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<p>So from what I'm seeing then, not having a huge roster could be a good thing?</p><p> </p><p>

I'm in the 1988 mod using the WWF. I went out and signed a ton of people, split the WWF up into 2 brands. I have like 20 or more storylines. But I gave a storyline that was struggling more time, I think a 10 minute sitdown interview, and it became one of my stronger storylines after just one show.</p><p> </p><p>

Maybe it really is quality over quantity. Maybe I should create a 3rd brand just to thin the roster out a bit more and to expand on the storylines? Right now, out of the 20 or so storylines that I have, only 4 or 5 have a passing grade. All of the others are in the mid 50's or below.</p><p> </p><p>

If I create the 3rd brand and gave that brand 3 weekly non-televised shows, I'm sure I could get the storylines over on that brand. </p><p> </p><p>

The only real downfall I can see from doing that though, it would be pretty hard to build popularity for people on that brand. With no TV, they would only gain popularity in that one market.</p><p> </p><p>

What do the veterans of this game think is the best course of action for me? I really don't want to trim my roster. I have so many young guys that will become superstars, I don't want to release them. But I have to get my storylines over. Is having a 3rd brand that won't have a tv deal a good idea?</p>

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<p>Why do you have so many storylines?</p><p> </p><p>

You shouldn't have so many that doesn't even make sense.</p><p> </p><p> </p><p>

The only way I can feasibly see you sustaining that many storlyines is if you are just putting random midcarders in series' of matches.......which is a horrible idea.</p><p> </p><p>

Running a lot of storylines PROPERLY also eats up your TV time and relegates a lot of your workers to the pre-show.</p><p> </p><p>

I have a roster of about 84 workers using the 1987 mod, and I usually only run about 4-6 storylines....but they all range from 80 to 100 heat. The only time I run stories with low heat is like...I ran a program with Rick Rude to push him over a departing Jimmy Snuka. Rude only had like 40 pop and Snuka had 60 so the heat was only a 69 at the PPV....but still good enough to push Rude firmly into the midcard.</p><p> </p><p>

Don't put guys in storylines for no reason, only put guys that you want to push in storylines, the rest of the roster can just work random matches.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TLCJR4LIFE" data-cite="TLCJR4LIFE" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>Why do you have so many storylines?<p> </p><p> You shouldn't have so many that doesn't even make sense.</p><p> </p><p> </p><p> The only way I can feasibly see you sustaining that many storlyines is if you are just putting random midcarders in series' of matches.......which is a horrible idea.</p><p> </p><p> Running a lot of storylines PROPERLY also eats up your TV time and relegates a lot of your workers to the pre-show.</p><p> </p><p> I have a roster of about 84 workers using the 1987 mod, and I usually only run about 4-6 storylines....but they all range from 80 to 100 heat. The only time I run stories with low heat is like...I ran a program with Rick Rude to push him over a departing Jimmy Snuka. Rude only had like 40 pop and Snuka had 60 so the heat was only a 69 at the PPV....but still good enough to push Rude firmly into the midcard.</p><p> </p><p> Don't put guys in storylines for no reason, only put guys that you want to push in storylines, the rest of the roster can just work random matches.</p></div></blockquote><p> </p><p> </p><p> But yeah you're right, I have everybody on my roster in a storyline pretty much. I wanted to make sure they get used. Because if they don't they start complaining about it.</p>
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<p>Popularity doesn't regress unless a worker is capped.</p><p> </p><p>

And typically the only people you need storylines to push are people who are nearly as popular as your company..so for me my pop is around 85...once MEs get to around 75 or so, they will only gain the occasional 1-2 pop from working a great match with someone more popular than them(unless they go over for some reason). </p><p> </p><p>

Midcarders will go up just from working matches....especially by dominating jobbers. Or beating workers more popular than them like older "backbone" workers that you have on the roster just to train and put people over.</p><p> </p><p> </p><p>

Or if you want to super push a prospect or foreign worker. I put all my Japanese converts into a heel stable with a 99/100 pop manager and push them by having them work tag team matches while being hyped by the manager in angles....then I run a few storylines where they attack a popular babyface and then typically job at the PPV which still brings their popularity up because of the pop disparity.</p><p> </p><p>

Guys like Akira Maeda who are among the best workers in the world.....he's gone from 29 pop to 55 in 1 month and 3 weeks.</p><p> </p><p> </p><p>

