Post by Sin-N-Terrors on Feb 28, 2014 12:53:59 GMT -5
Contributed by Sin
written by: Unknown
Introduction to Fight Plans I
(Energy points and styles)
Sending a fighter into a bout is not enough, you must give him a "fight plan". This is a set of instructions on exactly what his strategy for winning the fights are. In this course, you will learn the basic components of a fight plan, and get an introduction on how to write one. This is a rather long course, but writing fight plans is the majority of the game.
A fighter will go into each round of the fight with a plan he will follow throughout that round. That plan has 2 components, energy points and style.
His energy points will be listed first, and look like this:
A/P/D.
Those stand for aggression, power, and defense. He has 20 points per round he may distribute amongst those 3 categories. He may not use more than 20 points, although he can use less and the remainder go towards "resting", and he must use at least 1 in all 3 categories. Aggression causes your fighter to throw punches (which impresses the judges), power causes him to try to do damage to his opponent, and defense causes him to try to stop his opponent's aggression and power.
Each round the judges give a score to both fighters. The fighter who "wins" the round in there mind gets 10 points, the other fighter gets a smaller number, usually 9. The round is usually won by the fighter who, in the opinion of each judge, landed the most punches (although different types of punches carry slightly different scores). If at the end of the fight neither fighter has won, it will go to the judges scorecards to decide who wins. A fighter who has the most points on at least 2 of the 3 judges scorecards then wins by "decision". The higher your aggression for a round, the more punches you will throw, and therefore the better your chance of winning a round. Aggression is usually anywhere from 2-14, but remember throwing too many punches may tire your fighter out.
Fighters are human, and they can be worn out or even knocked out by punches. In order for you to do that to your opponent, you must use power. The higher your power, the more damage you may be doing to your opponent, which could knock him out, or cause him to tire more quickly and allow you to win rounds or knock him out later in the fight. Power is usually anywhere from 1 to 12.
Defense is what you use to keep your fighter from being punched. A fighter who sacrifices defense for aggression and power will find that while it increases his effectiveness against his opponent, it increases his opponents success even more. Defense is usually kept between 5 and 12, although 8 is a good number to keep it at in most situations.
So, remembering that your 20 energy points are distributed in Aggression/Power/Defense, a good plan for a fighter trying to win a round may look like this:
10/2/8 Here, aggression is high to try to throw many punches and impress the judges.
A fighter wishing to really hurt his opponent may distribute his energy points like this:
4/9/7 Here, the fighter has high power with some aggression, allowing him to land some powerful punches and hurt his opponent, and he still has enough defense to keep himself from being hurt.
4/4/12 Here, the fighter is mostly trying to defend himself.
Inside his energy point distribution, a fighter has two other options. The first is to target a specific area of the opponent. He may choose to body punch, head punch, or cut punch. Body punching wears out your opponent faster, but makes a KO less likely. Head punching makes KO's more likely, but does not wear him out as fast. Cut punching simply tries to aggravate cuts you may have opened up on your opponent. Body punching is symbolized by a "b" immediately after aggression, such as 4b/8/8. Head punching is symbolized by an "h", such as 4H/8/8. Cut punching is used with a "c", such as 4C/8/8. Body punching is often best early in a fight, head punching is best later. Cut punching is rarely used. Targeting any area will also lower your chances of winning the round by causing you to land fewer punches. A fighter does not have to use any target, and that is known as "opportunistic punching". You may only target 1 area at a time.
The second option is to cheat, or not to cheat. By fighting dirty, a fighter causes 10% extra damage to his opponent. There is a chance, however, of being warned or penalized by the referee. A penalty could be a loss of a point on the judges scorecards, or losing the match by disqualification. Being warned by the referee increases a fighters chances of being penalized if he is caught again. Cheating is signified by a "!" after the power points in your plan, such as 4/8!/8. You may combine dirty fighting with target punching, such as 4B/8!/8.
Immediately after your fighters energy points is his style. The style effects how his AP's (athletic points) are used in that round. Style is also based on stats where your fighter has more AP's than your opponent. Here are the options:
Inside- This style increases your fighters strength at the cost of some agility. It's effectiveness is based on how much more strength your fighter has than your opponent.
Clinch- This style increases your fighters agility, at the cost of some aggression. It's effectiveness is based on how much more strength your fighter has than your opponent.
Ropes- This style decreases your opponents agility, at the cost of some of yours. It's effectiveness is based on how much more agility your fighter has than your opponent.
Ring- This style increases your agility, at the cost of your fighter tiring out slightly faster. It's effectiveness is based on how much more agility your fighter has than your opponent.
Outside- This style increases your speed and agility, at the cost of some power. It's effectiveness is based on how much more height your fighter has than your opponent.
Feint- This style increases your speed, at the cost of tiring out slightly faster. It's based on how much more speed you have than your opponent.
Counterpunching- This style increases your agility and decreases your opponents agility, at the cost of some aggression. It is based on how much more speed and height you have than your opponent. If your speed and height are less than your opponents, it may work against you.
Allout- Allout fighting is for a fighter who is desperate. It doubles the damage you do to your opponent (both tiring him out and the chances of a KO), but it quadruples the damage he does to you.
Styles are put in parentheses, after your energy points, such as 4/8/8 (clinch) or 8/4/8 (outside)
You may choose to use no style, if the disadvantage of a style (say, lost agility from inside) is less than what you would gain from it, which is based on having a large AP advantage in a specific area. You may use only one style at a time, but it may be used at the same time as target punching and dirty fighting. All these combined will be the whole of your tactics for any given round.
