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Thane of Fife

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Everything posted by Thane of Fife

  1. There are a lot of types of tokens and ways to generate them in the game. One possibility that I don't think is there is starting with some X number of tokens. And a token type that might be useful that is not there is Ammunition. I'm imagining a character who comes into a fight with a loaded weapon but only has a limited number of shots before they have to go to melee or reload, or perhaps a character who is charged with energy to start but might burn it all off if the fight goes too long. Or some kind of spider-themed character might run out of webbing.
  2. I guess I see what you mean. That seems reasonable during most fights; in my limited experience thus far, I thought it started to feel a little weird towards the end of a fight, when you might have two or three melee characters trying to corral one or two ranged characters. Edit: Just to be clear, I'm not asking you to change anything, I'm just commenting. That sounds great, thanks. My impression is that it does an okay job with attributes, but it seems to lose pretty much all distinction in ability scores and powers (beyond names). Those all seem to go to fairly generic values.
  3. I like a lot of what I've seen thus far. The game seems vaguely reminiscent of HeroClix, which isn't a bad thing. I think the structure does a pretty good job of making the different characters feel distinct. The combat tactics don't seem to devolve to always focus-firing on one person until they go down. I like what I've seen of the universe material. I've gone through the first six issues twice now and it seems like fun. On the more critical side, I think that the presentation of information could be better. As some examples: When you go to a character profile, at the top you get something like "Aikio (wildcard, currently active, rated at 7 stars, well known popularity, currently in Principal City)". I think this would be easier to read if it was spaced out rather than presented as one statement. For example: "Aikio Wildcard Active 7 stars Well known Principal City" When selecting characters for a fight, the handbook advises you of the importance of having primary or secondary attackers, but it's difficult to figure out what characters qualify. You either have to use the filter or, to check a specific character, you have to highlight them, click on their portrait to get to their main profile, then click on Settings, where it's two thirds of the way down the text block in a sentence. It might be helpful if there was some sort of combat summary space or tab, which could summarize things like "This character is a primary attacker," "This character only has melee attacks," or "This character can deal Physical and Heat damage." When selecting powers in a fight or puzzle, you can have it filter between passive and active powers, but it would be nice to be able to more easily view powers that require an action vs those that don't (either by having another filter option or by having multiple lists). Apart from that, there is a design decision that I'm a little curious about. I don't think I have enough experience to say whether it's good or bad, but it seems a little odd to me. Specifically, why is it easier to create distance (i.e. to move to range) than to close distance (i.e. to attack someone who is at range in melee)? If you fail to create distance, you've only lost your move, whereas if you fail to close distance, you lose your action, and losing your action is typically a lot worse.
  4. I believe (but am not certain) that loyalty relationships are typically generated from after-show speeches. When you talk kindly about people, you can get these. I imagine the odds are related to their personality, and possibly your personality.
  5. Miss American Pie trained with AAA. She was specifically one of the workers hired by BSC to teach the other girls.
  6. Facepainter: When this worker debuts a new gimmick, they are more likely to get a bonus to Star Quality. (This could reflect someone like Sting or Rosemary, or Vengeance in the CVerse).
  7. I've played quite a few games of TEW at this point, but I pretty much always start with a very small company - usually somewhere between Insignificant and Small in TEW 2020 terms, and rarely even as big as Small if I'm not starting from scratch. Now of late, I've been trying to go through every company in the C-Verse and play each one for a year. I've made it through NYCW, RIPW, and IPW, and I'm looking at doing 21CW next, and I've run into the same roadblock that I've hit every time I try to play such a big company, which is that I simply have no idea how to get started. I feel like there's too much to take in all at once. So I'm interested if anyone has any advice on how to get started with these large companies.
  8. I think you're looking for this one, by Nightshadeex.
  9. When you book an angle, towards the right there is a dropdown for each worker where you can select from Major Defeat, Defeat, Minor Defeat, Neutral (I think), Minor Success, Success, or Major Success. If you select one of the defeat options, I believe it has negative impacts on momentum (and the opposite if you pick one of the success options).
  10. Are they dropping steadily or all at once? That is, is it possible that he gained weight or got out of shape or something?
