikes landed/thrown per min: 4.08/18.49

 

Menjivar vs. Reis

 

Time spent striking @ range: 7:45

Menjivar total strikes landed/thrown: 18/49

Reis total strikes landed/thrown: 14/66

Total strikes landed/thrown: 32/115

Avg strikes landed/thrown per min: 4.13/14.84

 

Okami vs. Souza

 

Time spent striking @ range: 2:20

Okami total strikes landed/thrown: 1/11

Souza total strikes landed/thrown: 7/13

Total strikes landed/thrown: 8/24

Avg strikes landed/thrown per min: 3.43/10.3

 

Benavidez vs. Formiga

 

Time spent striking @ range: 3:05

Benavidez total strikes landed/thrown: 16/46

Formiga total strikes landed/thrown: 5/17

Total strikes landed/thrown: 21/63

Avg strikes landed/thrown per min: 6.81/20.43

 

Trinaldo vs. Hallman

 

Time spent striking @ range: 4:36

Trinaldo total strikes landed/thrown: 22/43

Hallman total strikes landed/thrown: 22/65

Total strikes landed/thrown: 44/108

Avg strikes landed/thrown per min: 9.57/23.48

 

Vinicius vs. Bagautinov

 

Time spent striking @ range: 6:26

Vinicius total strikes landed/thrown: 11/30

Bagautinov total strikes landed/thrown: 12/34

Total strikes landed/thrown: 23/64

Avg strikes landed/thrown per min: 3.58/9.95

 

Arantes vs. Souza

 

Time spent striking @ range: 10:16

Arantes total strikes landed/thrown: 23/61

Souza total strikes landed/thrown: 45/123

Total strikes landed/thrown: 68/184

Avg strikes landed/thrown per min: 6.62/17.92

 

Mendes vs. Guida

 

Time spent striking @ range: 7:11

Mendes total strikes landed/thrown: 15/47

Guida total strikes landed/thrown: 16/98

Total strikes landed/thrown: 31/145

Avg strikes landed/thrown per min: 4.32/20.19

 

Rothwell vs. Vera

 

Time spent striking @ range: 5:15

Rothwell total strikes landed/thrown: 35/75

Vera total strikes landed/thrown: 29/49

Total strikes landed/thrown: 64/124

Avg strikes landed/thrown per min: 12.19/23.62

 

Koch vs. Poirier

 

Time spent striking @ range: 4:00

Koch total strikes landed/thrown: 13/53

Poirier total strikes landed/thrown: 19/49

Total strikes landed/thrown: 32/102

Avg strikes landed/thrown per min: 8/25.5

 

Varner vs. Tibau

 

Time spent striking @ range: 7:20

Varner total strikes landed/thrown: 21/52

Tibau total strikes landed/thrown: 9/34

Total strikes landed/thrown: 30/86

Avg strikes landed/thrown per min: 4.09/11.73

 

Gaudinot vs. Elliot

 

Time spent striking @ range: 5:33

Guidinot total strikes landed/thrown: 23/69

Elliot total strikes landed/thrown: 34/74

Total strikes landed/thrown: 57/143

Avg strikes landed/thrown per min: 10.27/25.77

 

UFC totals:

 

Time spent striking at range: 114:35

Total strike attempts: 2,143

Total strikes landed: 801

Avg strikes landed/thrown per minute: 6.99/18.7

 

 

 

 

Marciano vs. Breaker

 

Time spent striking @ range: 14:05

Marciano total strikes landed/thrown: 61/131

Breaker total strikes landed/thrown: 49/78

Total strikes landed/thrown: 110/209

Avg strikes landed/thrown per min: 7.81/14.84

 

Higashikuni vs. Power

 

Time spent striking @ range: 11:40

Higashakuni total strikes landed/thrown: 26/52

Power total strikes landed/thrown: 35/92

Total strikes landed/thrown: 51/144

Avg strikes landed/thrown per min: 4.37/12.34

 

Fernandez vs. Miguel Batista

 

Time spent striking @ range: 4:58

Fernandez total strikes landed/thrown: 29/40

Batista total strikes landed/thrown: 11/36

Total strikes landed/thrown: 40/76

Avg strikes landed/thrown per min: 8.05/15.3

 

Sam Hall vs. Karri Vahti

 

Time spent striking @ range: 12:00

Hall total strikes landed/thrown: 34/69

Vahti total strikes landed/thrown: 26/62

Total strikes landed/thrown: 60/131

Avg strikes landed/thrown per min: 5/10.92

 

