Post by Sin-N-Terrors on Feb 28, 2014 12:47:55 GMT -5
Contributed by Sin
Written by: Unknown
Introduction to Fighter Creation
Creating your fighter, you will decide several attributes that cannot be changed later on. His original statistics, his name, and the region he will fight in. You will also decide his weight division, which can be changed later. A fighter can be created via the "fighter creation" link on the left side of the page.
His name may be anything up to 40 characters that has never been used before. It is helpful to know that, like most real boxers, WeBL fighters can have a nickname. Example "Sugar" Ray Leonard or Evander "Real Deal" Holyfield. You may put your fighters nickname inside quotation marks and he will be referred to by it in fight reports. Your fighters name will never change unless it is deemed offensive by a moderator, in which case it will be renamed "Tomato Can".
You have several choices on what region your fighter will fight in. Most fighters will fight in your public (or geographic) region, such as USA Great Lakes or Europe. You will only be able to fight in the public region you are actually located in. There are also specialty regions such as Amateurs or BareKnuckles that have special rules. Please read the official WeBL help files for description of such regions. Some regions, such as Elite or Rookie, have special requirements your gym must meet to create a fighter in it.
Your fighters weight division is up to you, but you should have him fight in the lowest weight division his "minimum safe weight" will allow. You will only know what that is after you have assigned his stats, because it is based on a combination of height, build, strength, and agility. As you change those, the computer will automatically calculate his "true weight", and his "minimum safe weight". If you put him in a weight class below his true weight, he will automatically lose enough weight to qualify each fight, but if it is below his minimum safe weight, he will suffer a severe loss of ability.
Ok, now comes the important part, your fighters statistics. You have a total of 70 athletic points (or AP's) to play with in different categories:
CHN: This is chin. Your fighters ability to stay on his feet when getting punched. Too much chin will take away from your abilities in other areas, not enough will cause him to be knocked down too easily. Almost all fighters will start with a CHN of 8-10.
HGT: This is your fighters height. Mostly important in deciding his weight, it is the number of inches over 5' tall your fighter will be. You can actually go down to -2 and use the extra AP's in other ares.
CUT: A fighters resistance to being cut during fights. It must be 1-3. Most fighters use either 1 or 2. The more fights a fighter has had, the more easily he is cut, so 1 CUT fighters usually have trouble later in their careers.
CON: This is your fighters conditioning, his ability to maintain his skills the more tired he gets. Every point of CON is equal to 10 endurance points when you start the fight, and as you lose them to damage and fatigue, your fighters abilities go down. Most fighters start with 13-16 conditioning.
STR/AGL/SPD. These are strength, agility, and speed. Strength helps you deal damage, speed does also to a lesser degree. Agility helps you avoid damage. Speed helps you land more punches, agility helps you avoid your opponents. (NOTE: Landing punches and doing damage are not connected, as will be discussed in another course). These three abilities will decide what kind of fighter you have. A good rule of thumb for new players is to not let agility get below 10, or have speed significantly higher than the other two. Also, strength raises your weight and agility lowers it.
KP: Knockout punch ability, meaning your fighters ability to surprise a fighter with a stunning blow. This can never be greater than 1/3rd of your strength.
BUILD: Your fighters build can range from very light to very heavy. This will help disguise your abilities to opponents looking at your weight and height. Very light fighters is usually combined with lots of height to make fighters who are more agile and faster than their opponents. Very heavy is used with lower height to make fighters who are stronger than their opponents.
Once your fighter has been created, his statistics will change very little over time. Only by training before each fight can you add on to his statistics, so be very sure that you are happy with his original stats before creating him.
Following these basic guides will generally leave you with a viable WeBL fighter.
Written by: Unknown
Introduction to Fighter Creation
Creating your fighter, you will decide several attributes that cannot be changed later on. His original statistics, his name, and the region he will fight in. You will also decide his weight division, which can be changed later. A fighter can be created via the "fighter creation" link on the left side of the page.
His name may be anything up to 40 characters that has never been used before. It is helpful to know that, like most real boxers, WeBL fighters can have a nickname. Example "Sugar" Ray Leonard or Evander "Real Deal" Holyfield. You may put your fighters nickname inside quotation marks and he will be referred to by it in fight reports. Your fighters name will never change unless it is deemed offensive by a moderator, in which case it will be renamed "Tomato Can".
You have several choices on what region your fighter will fight in. Most fighters will fight in your public (or geographic) region, such as USA Great Lakes or Europe. You will only be able to fight in the public region you are actually located in. There are also specialty regions such as Amateurs or BareKnuckles that have special rules. Please read the official WeBL help files for description of such regions. Some regions, such as Elite or Rookie, have special requirements your gym must meet to create a fighter in it.
Your fighters weight division is up to you, but you should have him fight in the lowest weight division his "minimum safe weight" will allow. You will only know what that is after you have assigned his stats, because it is based on a combination of height, build, strength, and agility. As you change those, the computer will automatically calculate his "true weight", and his "minimum safe weight". If you put him in a weight class below his true weight, he will automatically lose enough weight to qualify each fight, but if it is below his minimum safe weight, he will suffer a severe loss of ability.
Ok, now comes the important part, your fighters statistics. You have a total of 70 athletic points (or AP's) to play with in different categories:
CHN: This is chin. Your fighters ability to stay on his feet when getting punched. Too much chin will take away from your abilities in other areas, not enough will cause him to be knocked down too easily. Almost all fighters will start with a CHN of 8-10.
HGT: This is your fighters height. Mostly important in deciding his weight, it is the number of inches over 5' tall your fighter will be. You can actually go down to -2 and use the extra AP's in other ares.
CUT: A fighters resistance to being cut during fights. It must be 1-3. Most fighters use either 1 or 2. The more fights a fighter has had, the more easily he is cut, so 1 CUT fighters usually have trouble later in their careers.
CON: This is your fighters conditioning, his ability to maintain his skills the more tired he gets. Every point of CON is equal to 10 endurance points when you start the fight, and as you lose them to damage and fatigue, your fighters abilities go down. Most fighters start with 13-16 conditioning.
STR/AGL/SPD. These are strength, agility, and speed. Strength helps you deal damage, speed does also to a lesser degree. Agility helps you avoid damage. Speed helps you land more punches, agility helps you avoid your opponents. (NOTE: Landing punches and doing damage are not connected, as will be discussed in another course). These three abilities will decide what kind of fighter you have. A good rule of thumb for new players is to not let agility get below 10, or have speed significantly higher than the other two. Also, strength raises your weight and agility lowers it.
KP: Knockout punch ability, meaning your fighters ability to surprise a fighter with a stunning blow. This can never be greater than 1/3rd of your strength.
BUILD: Your fighters build can range from very light to very heavy. This will help disguise your abilities to opponents looking at your weight and height. Very light fighters is usually combined with lots of height to make fighters who are more agile and faster than their opponents. Very heavy is used with lower height to make fighters who are stronger than their opponents.
Once your fighter has been created, his statistics will change very little over time. Only by training before each fight can you add on to his statistics, so be very sure that you are happy with his original stats before creating him.
Following these basic guides will generally leave you with a viable WeBL fighter.