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administrator ![]() Admin Group ![]() Joined: 02 Oct 2016 Status: Offline Points: 142 |
![]() ![]() ![]() ![]() ![]() Posted: 20 Nov 2016 at 7:55pm |
This post will give an overview of the attributes held for each fighter and how they are used
Personal Details Personality:
Class: This is basically how "good" a fighter is and is an indication of his level. The class stat does not have any bearing on the outcome of a fight, but is affected by fight outcome. The AI promoters may reject offers from fighters with significantly lower class unless a lot of money is on offer (due to risk / reward). Class is also used to determine which rankings the fighter can appear in. A fighter with class exceeding 500 will not be ranked for regional titles. 750 is the limit for national and subcontinental titles. There is no limit for continental and world. Popularity: This is how well known the fighter is. High popularity does not necessarily mean everyone loves the man, but does mean that the fighter is well known and will sell more tickets than a lower popularity fighter. Home pref: The higher this attribute is, the more the fighter wants to stay in his home region. This is for fights and for training. Relocating a fighter with a high home pref may result in the fighters morale plummeting and impact his performances. Similiarly, a high home pref fighter may not do so well in away fights. It is possible for this to be overcome with a high composure rating. Media: How well the fighter relates with the media. The higher the media rating, the quicker the fighters popularity will rise. Conversely, having a low media rating could hinder the fighters popularity rise. Adaptability: This stat is partially tied in with homepref, and determines how well a fighter will adapt to a new location, particularly where there is a need to pick up a new language. A fighter with high adaptability will settle pretty much anywhere fairly quickly. A fighter with low adaptability may struggle and this could affect his happiness. Loyalty: The higher this stat, the more forgiving the fighter will be with bad promoting, and the more open they will be to suggestions from the promoter such as changing weight. Confidence: This stat goes up or down with wins/losses. A bad KO loss or consecutive defeats may result in confidence plummeting. Happiness: overall happiness of the fighter. may drop if not happy with his trainer, location, matchmaking, inactivity, losing. Will increase with winning, achieving targets and successfully adapting to a new location. Happiness has a small impact on the fighters attributes when fighting. Morale: this summarises in words, the fighters relationship with the promoter. New signings always start off with "Excited to be working with you", and then there are several other status's which indicate how well his career is going under your management. Target: Indicates the fighters target which he will be expecting you to achieve. There is always an activity target, which may be fight once a month for a novice through to fighting 2 / 3 times a year for seasoned professionals. Then you will have fighters with targets such as targeting specific titles or a rival on the domestic or world scene. Stance: Speaks for itself really - Orthodox, Southpaw or Switchhitter Style: Boxer
Brawler
All skill/physical/mental/punch attributes are used in fight simulation. Below I summarise where each is used, although I won't be going into detail about the calcs themselves Skill Attributes: Accuracy - is a punch on target Timing - factors into a punch landing and its impact. important for counter punches. Head Movement - fighters ability to slip punches Blocking - fighters ability to block or parry Footwork - used in a number of calcs including controlling distance, escaping the ropes, cutting down the ring, stepping out of range defensively Clinch - how effective is the fighter in the clinch, either defensively to negate his opponents attack, or offensively to get in some illegal shots and wear down his opponent Finishing - how good is the fighter at recognising a hurt opponent and trying to finish the show. works best with a high composure In-fighting - used in numerous calcs when the two fighters are in close range Out-fighting - used in numerous calcs when the two fighters are at distance (CONTINUED) Edited by administrator - 15 Jul 2020 at 1:22pm |
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administrator ![]() Admin Group ![]() Joined: 02 Oct 2016 Status: Offline Points: 142 |
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(continued after falling foul of forum post character limit!) Physical Attributes: Power - purely used to determine the impact of a punch, but most devastating in combination with timing and hand speed Hand speed - partly determines impact of a punch, but also plays a part in the number of punches which can be thrown in a combination, ability to counter, and whether the punch penetrates the opponents defences Reflexes - used in calcs to determine the success of a counter punch, and for reaction based defence Stamina - how long a fighter can keep his energy levels up in a fight. the trainer will advise how many rounds the fighter is ready for depending on stamina levels. throw a fighter into a 12 rounder too early and he could gas and find himself getting stopped no matter how good his chin is. Strength - used in calcs when clinching, escaping the corner or generally manhandling your opponent around the ring Chin - how well your fighter can withstand head shots Body Toughness - resistance to body shots Skin Toughness - low stat may result in more cuts and swellings during a fight, longer recovery times and even cut TKO losses Mental Attributes: Ring IQ - this stat is used in many calcs used for working out who is controlling the distance, and ensuring they retain the upper hand. Also works in conjunction with other stats - e.g high ring IQ along with high fouling might mean your fighter is Bernard Hopkins. Composure - how composed does your fighter remain - will he get over excited in front of his home crowd or overwhelmed in front of a hostile away crowd? Also, how well will he react to getting cut, or getting in a position where he can close the fight Aggression - aggressive fighters will be looking to throw power shots throughout the fight and stay on the front foot. Work rate - a high work rate fighter will be trying to get his shots off first and throwing in quantity throughout the fight, and not sit back Determination - a determined fighter will try enforcing his will on the fight. This plays a part in the calc to see who is on the front foot, trying to control the tempo etc Heart - how your fighter copes with adversity - will he still try to get up after taking that 3rd killer bodyshot or will he just fold? Fouling - how likely is your fighter to foul. Can be at risk of getting DQd if this stat is high, and ring iq is low. Training - how good a trainer is your fighter and how well he looks after himself. A high stat means quicker improvement from training sessions, and potentially a longer career. Gameplan - How well your fighter can follow the trainers gameplan. A low score could mean your fighter just does his own thing and won't be as successful against certain styles Edited by administrator - 15 Jul 2020 at 1:35pm |
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