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tormyb

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Everything posted by tormyb

  1. It means that you tape two shows (both of the full length) in succession. So you only book the venue and need your workers to be available once, but get two weeks' of shows for broadcast. In short, you book two shows at once so that you then don't need to book another weekly show for two weeks.
  2. It takes a true master-craftsman to produce something so good, with such a hideous model to base it on! Such great work. Thank you.
  3. Fantastic idea! I'll just need to take a picture of myself that I'm not deeply ashamed of.
  4. I stopped saying thank you after you post workers, because I didn't want to sound like a broken record, but thanks for all of these. Free worker Fridays are like a shot of weekly inspiration. You rock!
  5. I do like the idea of having more to spend money on. The production values, merchandising levels, etc. of recent iterations have been welcome, particularly given the fairly forgiving financial balance running bigger companies. Choosing to pay for a star to fly in a private jet, or be collected in a luxury car might boost their morale or likelihood of signing a contract, at both a financial cost and a small chance of increasing their ego (perhaps depending on personality). It might be nice to see this decided for an individual worker (maybe a "luxury transport" clause in their contract?) rather than being a flat cost for all workers at a particular company size.
  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LoNdOn" data-cite="LoNdOn" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47598" data-ipsquote-contentclass="forums_Topic"><div>Just a thought.<p> </p><p> Would people have any interest in me, every now and then, dropping random renders in this thread for people to come up with characters/bios for. I can then use these in promotions or make them free agents, perhaps future graduates?</p></div></blockquote><p> </p><p> That sounds like a great idea! I can't promise that any ideas I might come up with won't be terrible/boring/plagiarised/offensive, but I can try, and I'm sure that others will be more creative than me.</p>
  7. I'm very easily persuaded by a good render. So, more often than not, I hire workers whose picture captures my imagination or gives me an idea for a character. Sometimes this coincides with good stats, often it doesn't.
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MHero" data-cite="MHero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47493" data-ipsquote-contentclass="forums_Topic"><div>No concrete date, mostly because I don't want to say it'll be out by a certain date and then end up missing it for one reason or another. Had a fairly life changing event happen in the last while (nothing major, I'm not going anywhere yet! <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />) so things should pick up in pace.</div></blockquote><p> </p><p> I hope all is well, and I am excited/grateful to know that the mod is being worked on. It will be a day for celebration when it is released, as I don't doubt it will be top notch.</p>
  9. <strong>Agent of Angles:</strong>When agenting an angle, the worker gets a small bonus. This bonus is diminished if the angle is not scripted, as the agent has less impact on the performance.
  10. I don't think that you can hire a head booker for your main company, unfortunately. It might not be perfect for what you want to do, but I think the closest you could get is to do what you currently are - have the main company as the shell for some child companies - but run the odd "supercard" for the main company to prevent its popularity from dropping. You could "borrow" workers from the child companies for the night. Then as long us you run a show every month or two, your popularity shouldn't stagnate too much. In fact, you could set the rare shows that you run as "throwaway", that way it wouldn't matter if you just threw a few matches together quickly for a short show, because it wouldn't impact your popularity too much even if it was bad. I'm not sure whether lesser events count to prevent your popularity from stagnating, or whether you need to run major shows though. Does anyone else know? Sorry not to have a better solution.
  11. I think that this is a great suggestion. I've often felt a little underwhelmed by the fact that returning stars (be they returning from injury, hiatus, or just on a limited schedule) don't function any differently to a worker who has been on every show. This would be a good catchall to represent a variety of similar situations.
  12. I've noticed something very similar. I wonder if there is some way that the product of the promotion that a wrestler is contracted to could have an influence. I know it might somewhat already - due to the likely composition of rosters - but it would be nice to see workers improving more in the skills that they are most heavily using for the product. Similarly, it could give developmental companies and performance centers more personality, if the product (or in the case of a performance center, the product of the owning company) could shape the development of workers. As things are, it seems strange to me that the workers in my PG Sports Entertainment child company, who are hoping to graduate to my PG Sports Entertainment main roster, are making massive strides in developing their puro and hardcore stats.