But again, unless there's something special about these guys, there isn't much of a benefit from putting them in angles. The Japanese guys are incredible workers and can help a storyline by working 80 rated matches despite middling popularity. Rick Rude had decent, and improving entertainment skills that could at least get the heat into the 60s....and he's a decent worker with good psychology.</p><p> </p><p>

Now on the other hand...a guy like...say Owen Hart, I'm not going to bother with yet because he's far too green to use in a storyline.</p>

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I'm just curious how you guys are doing on payroll from hiring so many workers. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Matt Shannon" data-cite="Matt Shannon" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>I'm just curious how you guys are doing on payroll from hiring so many workers. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> </p><p> WWF has 50 million in the bank. Run enough shows and you shouldn't have a problem.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="UEWpro" data-cite="UEWpro" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>If you dedicate more time to a storyline, say 10 minutes instead of 3, does that help the storyline get over more? It's probably a common sense answer of yes, but I don't know if the game is that deep or not.</div></blockquote><p> </p><p> </p><p> To my knowledge, an angle needs to be 6 minutes in order not to get a penalty for being too short. 6 minutes also seems to be the minimum amount of time a guy needs to learn skills off of other workers. As far as how length effects bonuses I don't think it does. I also don't think guys learn more from longer promos as opposed to 6 minute ones. I never exclusively tested it out or anything. Though I do have a few guys who exclusively run longer promos to fill time and they don't seem to get over any faster than the guys who are constantly running the shorter promos. I could be wrong. I'm usually half right on these things anyway.</p><p> </p><p> The maximum amount of time you can have for an angle essentially boils down to each involved worker's push. If you have two Main Eventers, you can theoretically run that promo for as long as you'd like (depending on your match/angle ratio of course). However, if those same two ME guys are in an angle with a lower midcard tag team, you have to cut it much shorter or you'll get hit for the LMC tag team being used too much. </p><p> </p><p> The exact time for allotted TV exposure per push is not something I know exactly. I use this as a general barometer.</p><p> *Note these are maximum total TV exposure times, meaning full segment time in-ring and in angles <em>combined</em>:</p><p> </p><p> Opener/ET- 8 minutes</p><p> LMC- 12 minutes</p><p> Midcard - 20 minutes</p><p> Upper Mid Card - 45 minutes</p><p> Main Event - Unlimited? I've never seen a penalty for using a main eventer too much.</p><p> </p><p> Maybe someone can come by an correct me if I'm not 100% accurate on this. I'd like to know that information anyway. But I use this as a general guage and constantly put on successful shows without time penalties.</p>
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<p>Also, in your question you used to the word "Storyline" but I think you meant angles, which is how I answered your question.</p><p> </p><p>

As far as how long a storyline can go, that all depends on heat. The "time" isn't as important as the heat of the segments. Good segments, be it matches or angles, will lead to good heat. I've had storylines go for three months but the angles were consistently good so it stayed hot. </p><p> </p><p>