More examples:
4b/8!/8 (inside)
6/6/8
2H/4/14 (ring)
5H/10!/5 (allout)
Thank you for taking the time to take this course.
written by: Unknown
Introduction to Fight Plans I
(Energy points and styles)
Sending a fighter into a bout is not enough, you must give him a "fight plan". This is a set of instructions on exactly what his strategy for winning the fights are. In this course, you will learn the basic components of a fight plan, and get an introduction on how to write one. This is a rather long course, but writing fight plans is the majority of the game.
A fighter will go into each round of the fight with a plan he will follow throughout that round. That plan has 2 components, energy points and style.
His energy points will be listed first, and look like this:
A/P/D.
Those stand for aggression, power, and defense. He has 20 points per round he may distribute amongst those 3 categories. He may not use more than 20 points, although he can use less and the remainder go towards "resting", and he must use at least 1 in all 3 categories. Aggression causes your fighter to throw punches (which impresses the judges), power causes him to try to do damage to his opponent, and defense causes him to try to stop his opponent's aggression and power.
Each round the judges give a score to both fighters. The fighter who "wins" the round in there mind gets 10 points, the other fighter gets a smaller number, usually 9. The round is usually won by the fighter who, in the opinion of each judge, landed the most punches (although different types of punches carry slightly different scores). If at the end of the fight neither fighter has won, it will go to the judges scorecards to decide who wins. A fighter who has the most points on at least 2 of the 3 judges scorecards then wins by "decision". The higher your aggression for a round, the more punches you will throw, and therefore the better your chance of winning a round. Aggression is usually anywhere from 2-14, but remember throwing too many punches may tire your fighter out.
Fighters are human, and they can be worn out or even knocked out by punches. In order for you to do that to your opponent, you must use power. The higher your power, the more damage you may be doing to your opponent, which could knock him out, or cause him to tire more quickly and allow you to win rounds or knock him out later in the fight. Power is usually anywhere from 1 to 12.
Defense is what you use to keep your fighter from being punched. A fighter who sacrifices defense for aggression and power will find that while it increases his effectiveness against his opponent, it increases his opponents success even more. Defense is usually kept between 5 and 12, although 8 is a good number to keep it at in most situations.
So, remembering that your 20 energy points are distributed in Aggression/Power/Defense, a good plan for a fighter trying to win a round may look like this:
10/2/8 Here, aggression is high to try to throw many punches and impress the judges.
A fighter wishing to really hurt his opponent may distribute his energy points like this:
4/9/7 Here, the fighter has high power with some aggression, allowing him to land some powerful punches and hurt his opponent, and he still has enough defense to keep himself from being hurt.
4/4/12 Here, the fighter is mostly trying to defend himself.
Inside his energy point distribution, a fighter has two other options. The first is to target a specific area of the opponent. He may choose to body punch, head punch, or cut punch. Body punching wears out your opponent faster, but makes a KO less likely. Head punching makes KO's more likely, but does not wear him out as fast. Cut punching simply tries to aggravate cuts you may have opened up on your opponent. Body punching is symbolized by a "b" immediately after aggression, such as 4b/8/8. Head punching is symbolized by an "h", such as 4H/8/8. Cut punching is used with a "c", such as 4C/8/8. Body punching is often best early in a fight, head punching is best later. Cut punching is rarely used. Targeting any area will also lower your chances of winning the round by causing you to land fewer punches. A fighter does not have to use any target, and that is known as "opportunistic punching". You may only target 1 area at a time.
The second option is to cheat, or not to cheat. By fighting dirty, a fighter causes 10% extra damage to his opponent. There is a chance, however, of being warned or penalized by the referee. A penalty could be a loss of a point on the judges scorecards, or losing the match by disqualification. Being warned by the referee increases a fighters chances of being penalized if he is caught again. Cheating is signified by a "!" after the power points in your plan, such as 4/8!/8. You may combine dirty fighting with target punching, such as 4B/8!/8.
Immediately after your fighters energy points is his style. The style effects how his AP's (athletic points) are used in that round. Style is also based on stats where your fighter has more AP's than your opponent. Here are the options:
Inside- This style increases your fighters strength at the cost of some agility. It's effectiveness is based on how much more strength your fighter has than your opponent.
Clinch- This style increases your fighters agility, at the cost of some aggression. It's effectiveness is based on how much more strength your fighter has than your opponent.
Ropes- This style decreases your opponents agility, at the cost of some of yours. It's effectiveness is based on how much more agility your fighter has than your opponent.
Ring- This style increases your agility, at the cost of your fighter tiring out slightly faster. It's effectiveness is based on how much more agility your fighter has than your opponent.
Outside- This style increases your speed and agility, at the cost of some power. It's effectiveness is based on how much more height your fighter has than your opponent.
Feint- This style increases your speed, at the cost of tiring out slightly faster. It's based on how much more speed you have than your opponent.
Counterpunching- This style increases your agility and decreases your opponents agility, at the cost of some aggression. It is based on how much more speed and height you have than your opponent. If your speed and height are less than your opponents, it may work against you.
Allout- Allout fighting is for a fighter who is desperate. It doubles the damage you do to your opponent (both tiring him out and the chances of a KO), but it quadruples the damage he does to you.
Styles are put in parentheses, after your energy points, such as 4/8/8 (clinch) or 8/4/8 (outside)
You may choose to use no style, if the disadvantage of a style (say, lost agility from inside) is less than what you would gain from it, which is based on having a large AP advantage in a specific area. You may use only one style at a time, but it may be used at the same time as target punching and dirty fighting. All these combined will be the whole of your tactics for any given round.
More examples:
4b/8!/8 (inside)
6/6/8
2H/4/14 (ring)
5H/10!/5 (allout)
Thank you for taking the time to take this course.