Puska vs. Grayson

 

Time spent striking @ range: 20:00

Puska total strikes landed/thrown: 37/117

Grayson total strikes landed/thrown: 75/125

Total strikes landed/thrown: 112/242

Avg strikes landed/thrown per min: 5.6/12.1

 

Orange vs. Narushima

 

Time spent striking @ range: 7:30

Orange total strikes landed/thrown: 15/38

Narushima total strikes landed/thrown: 33/71

Total strikes landed/thrown: 48/109

Avg strikes landed/thrown per min: 6.4/14.5

 

Barry vs. Logic

 

Time spent striking @ range: 4:00

Barry total strikes landed/thrown: 15/39

Logic total strikes landed/thrown: 21/33

Total strikes landed/thrown: 36/72

Avg strikes landed/thrown per min: 9/18

 

Miller vs. Griffin

 

Time spent striking @ range: 13:45

Miller total strikes landed/thrown: 17/64

Griffin total strikes landed/thrown: 87/125

Total strikes landed/thrown: 104/189

Avg strikes landed/thrown per min: 7.56/13.75

 

Tolonen vs. Bomb

 

Time spent striking @ range: 3:30

Tolonen total strikes landed/thrown: 7/23

Bomb total strikes landed/thrown: 9/20

Total strikes landed/thrown: 16/43

Avg strikes landed/thrown per min: 4.57/12.29

 

McThornbody vs. Juntunen

 

Time spent striking @ range: 10:45

McThornbody total strikes landed/thrown: 57/88

Juntunen total strikes landed/thrown: 26/71

Total strikes landed/thrown: 83/159

Avg strikes landed/thrown per min: 7.72/14.79

 

Gunn vs. Kytta

 

Time spent striking @ range: 7:57

Gunn total strikes landed/thrown: 3/10

Kytta total strikes landed/thrown: 34/51

Total strikes landed/thrown: 37/61

Avg strikes landed/thrown per min: 4.65/7.67

 

Ashantie vs. Goodridge

 

Time spent striking @ range: 6:15

Goodridge total strikes landed/thrown: 2/16

Ashantie total strikes landed/thrown: 36/50

Total strikes landed/thrown: 38/66

Avg strikes landed/thrown per min: 6.08/10.56

 

Fernandez vs. Ruanti

 

Time spent striking @ range: 3:30

Fernandez total strikes landed/thrown: 20/32

Ruanti total strikes landed/thrown: 6/18

Total strikes landed/thrown: 26/50

Avg strikes landed/thrown per min: 7.43/14.29

 

Gracie vs. Seagull

 

Time spent striking @ range: 5:30

Gracie total strikes landed/thrown: 9/16

Seagull total strikes landed/thrown: 20/43

Total strikes landed/thrown: 29/59

Avg strikes landed/thrown per min: 5.27/10.73

 

Grunt vs. Reyes

 

Time spent striking @ range: 7:00

Grunt total strikes landed/thrown: 36/65

Reyes total strikes landed/thrown: 10/51

Total strikes landed/thrown: 46/116

Avg strikes landed/thrown per min: 6.57/16.57

 

Tycoon Totals:

 

Time spent striking @ range: 139:25

Total strikes thrown: 1726

Total strikes landed: 836

Average strikes landed/thrown per min: 6.0/12.38

 

 

When comparing the activity of a UFC fight compared to a Tycoon fight the UFC fighter thrown on average 150% of the ATTEMPTED strikes of the tycoon fighter but the amount of strikes landed per minute is very close actually.....

 

Let's move on to the ground. Going to use a separate post for this....

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My thrown/landed are reversed in these statistics and should read landed/thrown. My apologies

 

UFC Ground stats:

 

 

 

Michael Prazeres vs. Jesse Ronson

 

Time on ground: 7:17

Prazeres GNP thrown/landed: 31/34

Ronson GNP thrown/landed: 11/14

Total strikes thrown/landed: 42/48

Average strikes thrown/landed per min: 5.73/6.55

 

Costa Phillipou vs. Francis Carmont

 

Time on ground: 12:05

Phillipou GNP thrown/landed: 8/9

Carmont GNP thrown/landed: 81/104

Total strikes thrown/landed: 89/113

Avg strikes thrown/landed per min: 7.36/9.35

 

Healy vs. Nurmagomedov

 

