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Small Questions Thread & "Living FAQ"


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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>It's just a generic mask on a worker, that you own. The benefits of a company owned mask over a worker owned one is that you will find it far easier to take the mask off a worker. It can't be passed around or anything, it's just a mask on a worker. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> Perfect, thanks <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LlamaSquad" data-cite="LlamaSquad" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I can only imagine it's for if and when he arrives there, like PRIDE and BURNING Koiso.</div></blockquote><p> </p><p> why spend so much time doing this? i really dont understand xD</p>
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<p>Do you guys budget your rosters when playing the game? </p><p> </p><p>

It's something I've started to get into more recently after hearing a Bruce Prichard podcast where he talked about how the roster budget in like, 1996 was around 9 million dollars. It struck me that actual companies budget themselves overall in a way that we don't really take into account because we just go "we're in the red" and "we're in the black" most times .</p><p> </p><p>

In recent games I've started trying to set budgets and profit markers as part of a rules system for booking, television time, etc... and I was wondering if anyone else had their own ideas or rules on the matter.</p>

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Does anyone use Custom setting for merch? Any tips? It seems like there is a lot of game material to go through there and honestly I haven't even looked past the "whoa, you can make hats?!" point before I felt overwhelmed. <img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Hashasheen" data-cite="Hashasheen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do you guys budget your rosters when playing the game? <p> </p><p> It's something I've started to get into more recently after hearing a Bruce Prichard podcast where he talked about how the roster budget in like, 1996 was around 9 million dollars. It struck me that actual companies budget themselves overall in a way that we don't really take into account because we just go "we're in the red" and "we're in the black" most times .</p><p> </p><p> In recent games I've started trying to set budgets and profit markers as part of a rules system for booking, television time, etc... and I was wondering if anyone else had their own ideas or rules on the matter.</p></div></blockquote><p> </p><p> I would love it if there was actually a budget for staff and wrestlers and all that other stuff. But honestly, since the game doesnt really require you to do it I dont bother. I think its suoer cool that you do. I know people love the sandbox element of TEW but I very much prefer it as some sort of sports sim so the more intricate it can be, the more into it I am.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jon The GOAT" data-cite="Jon The GOAT" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I would love it if there was actually a budget for staff and wrestlers and all that other stuff. But honestly, since the game doesnt really require you to do it I dont bother. I think its suoer cool that you do. I know people love the sandbox element of TEW but I very much prefer it as some sort of sports sim so the more intricate it can be, the more into it I am.</div></blockquote><p> </p><p> Thanks, but I'm still trying to get a hang of it. Running something like a touring promotion helps because you have tournaments, young lions and the like to flesh out how you want to visualize the product. The budgetary stuff helps because I can try and focus where to run shows most often and where I should logistically tour from show to show. Other stuff I'm trying to formulate are the merchandise as well as freelancer or guest appearances. </p><p> </p><p> I think there's a lot of stuff in terms of sports management that can be crafted out of the game for a dynasty or one's own entertainment, so I might have to go play a game of FIFA Manager or Movie Tycoon to get some pointers, hah.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MostMysticalSkaman" data-cite="MostMysticalSkaman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>If I build a dev territory in another country outside of my home area, does that mean I could potentially sign people from other countries to dev deals? Or would I at least be able to let the AI sign locals and then borrow them to try and go around the restricted workers?</div></blockquote><p> </p><p> In order to sign workers to developmental deals, they need to be available to work in the home area of the parent company. In theory, the AI would sign local guys to contracts though. Off the top of my head, I am not sure if you can borrow workers who are on PPA deals with your child company, or just ones on developmental deals.</p>
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Probably a stupid question, but can a wrestler who is injured but still able to fight, gain skill improvements?

Haven't paid attention on my injured wrestlers' development, but I don't see any reason for them not to, especially if they're working through the injury and wrestling in matches.

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What impacts your importance in a region? Does running more shows (or better shows) in a region increase it or is it purely random?

 

