Jump to content

Road to Glory 2020 Discussion Thread


Recommended Posts

Road to Glory is a TEW challenge that has been running for a long time now. If you are not aware the basis of the challenge is:

THE ROAD TO GLORY CHALLENGE

 

-----------------

 

Your goal is to actively rise through the ranks of the wrestling business and star in a National or larger promotions PPV's main event with an A* rating.

 

You begin as an 18 year old custom made wrestler as the Head Booker of a local created 0/0/0/1000 backyard fed. You must always be the booker not the owner, following owner goals is a key part of this challenge.

 

The new game brings a lot of new tools to make this challenge even more interesting and this thread is to discuss what new elements to include.

Link to comment
Share on other sites

  • Replies 125
  • Created
  • Last Reply

Top Posters In This Topic

Skills

 

In previous games you had 750 points to distribute in the various skills of your wrestler. The new game has a Quick Skill Creation tool which I think would make creating a new RTG wrestler quick and fun and should create some interesting skills sets. I've been playing around with this and the settings below give our new guy around 800 points.

 

spzprLY.png

 

This is more than allowed last time but I think this is ok because we have less control over where the points go.

 

I'd also suggest that we allow people to move stats around to get Star Quality to a reasonable level because getting someone with no SQ over is more of a trial than a challenge.

 

What does everyone think?

Link to comment
Share on other sites

Attributes

 

There are a staggering number of attributes in the game and they give the characters a lot of depth. I think this is another area that could provide some variety in the challenges and make no two games the same.

 

Some seem quite overpowered (e.g. prodigy) and some not (Fat genes, History of concussions) so this will need some thought.

Link to comment
Share on other sites

Mystery Box

 

In previous versions challengees have been allowed to roll a number between 1 and 54 at the end of each year to receive an added bonus, e.g:

 

1. "Friends with Benefits" You gain one Working Agreement (you may try a different company if you are rejected) OR you can join an existing Alliance (assuming they let you in) OR you may invite another company to join your alliance (you may try a different company if you are rejected).

2. "War is Good for Business" Your owner demands you declare war on another promotion in the same area. (do nothing if your owner blocks you)

3. "Trusted Companion" You gain the Loyalty of one of your roster (random roll from the list of your current roster).

4. "Chance Encounter" While on holiday abroad you have befriended a wrestler and offered them a job (choose a wrestler in another regional area who is unemployed, make them active in your area and create a Strong Friendship between you and them)

5. "Lean On Me" Gain Strong Friendship with random wrestler in your promotion. -15 to both your character's and the random wrestler's Bad Personal Extras (Smoking, Drinking etc), and set to Reformed.

 

This will need a rework and could include skill gains, attribute additions, new relationships etc.

 

As an additional suggestion I think it would be good if we got a mystery box for progress in the challenge as well as at the end of every year, for example moving up to a bigger company, getting a certain match grade or booking a certain number of shows.

Link to comment
Share on other sites

I agree in principle with Derek B's statement from the previous thread that there might need to be something with stats to make it so that it's not a 'put 75 in a couple of key stats, everything else 0' dealio.

 

I think using the quick skill creation tool will solve this. Using the trainee settings I haven't seen anything go too high. In the example the highest stat is 65 which seems about right.

Link to comment
Share on other sites

Fair comment, is it fairly consistent, pointswise?

 

I was thinking for character creation of the user character there could be options for a couple of gimmick categories?

 

So you can assign your worker two gimmick categories that they are good at and two they're bad at.

 

Then perhaps pick between 100% babyface, 100% heel, better as face, better as heel, or nothing for dispositions.

 

 

That might be a good starting point for attributes.

 

But to start out with other like... performance-enhancing attributes is probably going to unsettle the playing field unless part of character creation is to roll.

 

Pick between starting with no attributes, or one positive attribute and one negative attribute, rolled from a table?

