Post by llecha on Mar 4, 2014 16:11:39 GMT -5
Written & Contributed by Pll
FIGHTER CREATION
There're several regions with different rules in the game. You'd better create your fighters in one of these: Unsanctioned or your home region. These regions are being run with standard rules.
STYLES & BUILDS
The purpose of using styles in fight plans is simple, they add points to your fighter's stats.
The correct choosen style gives you a great advantage. For example. If your opp has agility stat= 8 and you have agility = 17 then in the fight, using ring style, you will have the following rules:
...Using the Ring The fighter defends himself using movement and footwork.
1. The fighter gains +1 agility.
2. Any agility advantage he has over his opponent will increase by 50%.
3. The fighter incurs one additional point of fatigue...
So 17+1-8=10/2= + 5 points will be added to your agility in this fight.
By using ring style vs. this opp, you will have agility 17+5=22. Not bad?
Without using ring style your agility remains 17.
+5 points is a big deal.
Same thing with all other styles. Using ropes you will lower your opponents agility etc.
If you have an advantage in strength you should use clinch or inside styles.
If you have an advantage in speed then feint or counter.
To have an opportunity to use styles the best way, skilled managers create special fighters with properly calculated stats. These fighters are named by styles they use: counterpuncher, ropist, clincher and so on.
ROPIST: Should have great agility. Ropes is a main style for him. Also he may use ring to win rounds or to avoid being stunned.
COUNTER PUNCHER: Must have an advantage in speed + height to use counter style. Feint or outside he may use for winning rounds, jabbing.
CLINCHER/SLUGGER: Must have an advantage in strength, he uses clinch style mostly and inside when he needs to finish opponents.
To create a decent fighter you also should not put AP (ability points) randomly, every point is important. Every! After losing 2 APs most of good managers consider the fighter as a useless one- he barely can win. So if you place 2-3 APs wrong- you have a useless fighter.
You should never put any APs in KP, cut resistance (always low).
Chin should always be as low as possible, but high enough so that you are not easily stunned. Condition also should not be very high. These two stats don't give you anything in endurance wars (giving or receiving damage).
In fact condition stat determines endurance which you need to defend with agility, strength and speed, trying to reduce opp's stamina/endurance in the same time(endurance wars). You may ask- why I can't put more points in conditioning to have huge endurance, won't it help me not to get tired? Nope, it won't work. Condition is like a stronghold and other stats- its defenders. If you put more points in conditioning you will have less points for other stats. It's like you have a huge stronghold, but have no defenders enough to protect it. On the another hand- you should not put too few points in conditioning, your defenders will have nothing to protect. There should be a balance between these stats.
Height mostly determinates weight -> weigh division for your boxer.
Build usually polar: either very light for counter punchers, sissies and KP-dancers* or very heavy for all other types.
This is an example of a build:ROPIST...
Strength: 11-14
Hand speed: 13-15
Agility: 18-25 (remember this is a ropist main stat)
Chin: 8-10
Conditioning: 13-14
*KP-fighters are very different type of fighters, they are being run in a very special way, it's another particular aspect of the game. Don't put any "haphazard" APs in KP. It's a bad idea.
FIGHT PLANS.
If you click "Experts can use the advanced fight plan form" on your fighters page, you may write your own FP. It's not so hard really.
To create a FP you should have an idea on how you are going to win the fight. Now of course before you can have an idea on how to win you must have an understanding of how to win.
The classic way is to wear you opponent down. Why is this important? Because when getting tired a fighter becomes less and less effective, all his stats decrease. He lands fewer punches, these punches become weaker, he receives more damage because he can't move as quckly as before. By losing 50% of his endurance he becomes double weaker then at the start of the fight.
So at the beginning of the fight it is more important to win endurance than winning rounds. If you make your opponent tired you will win easily. Now you have the idea on how to win. (Wear down your opponent)
The main line in this game is as follows:
4/8/8 (style);
First number (4) here means aggression (how many punches you will throw)/8 (power of your punches) /8 Defense (the ability to avoid punches)
aggression x power = total damage you give to your opponent
4/8/8 this will give you the best ratio between giving out damage and receiving damage.
When you go to the body it gives + 20% to the endurance damage you give. So now lets add body(B) to our plan:
1) 4B/8/8 (style);
This will tell your fighter to go to the body in the 1st round. In fact it's a FP without any other lines. Having good build and using right style you can win fights with this one line FP. Vs. other newbies of course.
