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    • I'm happy to say we'll tackle the problems with predictions as part of this.  I've just started a new thread about fighter creation points.  In terms of adding in these skills, it requires virtually no change to the fight engine because it just looks at one skill value instead of another. Adding in something like flair would require an actual rewrite of the fight engine, which would be really complicated and require a lot of rebalancing. 
    • My main problem in terms of developing the game now is time (single dad looking after my kid every day post 3pm)... So I absolutely don't have the time to read through loads and loads of stuff to find what I believe is a consensus... But if I can be presented with a consensus in the form of a list like this, then I can knock out those tweaks no problem.  Ultimately the success percentage of x move, e.g. "break clinch" is just a number that can be given something as simple as *1.05 at the end of the equation, to boost the chances by 5%.  How we get to that list / consensus is the issue really. 
    • Also, a broader question... What would you want to do about recently created fighters? Are you happy to just suck that up or would you need me to program in some sort of points boost? If the answer to that is yes then obviously it increases the workload. 
    • I've been told this is the only thing that everyone's agreed on. If that's true I'm happy to do it asap.  Right now the equation for creation points is; Primaries: 7*age Secondaries: 20*age Physicals: 11*age What do you want those points to be?   I'm not going to change it so that the game is suddenly a completely different game. This is a slow play / low speed game and always has been so let's not get into a debate about that right now. But I am willing to increase these points to a level where you think it improves the game, whilst keeping it as fundamentally the same game. 
    • Honestly, if I were to add a missing skill I'd either add footwork or clinch tdd. Seen from a realism POV having separate clinchwork and open takedowns make very little sense as most clinch takedowns in modern mma are finished along the fence and usually initiated from the outside. Conversely, if you shove someone into the fence and then try to finish a takedown you're at a constant risk of them either framing you away, you losing the position or them wallwalking back up as you try to finish. This is why clinch takedowns are often finished by pulling them away from the fence which in turn basically creates a takedown in the open (i.e. snatching a single leg against the fence and stepping back into the open to finish it as close to the middle of the cage as possible).   Imo, having two separate takedown stats is an unnecessary abstraction. Two TDD stats make way more sense though as takedown defense against the fence is fairly different from takedown defense out in the open.
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