  11. I don't think I said thanks for taking the time to answer my questions before, but I did appreciate it. Thank you.
  12. A few questions I had from the journal and thinking about CBH: First, there were some kinds of moves that I felt couldn't really be made in CBH, so I'm curious if they'll be more doable here: 1. Finishers. Buffy usually opens with martial arts and then closes with a stake. The megazord opens with punches and kicks and then ends fights with the power sword. Cyclops might open with regular eye beams, then end the fight by taking his visor off. In CBH, they always start with their best moves, so this usually happens backwards. Could a power be limited by, say, the health of the target instead of the user? 2. Team moves. For example, Colossus throws Wovlverine as the fastball special, or the Charmed Ones work together with the Power of Three. Can you set up a power so it can only be used if other characters are present? 3. Improvisation. It's pretty common in comic books for a character to improvise an attack or lure someone into danger. For example, Spider-Man doesn't have any sonic powers, but he still uses noise against Venom. Is there any way to handle something like that? (This is a bigger stretch, I think, but I thought I'd ask). Second, as a bigger picture question, what do you imagine as being the main "game?" I ask because I felt like one of the biggest flaws in CBH was that it seemed kind of aimless. Combat was okay, but out of combat, there were many actions that mostly felt kind of pointless. From a game perspective, probably the optimal way to play was to spam civic work until you had enough hero points to buy whatever you wanted (though I can't imagine anyone did that, because it would be really boring). Much of the gameplay was not terribly interesting (and often ran counter to feeling like a superhero). So do you imagine CBU as mostly about playing through fights? About putting together teams that can handle disparate situations despite the semi-random dispersion of heroes? Can the player influence where heroes move to influence what teams they can put together? Is it mostly a sandbox that generates stuff happening to heroes and villains with occasional fights to play through?
  13. Yes, they can be. Go to the Main Editor, Create Database, copy the 2016 database into the created folder, then use the Convert button. The converter is pretty bad at converting company products, though, as well as not producing many worker attributes and sometimes being a bit odd on personalities. You'll probably want to manually fix the products, and may also want to change owner size preferences. I think hotbeds just draw larger crowds. I think it basically just represents places that are known for wrestling or wrestling fans.
  14. I'm pretty sure that an angle counts as primarily ranked on sex appeal if at least half of the people in it are rated on sex appeal. So 1 person in a 3 person angle is okay, but 2 people in a four person angle is not.
  15. I mean, speaking as someone who never watches AEW, Mercedes Martinez vs Deonna Purazzo was enough of a draw to get me to watch the show.
  16. I believe the answer is no. While I would generally agree with this in terms of actual wrestling shows, I feel like there are products in the game where it would make sense for it to vary. For example, Variety Show, Skit Show, Risqué Comedy, Performance Art - I think in any of those, it could be reasonable to have the skill of the entertainer matter more, because I imagine that for those types of shows, the crowd is comparatively more interested in being entertained than they are invested in the characters.
  17. I don't think that the product really has much impact on how angles are rated. The handbook tells you the skill/popularity split for each rating. For example, Selling and Acting are both rated about 25/75 skill/overness, so it's not too surprising that you would get less-than-great ratings if you're using unknown workers. (Note that there are some effects - for example, some products limit ratings in sex appeal angles, and I think that products influence how charisma is modified by sex appeal, star quality, and acting).
  18. I always feel like it's a little odd that the Episodic products say they're designed for a binge-watching audience, but USPW, which is owned by a streaming service, doesn't use any of them.
  19. Is the worker available for roles other than wrestler/manager/personality? I've seen cases where a wrestler wants $30 or so, then you ask them to become available as a road agent (or color commentator or something) and they agree, but now they want a lot more money.
  20. I've noticed in a handful of mods that there will be companies set to open up at some time, but then, when the company opens, I guess there is nobody qualified to own it. It just sits there, ownerless, canceling every show for months or years until it eventually goes bankrupt. It would be neat if the game could just generate an owner (just a non-wrestling investor or something) if it saw that a company was ownerless for more than a few weeks. This could be attached to the Autofix Imbalances option (hence the title of the thread), or something else.
  21. If you go to the Product screen, look on the lower left and there's some dropdown menus: Women's Wrestling, Match Focus, Angle Focus, and AI Booking Style. You need to change Women's Wrestling to something other than None (and since you don't want intergender matches, you don't want Integrated either).
  22. I believe that when you borrow a worker, they always get creative control. I think it's intended to represent that the other company won't agree to lend you one of their top stars just so that you can have them put over your guys and steal their pop. It's probably better to think of it as the other company having creative control rather than the worker. (At least, I think this is how it worked in previous versions of TEW).
  23. Thanks. I had figured there would be a way to do it just with filters or something, but if changing brands works, I can work with that. I am almost certain that you do not gain experience if you are not a named tag team. I'm not sure if you do or do not if the team is set as Inactive.
  24. Is there a way to book people from the wrong brand on a show? That is, if I'm booking Raw, and I want to book someone from the Smackdown brand, when I go to book the match, they don't show up. Even if I change the Search filters to only show workers from the brand I want, it's empty. Am I missing something?
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