  13. <p>Wow...I mean...like...wow!</p><p> </p><p> Those are absolutely fantastic.</p>
  14. I like the idea of PWI becoming a sort of inverse WWE. They are the biggest thing in wrestling, but have the wrestling world sick of amazing matches and starved of charismatic bodybuilders in a 20 minute angles. Would be nice to see the usual underdog workrate promotions vs entertainment juggernaut pattern reversed. As long as it doesn't bring back NOTBPW flashbacks for CVerse players.
  15. Agreed. For those "loyal" workers in other game areas - the separate "Loyal" attribute, combined with an appropriate personality, suitable contract, and positive relationships as relevant should do the trick.
  16. Every one of these renders is just unfathomably good. You're ruining some of my old favourites for me!
  17. <p>I can't comment on the slow build penalty, but would be interested in knowing which stats are taken into account when judging a wrestler's ability to slow build.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="EdJames" data-cite="EdJames" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50109" data-ipsquote-contentclass="forums_Topic"><div>Segment was penalised for poor announcing and colour commentary, both of whom are 88/89 respectively and the best possible hires in the game... <img alt=":mad:" data-src="//content.invisioncic.com/g322608/emoticons/mad.png.69834f23b9a8bf290d98375f56f1c794.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> In the handbook it says, "An announcing score of 80 or above (after team experience has been applied) can never receive a penalty under any circumstances."</p><p> </p><p> Therefore, it seems likely that, your announcers aren't just being punished for their raw announcing/colour stats, but rather because the team lacks experience announcing together - which is lowering their ability to perform.</p><p> </p><p> If that's right, then once the announce team has been together for long enough to build up their experience, then you should stop getting the announcing penalty.</p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaded" data-cite="Jaded" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50109" data-ipsquote-contentclass="forums_Topic"><div>I’ve always been under this impression too and several of us doing RTG games have performance ratings which seem to back this up, with significant improvements in performance ratings as popularity improves quickly, even with skills not changing that much.</div></blockquote><p> </p><p> This seems to be the case - anecdotally - in my games. Talented unknowns still get lower individual performance ratings than less talented stars.</p>
  18. Really interesting idea. I've really enjoyed the flavour that attributes add to workers. Could be interesting for companies too. Company attributes could be broader than products and include things like: "Zero Tolerance Policy - This promotion will expect [insert whatever here - failed drug tests, backstage fights, etc.] to result in the worker being fired". This could have different levels to reflect different levels of strictness. At the moment, the backstage culture/rules are massively determined by the booker/owner. It would be interesting to see certain companies effectively having a fleshed out wellness policy. This could result in certain personalities not wanting to work for a stricter company, but these companies would benefit from perhaps a reduced likelihood of a punished worker's friends being unhappy, since the rules are clearly set out. On the other hand, a more laissez faire company would have no problem signing free spirits, but could have an uprising on their hands if implementing harsher punishments which are out of keeping with expectations of the company. The player wouldn't be forced to follow the company expectations, but would find life easier if they do. Perhaps they might be able to make changes slowly over time (similar to with product changes), but too rapid change would risk upsetting the locker room.
  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="francis86" data-cite="francis86" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47493" data-ipsquote-contentclass="forums_Topic"><div>Even if it's not perfect, while we are waiting, did someone tried a long save with thunderverse converted to 2020 to see if it is playable? Would love to start one while I wait.</div></blockquote><p> </p><p> I've been playing with a moderately modified 2016 database, which I edit as I go along and realise that I've missed things.</p><p> </p><p> One of the features of 2020 that I'm finding really useful is the ability to turn save games into databases. I'm about six months into a TVerse 2016 DB save, and if I ever get to a point where the converted DB is a problem, I can just covert the save, edit whatever the issue was, then start playing from where I was before.</p>
  20. In my own custom database (sorry, you won't recognise the names), I just had the same veteran take two brothers under his wing as proteges. I don't know if there's a game mechanic at play, or if it was just luck, but the older brother was taken on first, then a month or two later the younger brother. I thought it was quite an immersive and interesting little nugget.
  21. For what it is worth, as a consumer rather than a producer of content on this site, I would welcome something like this. Although I've only recently started posting more on these forums, I've been coming here for mods/graphics for years, and would love the option to give something small in return.
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