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Sudo_Nym

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  1. Sister companies doesn't make sense, because there is such a huge size discrepency. However, offering them a spot as a dev company for a TCW women's division could have some merit.
  2. <p>My fans are mostly:</p><p> </p><p> Whirrwhirrwhirrwhirrwhirrwhirrwhirrwhirrwhirr *chnk* whirrwhirrwhirrwhirrwhirrwhirrwhirrwhirrwhirr *chnk* whirrwhirrwhirrwhirrwhirrwhirrwhirrwhirrwhirr *chnk* whirrwhirrwhirrwhirrwhirrwhirrwhirrwhirrwhirr *chnk* whirrwhirrwhirrwhirrwhirrwhirrwhirrwhirrwhirr *chnk*</p>
  3. In 2016, your options for a women's wrestling were None, Division, or Entire Company, and this setting was independent of your actual product. I would be shocked if this was changed; the entry almost certainly means that the generic "Division" entry is being replaced, so now your options for women's wrestling will be None, Small, Medium, Large, or Entire Company.
  4. For the specific case of people trained at a promotion-owned training school, and signed by that promotion upon graduation. Far from a general maxim, and doesn't apply to the vast majority of main event talent in TEW2016. We'll see if it get retroactively applied to people like Wolf Hawkins, but more likely the first usage will people for the 21CW graduates.
  5. I don't think that's true, though; we've seen people jump companies all the time. Japan is the about the only place in the C-Verse where people have any loyalty to the companies that raised them up.
  6. <p>TCW is also the most "cultish" promotion in C-Verse America, since DAVE died. They're the workrate indy-darling promotion that has been on a slide ever since they stopped being HGC. That's sort of been the tale of TCW through the years- their roster has improved in terms of in-ring quality, but worsened in terms of actual draws, and they've always had money troubles, and they've lost their biggest star.</p><p> </p><p> I wouldn't expect TCW to be gone, but I would expect that they've gone to Cult level instead of National. Either that, or they'll be the company that's made some sort of experimental change, like some of the new broadcasting mechanics or something.</p>
  7. I think we're due an overhaul of the universe. The C-Verse was designed originally for TEW2004, and all the major players are now 15 years older, and even the guys who were originally "young and upcoming talent" are now starting to age out. Almost every company has a main event scene that is over the hill. So I'm mostly hoping that we get a lot of those older guys retired, new main event scenes all over the place, and a broad new crop of young potentials. Especially in the non-American scenes, since I've frequently run into a wall trying to find enough young independent talent in Japan or Europe to start a new company.
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Not to derail this thread even more, but Dave is wrong just as much as he's right.</div></blockquote><p> </p><p> Citation needed</p>
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smw88" data-cite="smw88" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Have you tried a game with the variance start option on? Adds further tweaks to all starting stats. Trying it out on my current diary, nothing too unexpected so far but a few seem better and a few worse than in previous games</div></blockquote><p> </p><p> I have, and I guess what I'm looking for is a more extreme version of it. Variance can take some guys up or down a tier, but the S-tier guys are still blue chip hires. I want there to be a wide range of tiers that a person can be randomized into.</p><p> </p><p> That said, as I type this, I'm beginning to understand that it would introduce some complications- after all, what do you do with USPW, for example, if their entire main event scene gets randomized to be a bunch of D and E tier flunkies instead of the big stars that the backstory implies they should be. So I don't have an ideal solution, I guess.</p>
  10. <p>I really want the experience of needing to hire a guy, and not being able to see "Oh, this guy has a 'Strong' in performance and that guy only has an 'Average', so I'll hire the first guy. I want to be forced to look at the indy results, and see that one guy is average a better match grade than the other. I want that uncertainty where I'm not sure if the indy darling I just hired is the real deal or not, because the risk that he may be a flop also makes it more intriguing when he's actually good.</p><p> </p><p> On a meta note, it'd also encourage people to reach out and try a wider variety of talent- no shade on people who put in the effort of writing diaries, but most diaries revolve around a pretty small talent pool, because we all know who the real talents on the CornellVerse indy scene are. I want a universe where there's a shroud there, and maybe an increased level of randomization in each new game, so that people have good solid reasons to try out different talents, because the people who are super talents in one game world are mediocre in another, and vice versa. I want to know that there's a universe where El Mitico Jr is the luchador of the future, and another universe where he's just an overhyped internet favorite, and the player is rewarded for doing the work of figuring out which. I get that the current Destiny stat is sorta meant to mimic that, but I don't think that goes far enough.</p>
  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WCGreyghost" data-cite="WCGreyghost" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>You can already do this, by turning the numeric values off. Instead you'll see guys getting grades...like A, B, C etc...so you'll know "this guy is good at X, but not at Y" without knowing the actual number value assigned to the stat.</div></blockquote><p> </p><p> Yeah, but even that's a level of abstraction that I think doesn't really capture what I'm talking about. And frankly, I don't know if I'm explaining it very well.</p><p> </p><p> What I really want to there to be a reliance on the new house show system to provide more than a place for unemployed people to work. I want it to be part of the scouting system, so that you'll have a legitimate reason to pay attention to what is going on in the indies to find talent. Limiting the specific information that's available is more in service of pushing a scouting system.</p>
  12. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>Really hope the indies now significantly change how Fog of War works. FOW in TEW is just not that great, and I think more exposure will mean the process goes by much quicker.</div></blockquote><p> </p><p> I like the idea that, even for the best known guys, there should be an increased distance between the player and perfect knowledge of a person's stats. I'd like to see some system where you can't tell that a guy is a "71 in technique and 52 in psychology" or whatever, but you instead can only get "this guy is good at selling" or "this guy is a great brawler", and the rest has to be figured out by actually looking at what results a guy puts up.</p><p> </p><p> Right now, the game involves a lot of stat optimization. At a certain point, you can say "this guy has high stats, I should hire him", while ignoring all the guys with bad stats. I like the idea that you instead look at a guy who's putting up great matches on the indies, and have to decide whether he's actually a talented worker, or if he's getting good opponents. Or vice versa, that maybe you'll overlook a top talent because he's being paired up with bad opponents on the indies and putting up subpar results. It would make the idea of finding, hiring, and pushing gems feel more valuable, since it introduces the risk that you'll get stuck with a few duds as well.</p>
  13. Or instead of a calendar, the game could use a random number generator to determine what day it is.
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels" data-cite="shawn michaels" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="46105" data-ipsquote-contentclass="forums_Topic"><div>The limit people are talking is the 4 show limit. If you book 4 Raws in one day and you can't book anymore that month (which is the assumption being made and if so i do think it is a very small limit) then while a welcomed change it still needs improvement. A company like impact, for example tapes months ahead in 2 or 3 days. I suppose that was what people were expecting, no limits, especially to simulate not only small companies today but other time eras. So yeah, if this is the case I agree that a change should be brought forward if it is feasible and there is still time. Also the title situation could be addressed.</div></blockquote><p> </p><p> Sure, companies in real life have taped months ahead, and there are stories of pretaping too far going horribly wrong, but given the way the games so far have worked, it fits entirely with the game mechanics that you'd go month by month in TEW.</p>
  15. Is also stated in the entry that block taping drastically reduces the costs of running shows, since you only have to set up once. If you're trying to get over the cult hump, that can be valuable savings. Plus, you can schedule your entire month of television for a day when your full roster is available, to get around larger companies locking you out.
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