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Low Intensity Perf product


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So I'm trying to create a product for low intensity performance product... and i have traditional, pure and realism set to low with everything else at none. No intensity or danger is required but with the settings at low, will the product be problematic?

 

I would say without one key product yes there might be some issue. No one knows that their going to see, Its like "well maybe possibly where a real little bit of this and a real little bit of that."

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  • 2 years later...

<p>I'm going to resurrect this thread because it fits the question I was asked (so no need for a new thread). My chosen low intensity, performance based product tends to give all the benefits of a Sports Entertainment product without favoring popularity. It lets you use most "indy darlings" without "selling out".</p><p> </p><p>

<span>http://img.photobucket.com/albums/v291/Kension/CLF.jpg</span></p><p> </p><p>

<span>http://img.photobucket.com/albums/v291/Kension/CLF%20Analysis.jpg</span></p><p>

(The missing notes are: 'will allow the company to not be rocked by wrestling industry changes' and 'will mean that the young lion system will not be taken into account at any time.' )</p><p> </p><p>

Make no mistake about it, this is very much a 'meta' (read: powergamer) product. I know, I know, shocker coming from me. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> However, it has some elements to it that will vex some folks if they don't know to look for them.</p><p> </p><p>

You can use pretty much whatever kinds/styles of workers you want, with little to no penalty. Yes, even spot monkeys can thrive (though they're likely to change styles at some point. For example, Darkness Cat often switches to Cruiserweight in my games. Once she even switched to Japanese Junior). However, workers with poor performance skills (basics under 50, psychology under 48 or so, etc) will take heavy penalties in their matches ('negative crowd reaction' in the dirt sheet).</p><p> </p><p>

Match ratio can be fluid but anything over 80% is probably not a good idea (you're not taking full advantage of the Mainstream portion at 90/100%). But there are times when that's necessary or useful (like building up a handful of workers in the old school TV style).</p><p> </p><p>

Mainstream far outweighs the performance aspect so the penalty for having a gimmick is almost nonexistent (in a 168 worker roster, 112 of them debuted with gimmick ratings 80 or higher, 54 were in the 70s, and 2 were in the upper 60s (69, 67)*) and you can't get away with not having one. It also seems friendlier to giving workers Creative Freedom (or Heavy Input) with regard to gimmicks (haven't had any disasters yet). I don't run overly subtle or risky gimmicks as a matter of course (too likely to fail, in my experience) so I haven't tested their viability. As far as matches go, 'low' risk is fine. 'Very low' will get you dinged with a penalty. 'Average' is high enough risk without going overboard (if you're not into that or if your workers are conservative).</p><p> </p><p>