Time on ground: 5:00

Healy GNP thrown/landed: 15/18

Nurmagomedov GNP thrown/landed: 40/45

Average strikes thrown/landed per min: 11 /12.6

 

Ricci vs. Jury

 

Time on ground: 5:35

Ricci GNP thrown/landed: 16/19

Jury GNP thrown/landed: 7/12

Avg strikes thrown/landed per min: 4.18/5.63

 

Menjivar vs. Reis

 

Time on ground: 5:57

Menjivar GNP thrown/landed: 53/58

Reis GNP thrown/landed: 55/71

Avg strikes thrown/landed per min: 18/21.5

 

Trinaldo vs. Hallman

 

Time on ground: 2:52

Trinaldo GNP thrown/landed: 2/3

Hallman GNP thrown/landed: 29/36

Total GNP thrown/landed: 31/39

Avg strikes thrown/landed per min: 10.88/13.68

 

Vinicius vs. Bagautinov

 

Time on ground: 4:47

Vinicius GNP thrown/landed: 24/28

Bagautinov GNP thrown/landed: 23/33

Total GNP thrown/landed: 47/61

Avg strikes thrown/landed per min: 9.79/12.7

 

Arantes vs. Souza

 

Time on ground: 2:57

Arantes GNP thrown/landed: 43/52

Souza GNP thrown/landed: 3/3

Total GNP thrown/landed: 46/55

Avg strikes thrown/landed per min: 15.59/18.64

 

Zeferino vs. Silverio

 

Time on ground: 4:22

Zeferino GNP thrown/landed: 7/7

Silverio GNP thrown/landed: 32/50

Total GNP thrown/landed: 39/57

Avg strikes thrown/landed per min: 8.94/13.07

 

Mendes vs. Guida

 

Time on ground: 3:01

Mendes GNP thrown/landed: 20/22

Guida GNP thrown/landed: 2/2

Total GNP thrown/landed: 22/24

Avg strikes thrown/landed per min: 7.33/8

 

Koch vs. Poirier

 

Time on ground: 7:43

Koch GNP thrown/landed: 17/18

Poirier GNP thrown/landed: 36/41

Total GNP thrown/landed: 53/59

Avg strikes thrown/landed per min: 6.87/7.64

 

Varner vs. Tibau

 

Time on ground: 7:07

Varner GNP thrown/landed: 38/48

Tibau GNP thrown/landed: 43/46

Total GNP thrown/landed: 81/94

Avg strikes thrown/landed per min: 11.36/13.18

 

Gaudinot vs. Elliot

 

Time on ground: 8:35

Gaudinot GNP thrown/landed: 12/16

Elliot GNP thrown/landed: 198/272

Total GNP thrown/landed: 210/288

Avg strikes thrown/landed per min: 24.46/33.55

 

Camus vs. Kang

 

Time on ground: 11:51

Camus GNP thrown/landed: 53/73

Kang GNP thrown/landed: 113/133

Total GNP thrown/landed: 166/206

Avg strikes thrown/landed per min: 14.03/17.41

 

Palelei vs. Krylov

 

Time on ground: 6:19

Palelei GNP thrown/landed: 75/89

Krylov GNP thrown/landed: 22/22

Total GNP thrown/landed: 97/111

Avg strikes thrown/landed per min: 15.32/17.53

 

 

UFC TOTALS:

 

Total time on ground: 103:09

Total ground strikes thrown: 1,371

Total ground strikes landed: 1,136

Average strikes landed/thrown per min: 11.01/13.29

 

 

Tycoon Ground stats:

 

Grunt vs. Reyes

 

Time on ground: 6:00

Grunt GNP thrown/landed: 7/18

Reyes GNP thrown/landed: 0/0

Total GNP thrown/landed: 7/18

Avg strikes thrown/landed per min: 1.17/3.0

 

Gracie vs. Seagull

 

Time on ground: 7:30

Gracie GNP thrown/landed: 5/23

Seagull GNP thrown/landed: 0/0

Total GNP thrown/landed: 5/23

Avg strikes thrown/landed: .67/3.07

 

Clement vs. Oreilly

 

Time on ground: 10:00

Clement GNP thrown/landed: 4/20

Oreilly GNP thrown/landed: 9/16

Total GNP thrown/landed: 13/36

Avg strikes thrown/landed per min: 1.3/3.6

 

Ashantie vs. Goodridge

 

