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Bucky Sinister

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  1. I'd like to have the option for a "Super Heavyweight" Division, to go along with the Cruiser, Light, and Heavyweight Division settings. This is something I've started to want while playing AEW. That company is built mostly around Light- and Middleweight workers, so the big guys stick out the same way the Cruiserweights did in the 90s. Pitting them against each other in "Hoss Fight" brawls adds variety to the card while still keeping the Main Event focus on the smaller workers who've been built as the real stars. There are work-arounds for it, of course; currently, I just use the Heavyweight Division. But I've been thinking about doing more strict weight-class stuff, too, and having the ability to sort out the bigger guys would be helpful.
  2. Just wanted to drop you a note of appreciation for this mod. The stats seem very solid to me, barring some tweaks I mostly chalk up to differences of opinion. But it plays well, and I like it quite a bit.
  3. Good to hear that Death of the Territories will be making a return! It's the mod I've come back to the most over the years, and I've missed it for TEW 2020.
  4. This solution would make me very happy. I just had to scuttle a WCW game after three weeks of play because I couldn't expand my coverage the way I needed to. I've been getting around it by adding stations and/or coverage areas to the Turner Broadcasting media group in the editor. Which isn't realistic, but screw it. This is essentially me playing with virtual action figures. So I might as well create situations that let me do whatever makes sense. But it would be better if I didn't have to.
  5. <p><strong>AEW, December 2020</strong></p><p> </p><p> World Champ: Kenny Omega, feuding with MJF</p><p> TV Champ: Zack Sabre Jr, feuding with Will Ospreay</p><p> Tag Team Champs: FTR, feuding with Lucha Bros</p><p> Women's Champ: Tessa Blanchard, feuding with Kana (aka Asuka) </p><p> Youth Division Champ: Sammy Guevara, feuding with Marq Quen</p>
  6. <p>Yeah... The TEW weight classes have always bugged me. I know the game doesn't use the same weight scale as real-world combat sports, but I think about how Mike Tyson, at his pro boxing Heavyweight peak, weighed in at around 220 lbs. Now, Tyson was short for a Heavyweight, but in TEW terms, he'd be classed as a Lightweight. And that just doesn't make sense to my brain. </p><p> </p><p> So I usually go into any real-world mod I play and adjust the weight classes for any workers I'm likely to employ. That's especially pleasing to me in modern-day mods. Since today's workers trend smaller, most of my roster tends to get bunched up at Middle- and Lightweight. Shifting the bigger guys up a notch allows for more variety, and makes the big guys (who are now in the minority) more special, too.</p>
  7. Upvoting. Popularity search in the editor would be incredibly useful.
  8. Thanks for this! Too bad about the difficulty of making ESC work, but I think I'll find this very useful.
  9. Been playing around with the editor a bit today, and one thing that would make going through the screens faster would be a "CLOSE" button for windows without a save option, placed in same bottom right corner location as the "SAVE" button in other windows. I think this would have two benefits: It would train the user to always go to the same location on the screen when they're done with a window, making navigation smoother. It would also lead to fewer accidents in places like the Attributes window, where the bottom right corner option is "Clear All." It would also let us make changes several windows deep and go all the way back out without having to move the mouse to do it. This would be especially useful when editing contracts in the Worker list, where we may want to go in and monkey with Gimmick pros and cons. Three or four clicks, and we can be back out to the Worker list without moving the mouse.
  10. I've added Lucha Va-Voom in 2016 once or twice, and it is a fun product to play around with. I'd welcome something like that in 2020, if we can't get customizable products. EDIT: Just saw Kamchatka's very good breakdown of how this product might work, so I thought I'd add it to my response, too, just to bring attention to both.
  11. <p>When I'm putting someone in an angle, and trying to decide what to rate their performance on, I'd really like to be able to quickly pull up their individual character profile, to remind myself of what they're good at. This was a very useful feature in 2016, but here (unless I'm missing something) I have to pull up the entire roster and navigate to the worker I want. Which isn't a terrible hardship, but it does get a little tedious. </p><p> </p><p> Looking at the angle booking screen, I can see how there might not be room for a view profile button. But it would make booking angles easier, if it could be made to fit.</p>
  12. This, exactly. The pre-set Products are my biggest complaint. I can see other things that need work, but Products are such a key part of the creative side of gameplay that not being able to tweak, edit, or make my own might very well be a game-killer. I'm experimenting, but I feel very restricted as it stands right now, and that's not fun for me. EDIT: I should also say that there's a lot of stuff I like, as well. I'm still figuring out how Gimmicks work right now, but I think I'll like it quite a bit once I get the hang of it.
  13. Trying out an AEW game, and Darby Allin suffered a "Spinal Cord Compression" on my first show. Seems like an appropriate injury for that guy, considering his finisher...
  14. <p>I've been playing Adam's wrestling sims for close to 20 years now. But I haven't played in a year or two, and had decided not to get the new game for the first time ever. </p><p> </p><p> Then AEW happened. </p><p> </p><p> So now, I'm firing 2016 back up to get the feel for running an AEW game in anticipation of the new release. Fun times.</p>
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