But, certainly, you better think what if your fighter won't wear his opponent down, lose 7 rounds and lose the whole fight. To avoid this you may add another line:
1) if score = -3 then 6/6/8 (style);
score = -3 means you're losing the fight, the current score is something like 36-39, opp is winning. (score = 3 means you're winning +3, 39-36 for example)
So this means is that if you lose -3 points your fighter will become more aggressive to win a round.(You have put 6 into his aggression) You may ask how do I know that 6 will be enough to win a round? Well I don't have that answer. You should look at your opponent's previous fights to understand what number you should write. Maybe 4 will be enough, maybe 8 won't be enough, it depends on your opponents tactics. But here is a tip it will be enough vs. competent managers. They are very accurate and they rarely use super aggressive lines early on.
So here is your FP:
1) 4B/8/8 (style);
if score <= -3 then 6/6/8 (style);
I use <= -3 it means that this line will work when the score is -3 and less (-4, -5 etc)
You go to the body trying to wear down your opponent and sometimes win a round not to lose the whole fight while doing that.
This is the basics. You may add other lines to it to make it more detailed.
This line determines what your fighter will do in case your opponent loses more than 34% of his endurance (when he is tired):
if opponent = tired then 5B/10/5 (style);
in fact it should look like this:
if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
it is important that he lost his endurance and you didn't. In this case you should try to give out even more damage to wear him down completely.
You may add these other conditions:
if mystuns > 1 then 4B/6/10 (style);
What this means is that my fighter's got stunned so I'd better put more into my defense (10).
if hisstuns > 1 then 5H/10/5 (style);
This condition allows you to try and stun your opponent again after he has already been stunned.(going to the head gives you + 20% to your stun damage)
1) 4B/8/8 (style);
if score <= -3 then 6/6/8 (style);
if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
if mystuns > 1 then 4B/6/10 (style);
if hisstuns > 1 then 5H/10/5 (style);
That is a pretty good FP. You should know that the program that reads your FP does it from the bottom upwards. So the very first correct condition will work. For example- if you stunned your opponent and got stunned by him at the same time then the lower line will work:
if hisstuns > 1 then 5H/10/5 (style);
And it will keep on working till the end. Until there is no other conditions under it. So be careful with this.
I want to tell something very important: you should understand every line in your FP, why it's here, how you want it to work. Don't copy-paste somebody's plans, lines, conditions without understanding why, what for etc. You'd better create your own FP which of course will be worse than stolen one, but you will start to learn how it works, how to combine different conditions. It's not too hard, there are limited number of conditions, it's not so difficult really.
OK, if you won't be able to wear down your opponent, then at the end of the fight you have two options:
-Try to win round with throwing more punches than opponent throws.
-Try to stun/KO your opponent.
So in the end you should jab aggressively to win rounds:
8) if score < 1 then 10/1/9 (style);
Or try to stun him:
8) if score < -2 then 5H/10/5 (style);
You may also cheat when you don't have much to lose:
8) if score < -2 then 5H/10!/5 (style);
Here is how your fight plan should look:
1) 4B/8/8 (style);
1) if score < -3 then 6/6/8 (style);
1) if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
1) if mystuns > 1 then 4B/6/10 (style);
#1) if hisstuns > 1 then 5H/10/5 (style);
8) if score < 2 then 10/1/9 (style);
#8) if score < -2 then 5H/10!/5 (style);
#- means that these lines are not active, you may activate them easily when you need, just delete #
You can add and combine your own lines for some occasions like you want:
if endurance_percent < 70 and score > 0 and opponent = strong and round = 6 then 1/1/7 (clinch);
# this is a rest line for example
or:
if hisstuns > 0 and opponent = tired and endurance_percent > 67 then....
or this way:
if hisstuns > 0 and opponent = tired and endurance_percent > 67 and score < 0 and round = 11 then ....
if hiscuts > 3
if hiscuts > 1 and score > 0
etc
just think what you want and how it will work.
You don't need to write very difficult multilines FPs. The main thing is an idea of your FP.
Another general rule is: the shorter opp(i.e. the more strength he has)- the higher defence you should use. So put more points in defence fighting vs. shorter guy, use lines like- 4/6/10 etc. Fighting against higher opp, lower down your defence, put more points in agg and power- 4B/10/6, 7/7/6 lines are fine. Also you might need to switch styles when facing taller opponent, if he has more agility than you, you can't use ropes style vs him for example. Use should use clinch or inside styles since, in this situation(!), you're stronger, i.e. you have an advantage in strength stat and have no advantage in agility.