AFAIK, importance is mostly determined by popularity at lower levels, but for higher companies it also takes into account the actual region’s importance in the wrestling world. For example, in the default C-Verse Tri State is 100 and Mid South is about 80-85, so a National company with the same popularity in both regions would, I think, have higher importance in the Tri State region.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="milamber" data-cite="milamber" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>When someone is selected to interfere in a match, does their overness have any affect on the match and is their overness and momentum affected by the match grade or is it purely cosmetic?</div></blockquote><p> </p><p> It has no impact.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="infinitehallway" data-cite="infinitehallway" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>What impacts your importance in a region? Does running more shows (or better shows) in a region increase it or is it purely random?</div></blockquote><p> </p><p> That is explained on the popularity screen itself. It is regional importance combined with company popularity.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>It has no impact.<p> </p><p> </p><p> </p><p> That is explained on the popularity screen itself. It is regional importance combined with company popularity.</p></div></blockquote><p> </p><p> </p><p> I suppose my phrasing was bad. I meant what impacts the importance of a region? Is it static or does running shows affect it?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="infinitehallway" data-cite="infinitehallway" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>I suppose my phrasing was bad. I meant what impacts the importance of a region? Is it static or does running shows affect it?</div></blockquote><p> </p><p> It is neither. It moves of its own accord during gameplay and has no connection to shows that are held there.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>It is neither. It moves of its own accord during gameplay and has no connection to shows that are held there.</div></blockquote><p> </p><p> Awesome, thanks. (Also thanks for the years of fun your games have given me.)</p>
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Do tag teams build experience if they are part of a 6 or 8 man tag? I am just breaking into the mexico market in my game and I would like to maybe create a 6man tag title and division. Wondering how experience works in this situation.

 

1. does a 2 man team competing inside of a 3vs3 man match gain any expereince as a team?

 

2. does a 2 mans team experience give a match bonus in a 3 vs 3 like it would in a 2v2 match?

 

3. Is it worth it to create multiple 2 man tag teams for my 6 man division? example, if i have wrestlers 1, 2, and 3 in a trio, would it make sense to create an official tag team with wrestler 1 and 2, another one with 2 and 3, and a final tag with members 1 and 3 so they all gain experience?

 

4. Does creating a stable have ANY effect? I always assumed it was kind of just there to help the user keep track and that it didnt actually give any match bonuses.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="YoungNoble" data-cite="YoungNoble" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Off the top of my head, I am not sure if you can borrow workers who are on PPA deals with your child company, or just ones on developmental deals.</div></blockquote><p> I'm pretty sure you can. I once ran a two-player game by myself with two regional companies (one USA, one Japan) and traded talent all day long. as a regional company on both ends I am quite sure I did not have written contracts.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="thilonash76" data-cite="thilonash76" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Do tag teams build experience if they are part of a 6 or 8 man tag? I am just breaking into the mexico market in my game and I would like to maybe create a 6man tag title and division. Wondering how experience works in this situation. <p> </p><p> 1. does a 2 man team competing inside of a 3vs3 man match gain any expereince as a team?</p><p> </p><p> 2. does a 2 mans team experience give a match bonus in a 3 vs 3 like it would in a 2v2 match?</p><p> </p><p> 3. Is it worth it to create multiple 2 man tag teams for my 6 man division? example, if i have wrestlers 1, 2, and 3 in a trio, would it make sense to create an official tag team with wrestler 1 and 2, another one with 2 and 3, and a final tag with members 1 and 3 so they all gain experience? </p><p> </p><p> 4. Does creating a stable have ANY effect? I always assumed it was kind of just there to help the user keep track and that it didnt actually give any match bonuses.</p></div></blockquote><p> </p><p> 1. Not sure, but I think they do.</p><p> </p><p> 2. Yes.</p><p> </p><p> 3. Yes. 6 man experience is, I believe, the average of the combined experience of the three teams (1/2, 2/3, 3/1). Teams don't have to be active to gain experience, either.</p><p> </p><p> 4. Stables don't affect storylines, to the best of my knowledge, but they do make match names look better when you autofill!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James Casey" data-cite="James Casey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>1. Not sure, but I think they do.<p> </p><p> 2. Yes.</p><p> </p><p> 3. Yes. 6 man experience is, I believe, the average of the combined experience of the three teams (1/2, 2/3, 3/1). Teams don't have to be active to gain experience, either.</p><p> </p><p> 4. Stables don't affect storylines, to the best of my knowledge, but they do make match names look better when you autofill!</p></div></blockquote><p> </p><p> I believe they build experience on 3 man teams, but not on >= 4 man teams</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="CharlieRock" data-cite="CharlieRock" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Does anyone use Custom setting for merch? Any tips? It seems like there is a lot of game material to go through there and honestly I haven't even looked past the "whoa, you can make hats?!" point before I felt overwhelmed. <img alt=":eek:" data-src="//content.invisioncic.com/g322608/emoticons/eek.png.0e09df00fa222c85760b9bc1700b5405.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> I've heard it can be very profitable to do so and monkeyed around with it a bit.</p><p> </p><p> I wouldn't say I had a ton of success, but my advice would be to focus your efforts most on you ME and UM faces... that's where the money is. ME and UM heels aren't going to generate a ton of revenue for you. (Hence why WWE was so reluctant to turn Cena heel!)</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rick Savant" data-cite="Rick Savant" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Just to double check... if you run a B show it doesn't affect your popularity... <em>even for the live crowd in the region you're hosting it in</em>, right?</div></blockquote><p> </p><p> No it doesn't.</p>
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