Link to comment
Share on other sites

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blake Trask" data-cite="Blake Trask" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="47775" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> I was thinking for character creation of the user character there could be options for a couple of gimmick categories?</p><p> </p><p> So you can assign your worker two gimmick categories that they are good at and two they're bad at.</p><p> </p><p> Then perhaps pick between 100% babyface, 100% heel, better as face, better as heel, or nothing for dispositions.</p><p> </p><p> </p><p> That might be a good starting point for attributes.</p><p> </p><p> But to start out with other like... performance-enhancing attributes is probably going to unsettle the playing field unless part of character creation is to roll.</p><p> </p><p> Pick between starting with no attributes, or one positive attribute and one negative attribute, rolled from a table?</p></div></blockquote><p> </p><p> I think these are good suggestions. We do just need to think about how powerful the attributes are though. Prodigy seems very OP and i'd be happy for my guy to be a smoker or something to get that one. </p><p> </p><p> Some personality attributes will be pointless in user characters too. </p><p> </p><p> What do you think about potential? We always used to allow people to set them to excellent. Now they are spilt by type perhaps you get one in ring skill as excellent, one very good, one good, one low and one very low?</p>
Link to comment
Share on other sites

<p>With Experience, Respect, Reputation & Resilience all set (0,0,50,100 respectively) there's 21 skills to spend the 750 across.</p><p> </p><p>

Don't think you'll need to increase to 800. Potential's also fine, with the combo of unknown stat caps and the longer challenge also being the grind to National.</p><p> </p><p>

Attributes however? Not sure how to balance that. Prodigy appears to be super strong so maybe not allow that? I'm ok with giving the UC a personality + starting one of their choice.</p>

Link to comment
Share on other sites

Attribute tables are a definite good idea... giving certain values to them and forcing people into picking a balanced set of their choice could work, as well as being a way to pick a certain numbers of end of year rolls too.

 

So you could have columns for....

 

Extremely Positive - Very Positive - Slightly Positive - Neutral - Slight Negative - Very Negative - Extremely Negative

 

If you take an something from the Extremely columns, you'd need to balance it out with one from the opposing column, or two from the opposing Very column or four from the opposing Slightly column.

 

End of Year rolls could then be linked to picking an attribute from one of the columns rather than specific attributes, or rolling to randomly pick from one of the tables so that people don't just pick what they like.

 

As for skill generation by default, I think anything that avoid the min/max way we have all had a tendency to use would be good. But at the same time, as long as there is an agreed on number of points, we can create the skills templates to add up to the same total and make it even that way too. :)

Link to comment
Share on other sites

So looking over the Skills:

 

 

 

  • Primary will still see a min-maxed since people generally have 1-2 "strong" skills as their go-to, generally based around their company's style.
     
     
  • Mental is just only Psychology. Can't touch Exp, Respect or Reputation and you really can't afford to leave it and dump Psych. Feels bad just commit to a one skill catagory...
     
     
  • Performance contains the two biggest skills, SQ & Charisma so much like the prior RTG's that won't change at all. Menace also massive for big guys, where in past the trade off was a slow start/almost Heidenreich-esk lunk but could draw in a pop promotion.
     
     
  • Fundmentals only has the 4 skills now that Psych's on it's own.
     
     
  • Physical still will likely end up as a dump area barring stamina.

 

 

 

Overall I like the idea in theory of a template for stats but in practice it ends up restricting bigger workers IMO. I'll take a look at the attributes tomorrow morning since it's a touch late here atm :p

Link to comment
Share on other sites

Maybe just set a flat starting value for Psychology that everyone has to use. Maybe 50, which is really good for an 18-year-old rookie but still plausible.

 

I'd suggest having everyone start with 75 in Star Quality as well. Like Psychology it's so much more important than everything else that there's no way to balance it.

 

I'd also set all potential to Excellent. I don't see the value in having a challenge fail due to randomly-generated caps.

 

On the flip side, I'd ban Prodigy. Or as an alternative, give everyone prodigy but lower the starting skill values from whatever they were going to be.

Link to comment
Share on other sites

I like the idea of a starting value for Psychology and Star Quality. We would then have set values for all Mental skills and we could also have set values for physical abiities (players can choose to have either 60 power or athleticism depending on the type of wrestler). That would just leave:

 

Primary; Brawling, Puro, Technical, Hardcore, Aerial, Flashiness

 

Maybe people can have 50 points in either Brawling and Hardcore or Puro and Technical or Aerial and Flashiness

 

Performance; Charisma, Microphone, Acting, Sex Appeal

Fundamentals: Basics, Selling, Consistancy, Safety

 

Perhaps a set number of points for this group? That way people can choose whether their guy/gal is going to be great in ring from the start or useful on the mic from the start. Realistically you only need points in one of the performance skills so the number of points should reflect that.

