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southernwebb04

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  1. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="will_d19" data-cite="will_d19" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41193" data-ipsquote-contentclass="forums_Topic"><div>So my brother and I are currently playing a WWF vs. WCW save, which began in 1997 and is currently in late 1999. I'm WWF and he's WCW, our save has very much followed real life so far, with him getting Bret, I got Y2J and Show etc. <p> </p><p> I just wanted some advice on some House Rules to implement for us that would work in both making the game more challenging and also realistic for the few problems we've encountered.</p><p> </p><p> #1: We're both huge companies that have essentially unlimited cash supply, making significant profits every month. How can we implement more realistic contract negotiations so that any half-decent guys whose contracts expire aren't getting offered silly money. I understand that, at the time, contracts were insane anyway because of the war going on between the brands but it gets a bit boring when we both just offer the max to a guy and it's not really gonna affect our profits if it doesn't work out</p><p> </p><p> <strong>#2: Young guys. So now in 1999, some of the future stars are starting to come into the game, Styles, Danielson, Joe etc. Nothing is currently stopping us from offering crazy money for these totally unproven rookies, any suggestions on how to make it more fair and / or realistic.</strong></p><p> </p><p> #3: Fixing morale problems. It's far too easy to deal with guys who develop negative morale, someone gets annoyed about having to do a job, or because they haven't been on TV then they're given a bonus and are happy again, without it really affecting our finances.</p><p> </p><p> Any other suggestions for making 2 player games more competitive would be much appreciated too, thanks in advance guys</p></div></blockquote><p> </p><p> Perhaps you could do something like companion offers? So the big ones, AJ Styles, Samoa Joe, etc; perhaps pick a random performer under the age of 30 that is either weak or an unknown and you've got to sign them to the exact contract. Could force your hand and also keep you from swallowing ALL of them up, because your roster would skyrocket. Also maybe gives you chance to make something out of a guy who otherwise wouldn't have had a shot or didn't have one.</p>
  2. Thought I'd try something different. Started a Real World mod (Fleisch's January '18) Imported all the workers from Thunderverse + C-Verse. Activated only ~6 from each of those fictional Universes varying in size. Especially wanted PWI and USPW so that my WWE save would be a little more challenging. I'm attempting to compete with nothing but Real World wrestlers + any generated from the Dojos. It's been a real grind and I'm regularly getting destroyed. Expanded the WWE Universe to include a TRUE Local level developmental territory so that NXT can do their thing. Absorbed NJPW into a development territory in an attempt to fight off Burning Hammer from dominating that realm.
  3. <p>So I've got NJPW as a Child Company in my save. In that save, I've decided I want to trim down their roster and use my main roster guys in that territory. So I changed them to a Development Territory, and start making cuts. There's plenty of guys on the roster to meet the minimum, but I can't stop NJPW from offering these guys. </p><p> </p><p> As I understand it, being a Development Territory, if the roster size is met, should not allow this.</p><p> </p><p> Any suggestions?</p>
  4. re-posting for visibility ============ Maybe someone can help me, it's (I think) a pretty basic question. I want to do a Real World + Cornellverse + Thunderverse save. I know this would normally make the database really, really big, but I'm just hoping to import the workers only. I know I can do the import feature and be good to go. If I was playing a Real World save from say 2006, are the Cornellverse/Thunderverse imports date of births static? If they don't make their debut until 2010, when I import them in 2006 it should hold them until that date, correct? I feel like I know the answer on them being static, but I just wanted to make sure. Also useful for a historical Real Life mod and being able to import say TheWho's January 2018 database workers, and Kevin Steen not debuting in 1986 but the debut date 'coded' into the database I'm importing from. Thank you in advance.
  5. Maybe someone can help me, it's (I think) a pretty basic question. I want to do a Real World + Cornellverse + Thunderverse save. I know this would normally make the database really, really big, but I'm just hoping to import the workers only. I know I can do the import feature and be good to go. If I was playing a Real World save from say 2006, are the Cornellverse/Thunderverse imports date of births static? If they don't make their debut until 2010, when I import them in 2006 it should hold them until that date, correct? I feel like I know the answer on them being static, but I just wanted to make sure. Also useful for a historical Real Life mod and being able to import say TheWho's January 2018 database workers, and Kevin Steen not debuting in 1986 but the debut date 'coded' into the database I'm importing from. Thank you in advance.
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Kingster" data-cite="Kingster" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>The game creates news stories when a contract comes up, at least for the more popular workers. But the best way is to shortlist the workers you're interested in. When their contracts are up, you'll get an e-mail.</div></blockquote><p> </p><p> Do we know if this applies to all of your own signed workers, if they're in fact shortlisted?</p>
  7. Give the guy a break guys. I'm sure, if something comes up, we will be the first to know.
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