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MaximumZero

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Everything posted by MaximumZero

  1. I'd go so far as to make it 85:15. Products like Catch Wrestling (65:35), Pseudo Sport (75:25/60:40), Royal Puroresu and Strong Puroresu (both 65:35) and Wrestling as a Sport (65:35) should all be bumped to 80:20, 85:15 or even 90:10, given that they're 100% matches, no frills, no gimmicks, no hardcore, no T&A...you get the gist. Even in the UFC, popularity swings wildly after one loss, or even a narrow win. Look at Ronda Rousey and Joanna Jedrzejczyk for prime examples.
  2. I'd also like to be able to upgrade a dojo into a performance center.
  3. Hey, all. I am updating the injury list to make it a little more realistic and rebalance times and effects of certain injuries (wrestling through a broken forearm? Raging apathy? Lupus? I don't think so.) Would anyone be interested in having me upload this when I'm done?
  4. Both of the things you said are entirely untrue. Under Investments, the last option is "Edit or Sell a Venue". That lets you expand your seating.
  5. If a company owns the venue, like a studio or GSW's Warehouse, they could always choose to expand it. Arenas and entertainment venues add seating all the time.
  6. Spider Isako is a monster just waiting to break out. I have a "New Japan" stable in an American joshi fed featuring her, Asami Okubo, Emiko Miyoshi, Hoshiko Tagawa, Kichi Mochizuki, and Rina Kasahara (all start unemployed and were willing to work in the USA for peanuts immediately!) and they're taking the world by storm.
  7. Is there any way that we can make it super easy to view fatigue levels across the company? I don't know if I'm missing something, but having to check the skills screen of every worker to see if they need time off is kind of a pain. It would be super nice to have a fatigue screen pop out from the Medical tab or something.
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51060" data-ipsquote-contentclass="forums_Topic"><div>I have no real opinion on this, but if that's what's stopping you, Microphone seems like an obvious choice.</div></blockquote><p> </p><p> I'd go with a weighted form of Microphone + Charisma + Experience and or Respect (for knowledge of the biz.)</p>
  9. Advertising could, and should, be a huge part of the game if played properly. From insignificant feds putting flyers up around town to an enormous global powerhouse advertising its own channel and events around the world, advertising is a huge part of any business. On top of pop boosts to the fed, you could also use ads to push individual workers, pushing an established star could grab some ticket sales for the next show, or pushing a nobody could help propel them into the spotlight. What do you guys think?
  10. I'd like to be able to set goals for my development workers when I send them down. There should be a child company option (maybe under Owner/Booker?) for an alert to fire if a certain skill reaches a certain amount. Like, 60 seems to be the magic number for psychology to put on matches for "Call In Ring" to be effective, so I'd like all of my workers that I'm developing to work toward that goal. I also think that we should be able to set goals for specific workers, say, "Get your Technical/Flying/Whatever to >50," as a promise to bring them to the main roster. That would allow the players to directly tell the AI how to handle the workers in a manner that they want. It would also give a concrete reason for Development complaints, as a worker would feel slighted if they had a promise broken for them. Workers may also be able to refuse these goals if they have a style that is incompatible with the request (e.g. asking a brawler to raise their flying,) their morale is low, they think their skills are already suitable for the main stage, or they are skill-capped at a level that is lower than the request. This gives an enormous amount of depth to development, as it's currently tied strictly to popularity, which I see as desperately needing improvement. It also may help players focus on what their roster actually needs, makes styles relevant to play (at least a little bit,) and gives rise to a whole new class of emergent gameplay.
