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I think right now in TEW the tag team system needs to be overhauled. [U]Tag Team Stat[/U] This would be a stat that judges how good a wrestler is at working tag team matches. I think there are good examples of this. Shawn Michaels would have a high tag team stat because he has had expierence in teaming. John Cena would have a low tag team stat as he doesn't work tag matches much. [U]Tag Team Psychology[/U] This would be very similar as psychology but the difference would be this would be for tag team matches. The reason this should be different because tag team psychology is different than single matches. I know both these stat additions may involving recoding the tag team matches but I think it makes sense since it would distinguish between tag team wrestlers and single wrestlers. I don't think tag team matches should be individually dependent on tag psychology but psychology should allow for a bare minimium. Even singles wrestlers have some competency in tag matches but do not have great tag team psychology. [U]Tag Team Chemistry[/U] This would be a set grade based on the team you put together. It be how good this team together. I am not familiar with expierence related to chemistry but my thought is chemistry would involve how well they gain expierence. If a team has good chemistry they will gain expierence quickly since they work well together.
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I disagree with most of this, but I really have to comment on this. [QUOTE=rajde;394110]If a team has good chemistry they will gain expierence quickly since they work well together.[/QUOTE] By that logic, a person who has been working at a factory for ten years with more productivity than a person who has thirty years with less productivity. I guess maybe this would be a good idea in some cases (like teacher tenure), it shouldn't be called experience.
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[QUOTE=rajde;394118]I understand that point what exactly does currently experience entail?[/QUOTE] Pretty sure it's just the amount of time they've spent teaming (actively participating in tag team matches, as opposed to sitting around as a team on a promotion's roster). Which is pretty much the definition of experience, how long you've been actively doing something. Chemistry and experience are then two of the factors in determining the rating for a match.
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[QUOTE=rajde;394118]I understand that point what exactly does currently experience entail?[/QUOTE] Experience goes up by 1% every match that they have together. And it basically IS tag team psychology - the higher the experience, the better they know how to work a tag match together - and then hopefully - the higher the match rating!
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You know, I have to question the first thing. Cena has been in a LOT of Tag Team matches. WWE booking practically relies on its ME guys tagging up in different situations most weeks in between PPVs. Sometimes even ON PPVs, where Cena has been known to be the "surprise" partner of Batista at least twice. HBK had more experience in an established team yes, but Cena has had a fair amount of "tag team match experience" himself, and obviously knows how to work a tag match as well as he does any other match.
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[QUOTE=Rob4590;394129]Experience goes up by 1% every match that they have together. And it basically IS tag team psychology - the higher the experience, the better they know how to work a tag match together - and then hopefully - the higher the match rating![/QUOTE] Rob, just stop. :p Look, for any and all who don't know, this is already in the game. A team that has experience together performs better than one who doesn't (or one who has less experience), assuming the same level of individual skill. I have to ask, for folks who are clamoring for tag team overness and this overcomplicated split of tag team properties, how many tag team matches do you book now? 30-40% of my shows are tag team matches AND I devote a brand to them. I watch tag teams, I develop tag teams, I even keep track of the scary "numbers" to be absolutely sure. I know the typical response is going to be "I don't have time" but, test it yourself. I have more than a dozen examples of this bearing out. In my current C-Verse game, Lilly & Rose vs Seek & Destroy = B to A, guaranteed. Why? Because, in addition to being somewhat over, both teams have B to A* experience together. Both teams can carry teams with lesser experience to passable matches. They're not Sensational Thunder, individual skill wise either. I'm going to post a suggestion later. I think we should have a way to cover up a worker's weaknesses in a match!