So let's summarize:
1. Make "style" fighters
2. Don't jab- use power punches.
FIGHTER CREATION
There're several regions with different rules in the game. You'd better create your fighters in one of these: Unsanctioned or your home region. These regions are being run with standard rules.
STYLES & BUILDS
The purpose of using styles in fight plans is simple, they add points to your fighter's stats.
The correct choosen style gives you a great advantage. For example. If your opp has agility stat= 8 and you have agility = 17 then in the fight, using ring style, you will have the following rules:
...Using the Ring The fighter defends himself using movement and footwork.
1. The fighter gains +1 agility.
2. Any agility advantage he has over his opponent will increase by 50%.
3. The fighter incurs one additional point of fatigue...
So 17+1-8=10/2= + 5 points will be added to your agility in this fight.
By using ring style vs. this opp, you will have agility 17+5=22. Not bad?
Without using ring style your agility remains 17.
+5 points is a big deal.
Same thing with all other styles. Using ropes you will lower your opponents agility etc.
If you have an advantage in strength you should use clinch or inside styles.
If you have an advantage in speed then feint or counter.
To have an opportunity to use styles the best way, skilled managers create special fighters with properly calculated stats. These fighters are named by styles they use: counterpuncher, ropist, clincher and so on.
ROPIST: Should have great agility. Ropes is a main style for him. Also he may use ring to win rounds or to avoid being stunned.
COUNTER PUNCHER: Must have an advantage in speed + height to use counter style. Feint or outside he may use for winning rounds, jabbing.
CLINCHER/SLUGGER: Must have an advantage in strength, he uses clinch style mostly and inside when he needs to finish opponents.
To create a decent fighter you also should not put AP (ability points) randomly, every point is important. Every! After losing 2 APs most of good managers consider the fighter as a useless one- he barely can win. So if you place 2-3 APs wrong- you have a useless fighter.
You should never put any APs in KP, cut resistance (always low).
Chin should always be as low as possible, but high enough so that you are not easily stunned. Condition also should not be very high. These two stats don't give you anything in endurance wars (giving or receiving damage).
In fact condition stat determines endurance which you need to defend with agility, strength and speed, trying to reduce opp's stamina/endurance in the same time(endurance wars). You may ask- why I can't put more points in conditioning to have huge endurance, won't it help me not to get tired? Nope, it won't work. Condition is like a stronghold and other stats- its defenders. If you put more points in conditioning you will have less points for other stats. It's like you have a huge stronghold, but have no defenders enough to protect it. On the another hand- you should not put too few points in conditioning, your defenders will have nothing to protect. There should be a balance between these stats.
Height mostly determinates weight -> weigh division for your boxer.
Build usually polar: either very light for counter punchers, sissies and KP-dancers* or very heavy for all other types.
This is an example of a build:ROPIST...
Strength: 11-14
Hand speed: 13-15
Agility: 18-25 (remember this is a ropist main stat)
Chin: 8-10
Conditioning: 13-14
*KP-fighters are very different type of fighters, they are being run in a very special way, it's another particular aspect of the game. Don't put any "haphazard" APs in KP. It's a bad idea.
FIGHT PLANS.
If you click "Experts can use the advanced fight plan form" on your fighters page, you may write your own FP. It's not so hard really.
To create a FP you should have an idea on how you are going to win the fight. Now of course before you can have an idea on how to win you must have an understanding of how to win.
The classic way is to wear you opponent down. Why is this important? Because when getting tired a fighter becomes less and less effective, all his stats decrease. He lands fewer punches, these punches become weaker, he receives more damage because he can't move as quckly as before. By losing 50% of his endurance he becomes double weaker then at the start of the fight.
So at the beginning of the fight it is more important to win endurance than winning rounds. If you make your opponent tired you will win easily. Now you have the idea on how to win. (Wear down your opponent)
The main line in this game is as follows:
4/8/8 (style);
First number (4) here means aggression (how many punches you will throw)/8 (power of your punches) /8 Defense (the ability to avoid punches)
aggression x power = total damage you give to your opponent
4/8/8 this will give you the best ratio between giving out damage and receiving damage.
When you go to the body it gives + 20% to the endurance damage you give. So now lets add body(B) to our plan:
1) 4B/8/8 (style);
This will tell your fighter to go to the body in the 1st round. In fact it's a FP without any other lines. Having good build and using right style you can win fights with this one line FP. Vs. other newbies of course.