  11. <p>Day 2, Blake Belushi dies in a car crash.</p><p> Day 14, Stephanie Drucker goes to prison for 15 years for 2nd degree murder.</p><p> </p><p> Hmmm.....</p>
  12. Hey, all. I'm MaximumZero, and I use that name pretty much wherever I go. I'm frequently on Reddit and a little less frequently on Bay12, the home of Dwarf Fortress. I'm a retired amateur/low-level indy kickboxer and cage fighter. I was active on the North East/New England (from Philly to Bangor, ME to DC,) touring scene from 2002-2008, and officially retired in 2010 due to injuries because I never turned down a fight and that eventually ground me (and my spine, knees, and hips,) into dust. I'll happily share my touring stories if you want, but I'll warn you that some of them are real doozies. For those keeping score, my in-cage record is 78-12-0-1, and I scored 66 KOs and 8 submissions. I never kept track of the various tournaments and other events I took place in, but my estimate for the total number of martial arts bouts I've been in is between 300-350, but that started way back in 1998 and continued until I could barely walk in 2010. Due to a combination of the damage I accumulated over this period, some unfortunate genetic issues, and a pretty nasty car crash, I've been disabled since Dec of 2018. I'm a big fan of TEW and WMMA, and I've been a lurker here for a couple years now. Just bought 2020, and thought I may as well introduce myself, since I had to register anyway.
  13. Hey, all. I'd really like to take on Proteges throughout the game without going into the editor and screwing with relationships. This could be extended to asking veterans to take on a protege, asking a young worker to pair with a veteran, and other relationship stuff like burying the hatchet between workers (especially if you're one of the workers in the relationship,) or even asking another worker to start dating or get married.
  14. Going Zeroes-to-Heroes on a rock hard start using myself as the avatar (an old, washed up, injured martial artist, set to be a road agent with minimal skills,) and hiring exclusively unemployed scrubs. Working a "Fast and Furious" product in a fully integrated company called Adrenaline Combat.
  15. There are numerous workers in game that have flavor text stating that they have awesome moves in their arsenal, but that doesn't have any way to impact the game. It would be cool if certain workers could get bonuses from having spectacular moves (see: Samael The Accuser's Poison of God,) or even generic moves that are incredibly over. Glorious Gloria's bio states that she got the Full Nelson over as a legit danger move. Something like this could also simulate Bret Hart's "5 Moves of Doom" or sub-finishers/big spot moves like The Rock's "People's Elbow." Moves could also be passed on from Mentor to Protege, or shared between tag partners.
  16. I'd really like something like this, too. What BSC was trying to be when it closed down, or even more emphasis on Joshi/in-ring work.
  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaded" data-cite="Jaded" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47568" data-ipsquote-contentclass="forums_Topic"><div>Are you talking about creating a fed in-game, or in the editor, or both? (I haven't tried either yet.) Definitely agree that there should be blocks on having styles that clash so much!</div></blockquote><p> </p><p> Either or. When you select your Core Product, <em>nothing changes at all.</em> I haven't seen it affect in ring work at all.</p>
  18. <p>Seems like the Core Product should have a little bigger effect, especially with clashing styles. Like, if I pick Family Friendly Pro Wrestling and pair it with Risque Adult, Deathmatch, or Extreme Hardcore, it should probably throw up a flag or two. As it sits, the in-ring action isn't tinted by the Core at all, and that seems very, very weird, considering that it's supposed to be the identity of the fed.</p><p> </p><p> Edit: If I were to balance this out, and I'm not Adam (of course,) so take this with a grain of salt, I would weight Core vs Current Product on a sliding scale of how important they are to the company. So: say we go with Family Friendly and Deathmatch, and we set up our fed to have maybe one Deathmatch a week, but an otherwise clean show. Maybe the ratings are based on 90% Family Friendly and 10% Deathmatch? As you add Deathmatch elements to your shows, that could increase.</p>
  19. Does Core Product not affect the actual product? It seems like no matter what I put into Core Product, it doesn't affect the consequences/settings of the fed. The only thing that changes those consequences (and also seemingly the product in the ring,) is Current Product. Am I missing something?
  20. Hey, just a note that some injuries should be made single use. After all, once you rupture your appendix or gall bladder, (or in more extreme cases, things like your spleen,) and have them removed, that injury can't recur. This could pave the way for other types of things like a broken hamate bone (although you have two of them, one in each hand.)
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