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I think I'm going to go a different route here. I'm not really thinking "individual" tag teams should have anything changed, but... What about people who obviously do better in tag team conditions (depending on the promotions value's). Moe's point kind of sticks out to me. Some people just seem to do better in tag teams, and can forego the overness issue's they might have as an individual wrestler..Or perhaps two people that can really do well together will get more over as a tag team, then they ever would as individual wrestler's. My point is... If it's possible for them to get that popular as a tag team, then eventually, it should also make a difference in them as an individual as well. To give a real world example... The Hardy Boys might not be able to come out as great individual performer's (in popularity) in a historical mod, but over time as a tag team, would go OVER, and might be able to drop the tag team eventually, and become the star's they are today. I have no idea how that could be implemented though. I do feel that certain caps should be able to be raised by trying and working on different things for worker's, till you come up with a solid course of action. I think putting them in "Tag Teams" might be ONE way of doing that.
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Well for every Hardy Boy or Edge & Christian who is a solid singles wrestler disguised as a great tag team wrestler, you have plenty of Dudleys and New Age Outlaws who stink outside of tag teams (and of course get incredibly stale after too long as a teag team anyway). I'd say the game basically has it covered. The Hardys have chemistry as a team, undoubtedly. So that boosts all their match ratings. Which boosts their popularity quicker. Which allows them to break out as singles stars eventually. The whole mechanic is that you book people in matches and the better they are, the more popular they get. How you book them is up to you. Historical mods are there not to reflect every inch of reality, otherwise all people would do is read up on the old results of shows from that era and re-produce those shows. And then wonder why the AI isn't following history to a tee. You have a mod set in an era, and then you play the game which has its own wonderful and different happenings. It's what makes it a game and not a movie or a book.
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Moe, if that's a responce to me I think your missing my point. Either that, or I didn't make it very well. One of the things that has always bugged me is the caps. Some character's can only get "So Good" no matter what they do. I was just using the tag team thing as one possible way of getting certain player's over their cap. Other way's might be a specific style of storyline, or a gimmick (that happens to work for them greatly, and surprisingly), or angle, etc. Just some way to take someone that has met their caps, and work on till you can find out what that individual needs to get over... It might be just one thing, or multiple things. Tag team is just one way I was thinking might work for "certain" worker's. Not everything would work for everyone. Might only be one thing that works for one person, several for another, etc.
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We're straying off topic a little, but some guys just won't get over - to take a current example (who's a girl, not a guy, but...) Beth Phoenix has been pushed as a dominant, nigh unbeatable force in the women's division since her return six or eight months back. But people still pop more for almost every other Diva around - they certainly give a bigger response for Michelle McCool. Look back in history - Jim Neidhart, Marty Jannetty, Mr Perfect, Ricky Steamboat, Barry Windham, Lex Luger... All men who were solid mid/uppercard workers, all men who couldn't carry a promotion. These guys didn't make it at the very top level. Doesn't mean they didn't put on great matches, that they weren't valuable workers, that they weren't popular with the fans or win titles. It just means that they weren't as good, as popular, as valuable as other workers. If we started over in 1980 Windham may have become a legend. Magnum TA might have been the Ric Flair of the 1990s and WCW might still be with us... We don't know for sure. We can look back and see that some people didn't make it this time - and I think it's a great thing that in the game 'can't miss' superstars [I]do[/I] miss. It adds a challenge to the game. Des Davids and Marc Speed were supposed to be MAW franchise players in my game but neither of them got beyond the upper midcard. Cal Sanders and Tempest Appleby should have anchored my tag team division, but they had awful chemistry as a team. My house show monitors in my WWF game tell me that there's no point in running a tag team split and feud storyline anytime soon - all my teams suck when put into matches against each other. Life will throw spanners in the works - dealing with it is part of the fun of the game. Being able to work around the caps would defeat the purpose of their existence - and for me that would spoil a part of the game.
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[QUOTE=djthefunkchris;394426]Moe, if that's a responce to me I think your missing my point. Either that, or I didn't make it very well. One of the things that has always bugged me is the caps. Some character's can only get "So Good" no matter what they do.[/QUOTE] Ah right. I figured it would have to be miscommunication somewhere as usually you're totally onto it. I've never concerned myself with caps really, as opposed to say Remi who's gameplay mostly consists of skilling up every worker on his roster to their best potential. I can't really comment either way about whether tag teaming should rework caps, but I have a feeling that the new "Potential" stat has the whole "this guy *should* be able to get this good/over" thing covered.
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