I don't know the minimum amount of segments a storyline needs to get the best bonuses off of the top of my head. I just wait for the intended victor of the storyline to have a success rating of "Fantastic". As far as how long that takes, that's going to depend on how strongly you book him and how well the segments do.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bigtplaystew" data-cite="bigtplaystew" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>To my knowledge, an angle needs to be 6 minutes in order not to get a penalty for being too short. 6 minutes also seems to be the minimum amount of time a guy needs to learn skills off of other workers. As far as how length effects bonuses I don't think it does. I also don't think guys learn more from longer promos as opposed to 6 minute ones. I never exclusively tested it out or anything. Though I do have a few guys who exclusively run longer promos to fill time and they don't seem to get over any faster than the guys who are constantly running the shorter promos. I could be wrong. I'm usually half right on these things anyway.<p> </p></div></blockquote><p> </p><p> Adam has said that it is a minimum of four minutes for any popularity or skill gains.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bigtplaystew" data-cite="bigtplaystew" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>Also, in your question you used to the word "Storyline" but I think you meant angles, which is how I answered your question.<p> </p><p> As far as how long a storyline can go, that all depends on heat. The "time" isn't as important as the heat of the segments. Good segments, be it matches or angles, will lead to good heat. I've had storylines go for three months but the angles were consistently good so it stayed hot. </p><p> </p><p> I don't know the minimum amount of segments a storyline needs to get the best bonuses off of the top of my head. I just wait for the intended victor of the storyline to have a success rating of "Fantastic". As far as how long that takes, that's going to depend on how strongly you book him and how well the segments do.</p></div></blockquote><p> </p><p> I don't want to rain on your parade here but that is hardly necessary.</p><p> </p><p> "Good" alone is usually enough to boost the guy's momentum to 100(assuming it's a quality storyline)....I can't ever see it relevant to actually try to get a success rating of Fantastic unless I was booking a guy who had like 14 momentum for some reason...and he'd probably get high enough just from the build alone anyway.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Matt Shannon" data-cite="Matt Shannon" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>I'm just curious how you guys are doing on payroll from hiring so many workers. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> </p><p> Feb 1988</p><p> </p><p> PPV Revenue - 1.6 million</p><p> Ticket Sales - 2.8 million</p><p> TV Revenue - 220k</p><p> Sponsors - 660k</p><p> Merchandise - 583k</p><p> Development - 125k</p><p> Misc - 1k</p><p> </p><p> Workers - 1.3 million</p><p> Show Costs - 954k</p><p> Marketing - 250k</p><p> Merchandise - 208k</p><p> Production - 880k</p><p> Dojo - 2k</p><p> Misc. - 1.3 million (to this day I always wonder what "Miscellaneous" is"</p><p> Tax - 1 million</p><p> </p><p> </p><p> NET - 800k</p><p> </p><p> </p><p> Doing fine here....</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TLCJR4LIFE" data-cite="TLCJR4LIFE" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>Feb 1988<p> </p><p> PPV Revenue - 1.6 million</p><p> Ticket Sales - 2.8 million</p><p> TV Revenue - 220k</p><p> Sponsors - 660k</p><p> Merchandise - 583k</p><p> Development - 125k</p><p> Misc - 1k</p><p> </p><p> Workers - 1.3 million</p><p> Show Costs - 954k</p><p> Marketing - 250k</p><p> Merchandise - 208k</p><p> Production - 880k</p><p> Dojo - 2k</p><p> <strong>Misc. - 1.3 million (to this day I always wonder what "Miscellaneous" is"</strong></p><p> Tax - 1 million</p><p> </p><p> </p><p> NET - 800k</p><p> </p><p> </p><p> Doing fine here....</p></div></blockquote><p> </p><p> </p><p> bribe money.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="bigtplaystew" data-cite="bigtplaystew" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>Also, in your question you used to the word "Storyline" but I think you meant angles, which is how I answered your question.<p> </p><p> As far as how long a storyline can go, that all depends on heat. The "time" isn't as important as the heat of the segments. Good segments, be it matches or angles, will lead to good heat. I've had storylines go for three months but the angles were consistently good so it stayed hot. </p><p> </p><p> I don't know the minimum amount of segments a storyline needs to get the best bonuses off of the top of my head. I just wait for the intended victor of the storyline to have a success rating of "Fantastic". As far as how long that takes, that's going to depend on how strongly you book him and how well the segments do.</p></div></blockquote><p> </p><p> </p><p> No, I mean storylines. I'm talking about the amount of heat a storyline generates, is it in relation to how long you give an angle to? Will I generate the same amount of heat for a 5 minute interview as I will for a 10 minute interview? How about a backstage assault or post match attack? the longer the attack, the more heat gets to the storyline?</p><p> </p><p> I have Bam Bam at 100 momentum, but his popularity is still in in the 70's. I noticed that when I gave him a 10 minute sit down with Mean Gene to talk about Butch Reed, their storyline gained almost double the heat that it had. It went from being one of my weaker storylines to one of the stronger ones.</p><p> </p><p> </p><p> So this kinda brings me back to my earlier post. Few storylines are better then a lot of storylines? I have 2 brands, so like what, 5 storylines per 2 hour show? 5 storylines for 125 minutes is pretty good I guess. That would give me 10 storylines for my PPV's. Which hopefully would have enough heat to give me a good buy rate.</p>
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<p>As far as I know time doesn't in-and-of itself impact on the storyline heat; what does is the rating of the matches and angles which progress the storyline. If a 10 minute interview gives a higher rating than a five minute one then the storyline will gain extra heat... and vice-versa. </p><p> </p><p>