Time on ground: 6:40

Goodridge GNP thrown/landed: 10/43

Ashantie GNP thrown/landed: 0/0

Total GNP thrown/landed: 10/43

Avg strikes thrown/landed per min: 1.5/6.45

 

Cullen vs. Khanomtom

 

Time on ground: 2:30

Cullen GNP thrown/landed: 0/1 sub: 0/1

Khanomtom GNP thrown/landed: 0/0

Total moves thrown/landed: 0/2

Total moves thrown/landed per min: 0/0.8

 

Nazarethyan vs. Sting

 

Time on ground: 6:45

Nazarethyan GNP thrown/landed: 4/4

Sting GNP thrown/landed: 1/5 subs: 0/3

Total moves thrown/landed: 5/12

Avg moves thrown/landed per min: .74/1.78

 

Tolonen vs. Bomb

 

Time on ground: 5:25

Tolonen GNP thrown/landed: 2/10

Bomb GNP thrown/landed: 0/0

Total GNP thrown/landed: 2/10

Avg moves thrown/landed per min: .37/1.85

 

Stehling vs. Blockson

 

Time on ground: 6:20

Stehling GNP thrown/landed: 14/16

Blockson GNP thrown/landed: 0/0

Total GNP thrown/landed: 14/16

Avg GNP thrown/landed per min: 2.21/2.53

 

Miller vs. Griffin

 

Time on ground: 6:15

Griffin GNP thrown/landed: 0/0

Miller GNP thrown/landed: 4/21

Total GNP thrown/landed: 4/21

Avg GNP thrown/landed per min: .64/3.36

 

Randolph vs. Varvaskoukku

 

Time on ground: 10:00

Randolph GNP thrown/landed: 3/5 sub: 0/2

Varvaskoukku GNP thrown/landed: 13/25 sub: 1/2

Total moves thrown/landed: 17/34

Avg moves thrown/landed per min: 1.7/3.4

 

Puska vs. Grayson

 

Time on ground: 3:00

Puska GNP thrown/landed: 0/0 sub: 0/2

Grayson GNP thrown/landed: 0/1

Total moves thrown/landed: 0/3

Avg moves thrown/landed per min: 0/1

 

Dawkins vs. Hunt

 

Time on ground: 6:40

Dawkins GNP thrown/landed: 4/11 sub: 1/5

Hunt GNP thrown/landed: 0/0

Total moves thrown/landed: 5/16

Avg moves thrown/landed per min: .75/2.4

 

Nieto vs. Soloyvev

 

Time on ground: 3:05

Nieto GNP thrown/landed: 0/1 sub: 0/2

Soloyvev GNP thrown/landed: 0/2 sub: 0/1

Total moves thrown/landed: 0/6

Avg moves thrown/landed per min: 0/2

 

Smokeleaf vs. Soderberg

 

Time on ground: 12:30

Smokleaf GNP thrown/landed: 0/6 sub: 0/9

Soderberg GNP thrown/landed: 15/21 sub: 0/11

Total moves thrown/landed: 15/47

Avg moves thrown/landed per min: 1.2/3.76

 

Higashikuni vs. Power

 

Time on ground: 8:20

Higashikuni GNP thrown/landed: 2/11 sub: 0/2

Power GNP thrown/landed: 7/12

Total moves thrown/landed: 9/25

Average moves thrown/landed per min: 1.08/3

 

Tycoon Totals:

 

Total Time Spent on ground: 102:40

Total Ground strikes thrown: 330

Total Ground strikes landed: 96

Avg strikes thrown/landed per min: .94/3.21

 

 

Okay so the difference in attempts thrown on the feet when comparing UFC vs. Tycoon is the UFC throws about 150% more moves then the tycoon fighter w/ the strikes landed per minute being very similar to each other.

 

The difference in activity when comparing the UFC vs. Tycoon on the ground is massive. The UFC fighter averages almost 400% of the moves of the tycoon fighter and the averages when comparing the strikes landed per minute on the ground is a complete joke.

 

 

 

I really think the activity on the ground still needs to be increased by quite a lot of moves. I think this needs to happen either way just so it's more comparable to real life but I especially think it would stop the 1 or 2 TD's wins the round just because of how quickly minutes go by w/ such little action happening on the ground. The way the fight engine works right now a TD to side-control is almost an auto 3 mins on the ground an a fair amount of the time it leads to the fight staying on the ground the rest of the round.