 

And that's it. That is really simple for people to set up their user character skills.

Link to comment
Share on other sites

Feels like it would make sense to break skills up between 4 potential groupings..... we could do a few things with a set up similar to that based on where the way those stats are currently grouped.

 

Primary: 6 skills (Brawl, Hardcore, Puro, Technical, Aerial, Flashiness)

 

Fundamentals + Psych: 5 skills (Basics, Selling, Consistency, Safety and Psychology)

 

Performance: 6 skills (Charisma, Microphone, Acting, Star Quality, Sex Appeal, Menace)

 

Physical: 4 skills (Stamina, Athleticism, Power, Toughness)

 

..............

 

IDEA 1

 

Slightly recategorise and add a couple of rules for worker size. Larger workers (Heavyweight+) are far less likely to be able to get high stats in techinical and aerial/flashiness. If we removed Flashiness from the Primary Skills and removed Menacefro Performance Skills we could do something with a weight split. Put the less likely of Menace/Flashiness to be used as a 5th skill with Physical Skills and have a special category for the remaining one.... leaving us with 5 categories overall.

 

Primary: 5 skills (Brawl, Hardcore, Puro, Technical, Aerial)

 

Fundamentals + Psych: 5 skills (Basics, Selling, Consistency, Safety and Psychology)

 

Performance: 5 skills (Charisma, Microphone, Acting, Star Quality, Sex Appeal)

 

Physical: 5 skills (Stamina, Athleticism, Power, Toughness, Menace/Flashiness)

 

Size Based Special Skill: Menace/Flashiness

 

We'd then have 4 groups of points to spread out with total like....

 

225, 200, 175, 150 (750 total, for example)

 

You'd spent each block of points on a category (so you can't put 75 into all the funadmentals, for example) and if you choose to spend less you can it into your weight class's Special Skill. This system would make it so that people can't spend too many points in one area, would hopefully avoid min/maxing and could make for better stats spreads overall. Maybe. :p

 

=================

 

That said, it could be further refined by using the set up I suggested in the TEW16 thread by using a certain range of values that add up to whatever the user total we decide is. And the attribute tables could be fun too. Definitely lots that can be done. And if I had brain power I could come up with a clearer idea of what I'm trying to say. I hope this isn't gibberish when I read it back another time. :p

Link to comment
Share on other sites

<p>I've worked out the quick skill creation tool. It gives a random number within a bracket depending on the options selected in each box. </p><p> </p><p>

e.g. If I set 'who oozes Star Quality' SQ scores are:</p><p> </p><p>

82, 86, 100, 82, 84, 93, 100, 94, 98, 85 (between 80-100)</p><p> </p><p>

If I set it to 'has a poor look' I get:</p><p> </p><p>

11, 19, 3, 8, 19, 2, 11, 4, 1, 11 (between 1-20)</p>

Link to comment
Share on other sites

So what settings affect each stat? The six tables at the bottom of the skills page are not labelled so i've tried to identify them by row and position.

 

Top Row 1st - (Trainee to Retired) - Just affects experience and respect

 

Top Row 2nd - Type of Worker (Brawler, Technician) - seems to affect the spread of skills. E.g. if you choose brawler then you get more points in Brawling and Puro

 

Top Row 3rd - Whose skills are (very weak to excellent) - Affects primary skills, Fundamentals and Psychology

 

Bottom Row 1st - Athleticism (not athletically gifted to freak athlete) - Affects physical abilities (obviously)

 

Bottom Row 2nd - Entertainment - This gives a lot of options. Selecting one of these can affect various combinations of Charisma, Acting and Microphone

 

Bottom Row 3rd - Look - Again, lots of options but this time within Menace, Star Quality and Sex Appeal.

 

Potential Settings

 

Top Row 1st - Would always be 'trainee'

Top Row 2nd - Could be anything

Top Row 3rd - 'Average skills' gives Psych of 30-40, Fundamentals of 40-50, and important primary skills (e.g. Barwling for a brawler) of 40-50

Bottom Row 1st - 'Average athleticism' gives Physical skills between 40-70 except resiliance which is a bit higher

Bottom Row 2nd - 'Somewhat entertaining' gives Microphone, Acting and Charisma between 40-70

Bottom Row 3rd - 'Who looks like a star' gives SQ and Menace between 60 and 80. Maybe we give people the option to move the points from Menace to Sex Appeal if they want.