In a purely mechanical, game playing sense, it's better to have more storylines than less, assuming you're a good enough booker to keep heat up and make sure both workers come out of it relatively well; the heat will improve the segment ratings (and thus the worker's popularity) and both workers will come out with a boost to momentum (and thus improve the workers popularity going forward).</p><p> </p><p>

In reality though it can be a challenge to do that and it's somewhat unrealistic. How many storylines does any real life company run at a given time? There's normally one for every title belt and then a few more thrown in there or there abouts.</p><p> </p><p>

I normally limit my efforts to 3-5 good storylines at a time, regardless of the size of the company, as I can put real effort into booking them well... both in a mechanical and role-playing sense.</p>

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The amount of heat a stroyline has is based on the ratings of the angles and matches that are included in the storyline. I can never figure out exactly what calculations are done to determine it ebcasue some times I've had stories where the last angle bombed but I still had a good heat rating but then others where I had three great angles in a row and the heat hasn't buged. But the time given to those angles does not factor into the heat of the story, just their rating.

 


As for the big roster thing I used to hire all of the wrestlers I really liked try to stack my roster with as mny good workers as possible but these days I keep my roster as close to the minimum requirements as possible (a few over just incase some one gets injured so if I have a show the next day I won't get hit with the too small roster penalty as I scramble to hire some one else).

 


Also the linked post where the OP says he has 18 feuds and wants 10 to 12 matches a show. Well I'm not against the 18 feuds if he can fit them with his roster but 0 to 12 matches a show really boggles the mind. Here's the deal for every match winner there is a match loser and everyone who loses a match tanks momentum. Momentum for most people is exceedingly hard to build so why to I want to have 10 to 12 occasions to sap momentum from people. And the bigger deal is the loser always loses momentum but if the loser doesn't have more momentum than the winner the winner won't gain any. So 90% of the time there is going to be no return on the loss of momentum t the winner. My new motto for matches has been (especially for SE feds) use a few damn matches as possible.

 


Some one will always lose momentum for matches but the chance of gaining momentum from angles is much hire. Had a tag team lose a match last week (cause some one does have to lose) have them seperate a fight between two main eventers on the next show get a high rated angle see a 2 to 4 point momentum increase. If you're running WWE or SWF or CGC or any pop over performance fed use as many angles as you can. SWF has a 70% match ratio you get a 10% leeway so I always use 60% matches and 40% angles. I fit four matches on a TV show.

 