*Those two workers were using mod default gimmicks that didn't suit them and the 67 was a comedy gimmick (double whammy).</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37600" data-ipsquote-contentclass="forums_Topic"><div>I'm going to resurrect this thread because it fits the question I was asked (so no need for a new thread). My chosen low intensity, performance based product tends to give all the benefits of a Sports Entertainment product without favoring popularity. It lets you use most "indy darlings" without "selling out".<p> </p><p> <span>http://img.photobucket.com/albums/v291/Kension/CLF.jpg</span></p><p> </p><p> <span>http://img.photobucket.com/albums/v291/Kension/CLF%20Analysis.jpg</span></p><p> (The missing notes are: 'will allow the company to not be rocked by wrestling industry changes' and 'will mean that the young lion system will not be taken into account at any time.' )</p><p> </p><p> Make no mistake about it, this is very much a 'meta' (read: powergamer) product. I know, I know, shocker coming from me. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> However, it has some elements to it that will vex some folks if they don't know to look for them.</p><p> </p><p> You can use pretty much whatever kinds/styles of workers you want, with little to no penalty. Yes, even spot monkeys can thrive (though they're likely to change styles at some point. For example, Darkness Cat often switches to Cruiserweight in my games. Once she even switched to Japanese Junior). However, workers with poor performance skills (basics under 50, psychology under 48 or so, etc) will take heavy penalties in their matches ('negative crowd reaction' in the dirt sheet).</p><p> </p><p> Match ratio can be fluid but anything over 80% is probably not a good idea (you're not taking full advantage of the Mainstream portion at 90/100%). But there are times when that's necessary or useful (like building up a handful of workers in the old school TV style).</p><p> </p><p> Mainstream far outweighs the performance aspect so the penalty for having a gimmick is almost nonexistent (in a 168 worker roster, 112 of them debuted with gimmick ratings 80 or higher, 54 were in the 70s, and 2 were in the upper 60s (69, 67)*) and you can't get away with not having one. It also seems friendlier to giving workers Creative Freedom (or Heavy Input) with regard to gimmicks (haven't had any disasters yet). I don't run overly subtle or risky gimmicks as a matter of course (too likely to fail, in my experience) so I haven't tested their viability. As far as matches go, 'low' risk is fine. 'Very low' will get you dinged with a penalty. 'Average' is high enough risk without going overboard (if you're not into that or if your workers are conservative).</p><p> </p><p> *Those two workers were using mod default gimmicks that didn't suit them and the 67 was a comedy gimmick (double whammy).</p></div></blockquote><p> </p><p> I will try it</p><p> </p><p> I have tried alot of products. I still only found 2 that didn't give the penalty crowd don't like the worker. Wrestling with respect preset didn't have it but eye candy gets negative reaction. So since that is always my warm up the crowd matches. I could not use it. The other one was awa product from mod. Of course I like to use flyers so that product didn't work. So I just settled on using them in angles, preshow, or firing them</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="drcat123" data-cite="drcat123" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37600" data-ipsquote-contentclass="forums_Topic"><div>I will try it<p> </p><p> I have tried alot of products. I still only found 2 that didn't give the penalty crowd don't like the worker. Wrestling with respect preset didn't have it but eye candy gets negative reaction. So since that is always my warm up the crowd matches. I could not use it. The other one was awa product from mod. Of course I like to use flyers so that product didn't work. So I just settled on using them in angles, preshow, or firing them</p></div></blockquote><p> </p><p> In this product, if the worker doesn't have decent in-ring skills, the crowd won't like them. Eye candy tolerance is tied to the T&A setting (and Risque in the product too) so you can fiddle with that. I don't use my girls like that at all so I have it set to none. Flyers do well in this product and that's tied to the Modern, Daredevil, and (to a lesser extent) Lucha settings.</p><p> </p><p> At Cult, I've gotten a 68 rated match from Marcela (luchador, 24 popularity) vs Tomoka Nakagawa (Puroresu style, 17 popularity) and it could've rated higher if it wasn't a TV match ('holding back slightly' penalty on both workers).</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="37600" data-ipsquote-contentclass="forums_Topic"><div>In this product, if the worker doesn't have decent in-ring skills, the crowd won't like them. Eye candy tolerance is tied to the T&A setting (and Risque in the product too) so you can fiddle with that. I don't use my girls like that at all so I have it set to none. Flyers do well in this product and that's tied to the Modern, Daredevil, and (to a lesser extent) Lucha settings.<p> </p><p> At Cult, I've gotten a 68 rated match from Marcela (luchador, 24 popularity) vs Tomoka Nakagawa (Puroresu style, 17 popularity) and it could've rated higher if it wasn't a TV match ('holding back slightly' penalty on both workers).</p></div></blockquote><p> </p><p> I usually have 4 stages to my roster besides stats. Eye candy people who are just there for matches. My big mean people who are just there for angles. My women with good stats. It is rare if I have 1 woman from USA actually. Lastly the men. Meance is great to get jobbers over. A person with great menace is awesome worker. They will get good angles and the more you do the better it will be. Sadly the sex appeal penalty is not worth it to me. Which has always been 1 thing I didn't like about tew 13. A man can stand there and get a 80 angle ( based on menace with no negative). The woman for the same angle based on sex appeal get a big negative. be lucky to be a 60. There both looks to me</p>
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