But, certainly, you better think what if your fighter won't wear his opponent down, lose 7 rounds and lose the whole fight. To avoid this you may add another line:
1) if score = -3 then 6/6/8 (style);
score = -3 means you're losing the fight, the current score is something like 36-39, opp is winning. (score = 3 means you're winning +3, 39-36 for example)
So this means is that if you lose -3 points your fighter will become more aggressive to win a round.(You have put 6 into his aggression) You may ask how do I know that 6 will be enough to win a round? Well I don't have that answer. You should look at your opponent's previous fights to understand what number you should write. Maybe 4 will be enough, maybe 8 won't be enough, it depends on your opponents tactics. But here is a tip it will be enough vs. competent managers. They are very accurate and they rarely use super aggressive lines early on.
So here is your FP:
1) 4B/8/8 (style);
if score <= -3 then 6/6/8 (style);
I use <= -3 it means that this line will work when the score is -3 and less (-4, -5 etc)
You go to the body trying to wear down your opponent and sometimes win a round not to lose the whole fight while doing that.
This is the basics. You may add other lines to it to make it more detailed.
This line determines what your fighter will do in case your opponent loses more than 34% of his endurance (when he is tired):
if opponent = tired then 5B/10/5 (style);
in fact it should look like this:
if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
it is important that he lost his endurance and you didn't. In this case you should try to give out even more damage to wear him down completely.
You may add these other conditions:
if mystuns > 1 then 4B/6/10 (style);
What this means is that my fighter's got stunned so I'd better put more into my defense (10).
if hisstuns > 1 then 5H/10/5 (style);
This condition allows you to try and stun your opponent again after he has already been stunned.(going to the head gives you + 20% to your stun damage)
1) 4B/8/8 (style);
if score <= -3 then 6/6/8 (style);
if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
if mystuns > 1 then 4B/6/10 (style);
if hisstuns > 1 then 5H/10/5 (style);
That is a pretty good FP. You should know that the program that reads your FP does it from the bottom upwards. So the very first correct condition will work. For example- if you stunned your opponent and got stunned by him at the same time then the lower line will work:
if hisstuns > 1 then 5H/10/5 (style);
And it will keep on working till the end. Until there is no other conditions under it. So be careful with this.
I want to tell something very important: you should understand every line in your FP, why it's here, how you want it to work. Don't copy-paste somebody's plans, lines, conditions without understanding why, what for etc. You'd better create your own FP which of course will be worse than stolen one, but you will start to learn how it works, how to combine different conditions. It's not too hard, there are limited number of conditions, it's not so difficult really.
OK, if you won't be able to wear down your opponent, then at the end of the fight you have two options:
-Try to win round with throwing more punches than opponent throws.
-Try to stun/KO your opponent.
So in the end you should jab aggressively to win rounds:
8) if score < 1 then 10/1/9 (style);
Or try to stun him:
8) if score < -2 then 5H/10/5 (style);
You may also cheat when you don't have much to lose:
8) if score < -2 then 5H/10!/5 (style);
Here is how your fight plan should look:
1) 4B/8/8 (style);
1) if score < -3 then 6/6/8 (style);
1) if opponent = tired and endurance_percent > 67 then 5B/10/5 (style);
1) if mystuns > 1 then 4B/6/10 (style);
#1) if hisstuns > 1 then 5H/10/5 (style);
8) if score < 2 then 10/1/9 (style);
#8) if score < -2 then 5H/10!/5 (style);
#- means that these lines are not active, you may activate them easily when you need, just delete #
You can add and combine your own lines for some occasions like you want:
if endurance_percent < 70 and score > 0 and opponent = strong and round = 6 then 1/1/7 (clinch);
# this is a rest line for example
or:
if hisstuns > 0 and opponent = tired and endurance_percent > 67 then....
or this way:
if hisstuns > 0 and opponent = tired and endurance_percent > 67 and score < 0 and round = 11 then ....
if hiscuts > 3
if hiscuts > 1 and score > 0
etc
just think what you want and how it will work.
You don't need to write very difficult multilines FPs. The main thing is an idea of your FP.
Another general rule is: the shorter opp(i.e. the more strength he has)- the higher defence you should use. So put more points in defence fighting vs. shorter guy, use lines like- 4/6/10 etc. Fighting against higher opp, lower down your defence, put more points in agg and power- 4B/10/6, 7/7/6 lines are fine. Also you might need to switch styles when facing taller opponent, if he has more agility than you, you can't use ropes style vs him for example. Use should use clinch or inside styles since, in this situation(!), you're stronger, i.e. you have an advantage in strength stat and have no advantage in agility.
So let's summarize:
1. Make "style" fighters
2. Don't jab- use power punches.
plus: cuts always low when creating a fighter. and in general- to lead in endurance is better than leading in score