Some also said why use shorter angles less then 4 minutes. There are two reasons, first only your top three rated angles count toward your show rating but a two minute angle with a main eventer in it that's a major angle and the high rating will help your show rating if you're using some longer angles to build the pop of some lower workers. And two length doesn't matter for stroylines, now you use a two minute angle to have your two main eventers stare each other down and you've both gotten a high rated angle to help your show rating and you got a high rated angle to help your story heat. Used correctly a two minute angle can be a godsend for your show, your workers momentum and your stroyline heat.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Apupunchau@optonline" data-cite="Apupunchau@optonline" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>The amount of heat a stroyline has is based on the ratings of the angles and matches that are included in the storyline. I can never figure out exactly what calculations are done to determine it ebcasue some times I've had stories where the last angle bombed but I still had a good heat rating but then others where I had three great angles in a row and the heat hasn't buged. But the time given to those angles does not factor into the heat of the story, just their rating.</div></blockquote><p> </p><p> Storyline rating is based on the segment ratings that are relevant to the storyline, as you said, but they're weighted towards the last one. So a string of great angles followed by one terrible one will tank the storyline rating, while a string of terrible angles followed by a great one will raise it (though not as much as you might hope).</p><p> </p><p> If the storyline heat is 80 and you've just run three related 80ish angles, it won't move much because it has nowhere to go. They're good angles, but they're not better than the storyline already was. Keeping a storyline above 90 heat in a non-broken database is probably the hardest thing to do in TEW, because one dodgy angle that didn't go according to plan will hurt it far more than all the 90-rated angles in the world will help it.</p><p> </p><p> In general it's easier to tank a storyline than it is to boost it by the same amount. Which stands to reason. It's much easier to kill fans' interest by revealing Tito Ortiz as your big surprise, than it is to make something interesting happen.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>And two length doesn't matter for stroylines, now you use a two minute angle to have your two main eventers stare each other down and you've both gotten a high rated angle to help your show rating and you got a high rated angle to help your story heat. Used correctly a two minute angle can be a godsend for your show, your workers momentum and your stroyline heat.</div></blockquote><p> </p><p> This. A thousand times this.</p><p> </p><p> Also good for reviving the crowd after a match that you think is probably going to bore them to death but have to run anyway. ¬_¬ Sam Strong has saved many a USPW semi-main for me just by showing up and arguing with someone. TNA tactics, baby.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="gord" data-cite="gord" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>Adam has said that it is a minimum of four minutes for any popularity or skill gains.</div></blockquote><p> </p><p> OK so tested this out when I got home. 6 minutes is the minimum time required to not incur any penalties. I ran the same three angles each with two guys who are main eventers, each were a+ entertainment skills which is what the angle was judged on. I ran each at 4 minutes, 5 minutes, and 6 minutes. 4's and 5's did high B's on average. 6 minutes were 100 every time. So I think the extra two minutes might be worth it to you to consider int he future. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TLCJR4LIFE" data-cite="TLCJR4LIFE" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>I don't want to rain on your parade here but that is hardly necessary.<p> </p><p> "Good" alone is usually enough to boost the guy's momentum to 100(assuming it's a quality storyline)....I can't ever see it relevant to actually try to get a success rating of Fantastic unless I was booking a guy who had like 14 momentum for some reason...and he'd probably get high enough just from the build alone anyway.</p></div></blockquote><p> </p><p> Well the guys who I let hit "fantastic" all seem to skyrocket up the card faster than the guys who don't get that far. Obviously you can't do this for everyone, but for guys I'm trying to push up the card I absolutely wait that long. And it works. So I'm gonna go ahead and keep doing it my way.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="UEWpro" data-cite="UEWpro" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>No, I mean storylines. I'm talking about the amount of heat a storyline generates, is it in relation to how long you give an angle to? Will I generate the same amount of heat for a 5 minute interview as I will for a 10 minute interview? How about a backstage assault or post match attack? the longer the attack, the more heat gets to the storyline?</div></blockquote><p> </p><p> No, only angle ratings will contribute to storyline heat. Not the length of the angle itself. As previously stated, I believe you'll want your angle to be at least 6 minutes to get the best rating. But you don't get more storyline heat if that same angle is 20 minutes. All that matters is the angle's rating as far as heat goes.</p><p> </p><p> The length of your storyline is determined by the number of segments involved. This will affect your workers' success ratings for the angle. The longer a guy is in a storyline and the stronger he looks... the success rating will increase until it hits the maximum at "Fantastic"</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="UEWpro" data-cite="UEWpro" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div><p> I have Bam Bam at 100 momentum, but his popularity is still in in the 70's. I noticed that when I gave him a 10 minute sit down with Mean Gene to talk about Butch Reed, their storyline gained almost double the heat that it had. It went from being one of my weaker storylines to one of the stronger ones.</p></div></blockquote><p> </p><p> The higher the momentum, the better bonuses the participants will receive in segments together, be it matches or angles. So Bam Bam helped get that awesome rating because his momentum was 100. I think :-)</p><p> </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="UEWpro" data-cite="UEWpro" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div>So this kinda brings me back to my earlier post. Few storylines are better then a lot of storylines? I have 2 brands, so like what, 5 storylines per 2 hour show? 5 storylines for 125 minutes is pretty good I guess. That would give me 10 storylines for my PPV's. Which hopefully would have enough heat to give me a good buy rate.</div></blockquote><p> </p><p> I don't know but I use A LOT of storylines. Story lines drive up momentum, which drives up segment ratings, which drives up show ratings, which drives up popularity, which drives up MONEY. :-) </p><p> </p><p> Seriously, man. Use as many storylines as your comfortable with. But I use A LOT. Like just about everyone I use has a storyline going on at any given time. You don't have to address every single storyline at every single PPV either. You can address them in angles and conclude them any time you want. Doesn't have to be right after a PPV. Do this to strategically so you ALWAYS have a super hot main event for each PPV.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Apupunchau@optonline" data-cite="Apupunchau@optonline" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="36602" data-ipsquote-contentclass="forums_Topic"><div> Used correctly a two minute angle can be a godsend for your show, your workers momentum and your stroyline heat.</div></blockquote><p> </p><p> This is completely false.</p><p> </p><p> Under 4 minutes and the angle will have little no effect on worker momentum...it will also take a decent penalty for being too short.</p>
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