Link to comment
Share on other sites

Attributes

 

I've been through the attributes and categorised them:

 

Gimmick based - I suggest that people can choose whether they should be a 100% babyface or heel or if they are better at one or the other. Maybe they can choose two gimmick types to play well too?

 

- 100% babyface/heel

- Better as babyface/heel

- Plays [name of gimmick] well

- Can't play [name of gimmick]

 

Match Bonuses - These are all attributes that give bonuses to matches. They don't seem too overpowered except 'Slow and Steady' so maybe they can choose one from the list?

 

- Comedy worker

- Noted Comedy worker

- High pain threshold

- Dynamo

- Tag Team Specialist

- Squash Master

- Slow and Steady (maybe ban this one as it gives bonuses to the type of matches that could be getting 100s)

- Giving Performer

 

Match Handicaps - These attributes give match penalties

 

- Poor Comedy worker

- Canny Operator

- Scatterbrained

 

Balanced - These attributes give bonuses is certain situations and handicaps in others. I'd say add these to the match bonus list.

 

- Selfish Performer (worse matches but better pop gains?)

- Explosive ring style (Bonus for dominating but handicaps for over 10 mins)

 

Misc Benefits - Some of these give benefits to skills, some to body type and two of them raise skill caps. I think people can choose one of these (except Prodigy) but have to choose a Misc Handicap too (e.g. you can be a bodybuilder with a dodgy neck or a stud athlete with a speech impediment)

 

- Healing Factor

- Prodigy

- Age is just a Number

- Fitness Fanatic

- Bodybuilder

- Skinny Genes

- Stud Athlete (Higher Skill Cap)

- Gymnastic Background (Higher Skill Cap)

 

Misc Handicaps - These give various negative modifiers to skills or body type, could be used to balance out the bonuses.

 

- Not a Natural

- Fat Genes

- Troublesome Neck/Back/Shoulder/Knee

- History of Concussions

- Speech Impediment

 

Temporary - One of these is negative, the rest are bonuses to match quality. These could be very useful for mystery boxes.

 

- Hot New Move

- Hot New Catchphrase

- Flavour of the Month

- Personal Issues

- Groundswell of support

- Midas Touch

- In a Funk

 

Flavour - Largely irrelevant, I think people can choose these if desired

 

- Movie Star/ TV Actor

- Musician / Famous Musician

- MMA Fighter/Former MMA Fighter

- Boxer/Former Boxer

- Pro Martial Artist/Former Pro Martial Artist

- Social Media (Heavy user/Shuns)

- Career Woman

- No Pregnancies

 

Merc Sales - I'd suggest we don't use these

 

- Marketing Nightmare

- Unmarketable

- Easily Marketable

- A Marketing Dream

 

Irrelevant to RTG - I think all of these are irrelevant because they affect how AI workers react or don't kick in until late in a career.

 

- Daredevil/Fearless/Stuntman/No Stunts

- Will risk injury

- No Comedy matches

- Deathmatch wrestler

- Natural Trainer

- Desperado

- Ahead of their time

- Homebody/World Traveller

- Deep Roots

- Masked for Life

- Can't Fight Time

- Loyal/Itchy Feet

- Future Ref/Announcer/Colour

- Future Manager/Personality/Agent

- Wrestling in the Blood

- Outside Interests

- Modelling Experience

- Unable to Wrestle Again

 

Edit:

 

I missed out all of the Personality attributes because I don't think they would have any relevance to a user character. The addictions attributes should probably go in the mystery boxes as usual.

Link to comment
Share on other sites

Last thing for now; mystery boxes. In the past we just had these at the end of every year but I think it would be nice to get them for achievements and milestones;

 

Year end mystery box

First time reaching match grades 70, 80 or 90

First time working for the next size company; Tiny, Small, Medium, Big, Large, Titanic

Link to comment
Share on other sites

Last thing for now; mystery boxes. In the past we just had these at the end of every year but I think it would be nice to get them for achievements and milestones;

 

Year end mystery box

First time reaching match grades 70, 80 or 90

First time working for the next size company; Tiny, Small, Medium, Big, Large, Titanic

 

Sounds good. Also some for End of Year awards and Power 500 milestones perhaps?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...