 

By increasing the # of moves on the ground you would give strikers more time to work back to their feet and have a chance at winning back the round (assuming that the stand-ups happen in the same # of MOVES and not the same # of minutes on the ground). If on average it takes a striker 2 minutes to get back to his feet and the ground text was doubled where it is now IDEALLY that would lead to that ref stand-up happening in 1 minute. Same # of moves but less time due to increased activity.

 

 

I think the way TD's are scored is completely over-powered and the way that energy works from laying on your back while your opponent humps your leg (& lands almost 0 GNP) is too big of a hit.

 

If we're comparing to the UFC again I don't think 2 minutes of a guy laying on you while landing almost nothing would have such a drastic effect on a UFC fighters cardio as it does a tycoon fighters.

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excellent work from fuse.

 

i agree with pbr. maybe more tko's from fighters not defending but def not as many actual ko's as in the game. gnp is a bitch, even from "advantageous" positions, always has been. this got discussed hella when someone suggested a dam/acc slider for gnp, not sure whatever became of that.

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Yea nice work fuse.

excellent work from fuse.

got discussed hella when someone suggested a dam/acc slider for gnp, not sure whatever became of that.

 

Looking at the thread, looks like Mike mightve wanted to come back to it at some point.

 

 


Anyway, I'm bookmarking this post for reference when I get the time to work on this.

 

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i have always said and felt that gnp landing ratio was pretty crazy off and that you never seen fighters in real life miss gnp like they do in game -- but also think in game ko rate by gnp is more than in real life though

 

The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force.

 

Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static.

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The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force.

 

Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static.

i totally agree, it's the difference between brawling and boxing. i remember the shock of quite a few when mike came out and explained the dam/acc "static-ness".

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The mental image of someone going 100% acc in real life is pretty amusing, though...

AND NEW UFC CHAMPI'ON OF THE WORLD

http://fc07.deviantart.net/fs70/f/2012/149/4/5/fluffy_confused_kitten_gif_5_by_wonderfuday-d51jyza.gif

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The mental image of someone going 100% acc in real life is pretty amusing, though...

 

AND NEW UFC CHAMPI'ON OF THE WORLD

 

http://fc07.deviantart.net/fs70/f/2012/149/4/5/fluffy_confused_kitten_gif_5_by_wonderfuday-d51jyza.gif

 

 

I didn't find this funny, but upvoted for cute kitten...

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For me personally the ground game will always be difficult but a ramp up in activity would help some.

 

On clinch unless it gains positions like the ground i dont ever see it becoming a valid option outside of using punches due to the poinrs needed to be a clincher, unless you sacrifice your ground game for clinch.

 

On hw's power us king. Either you ko your opponent or your gas him. I have a sens/remarkable/ exceptional/ browm belt who has been beating more skilled fighters because of throwing damage and gassing. If you are a good striker at hw and some power just throw damage and it seems like your odds of winning are generally good

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The biggest problem imo, even if a damage/acc slider is implemented, is that it's a static effect on all shots and not an x% chance of throwing something. It's wildly unrealistic, because no good fighters ever throw everything with the same force.

 

Let's take Nick Diaz as an example. Assuming punches can be ranked on a "power scale" from 1-10, a typical flurry from him might be 4-4-4-7-3-3-9-5-7. This keeps his opponent guessing and disrupts his rythm, making the power shots more effective than if he just went out like a retard winging baseball overhands. If Nick Diaz was at 70% acc in Tycoon, though, it'd look like 4-4-4-3-3-5-4-5-4-4 instead because, ignoring slight difference in rolls, damage output is largely static.

this is certainly true but how would this look on our slider page? how would we plan fights based on this correction? i imagine it would be hella hard

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this is certainly true but how would this look on our slider page? how would we plan fights based on this correction? i imagine it would be hella hard

Maybe have a little checkbox where if you click it your strikes would operate within a 20% range of where your damage/acc slider is. If you're at 60% acc, maybe he goes 80% or 40% throughout the fight. Unchecked, and it operates like it does now. That does sound complicated though.

 

I thought a fighter could use his intelligence to adjust the damage/acc during the course of the fight?

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I thought a fighter could use his intelligence to adjust the damage/acc during the course of the fight?

 

Thats what i assumed would be the case naturally, "Fighter A went for accuracy until fighter B gave a great KO opportunity and fighter A's intelligence saw it as an opportunity he couldnt miss" type of situation

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