Post by llecha on Feb 28, 2014 19:01:35 GMT -5
Contributed by Pll
written by: Unforgiven
Each Fighter is composed of 7 main attributes and a build from very light to very heavy:
Strength-This attribute combined with power is the main force in deciding how much damage your fighter does to an opponent. Strength also helps determine a fighters weight, the more strength the more they will weigh.
Speed- Speed is the main factor in determining how many of your punches land in a round, and to a smaller extent how much damage you do in a round.
Height- The taller you are than your opponent gives you bonuses to speed and agility, however points spent in height mean less points to spend on your other attributes. Height also helps determine a fighters weight, the taller a fighter the more he will weigh and visa versa. height may never be trained so once you set it that is your fighters height the rest of his career.
Chin- This attribute combined with agility determines how difficult it is to knock you out from attacks aimed at the head, however chin doesn not stop you takeing physical (body) damage. At the most a 9 or 10 chin is sufficient when making most fighters.
Agility- This attribute is the main way to avoid punches landed and subsequently damage received from other fighters. This makes agility in my opinion to be your most important stat. Agility also helps determine a fighters weight, the more agile a fighter is the less he will weigh.
KP (knockout punch)- This attribute is combined with strength is your ability to cause a sudden knockout of your opponent when specifically attacking the head. KP has no effect on damage to the body. Your KP can only be 1/3 of your strength rounded down.
Conditioning- This attribute is a numerical representation of how much physical (body) damage your fighter can take before becoming tired and eventually knocked out. a conditioning of 13-14 is suggested to start.
Build- Helps determine a fighters weight. Fighters are built spreading 70 points amoung these 7 attributes. Given the number of points and the 7 areas in which they can be spent there is an unending range of fighters to be made, however points can be spent better in some areas than others. As long as you follow the rules below your newly made fighter will be a viable under the current rules
NOTES
CUTS- set all cut levels for new fighters at low. under the current sim the extra aps spent on this area could be better spent elsewhere
CONDITIONING- 13-14. I suggest all new managers start their fighter with a 14 conditoning (except flashers) until they learn more about efficiency and resting. Anything more than 14 is generally a wasted ap better spent on speed or agilty
CHIN- Fighters with no kp should start with a chin of 8-9. Fighters with < 3 kp should start with a 10 chin, 3-4 kp should star with an 11 chin, 5-6 a 12 chin, 7-8 a 13 chin or greater. Most kp managers use a general rule of chin to = 11+1/2 kp depending upon how you intend to use him.
KP- Max your kp. if you have a 12 str have a kp of 4. less than the maximum 4 allowed takes away from his ability to stun or k.o. his opponents.
SPEED- Greater than 18-19 at creation level is better spent elsewhere, most likely agily or strength if you are investing this much in speed.
Certain ap distributions have gained popularity and have been classified as a "Fighter Type". The most common types encountered are listed at the upper left. Under each link at this level you will find:
- Most commonly accepted and arguably most successful build for that fighter type - A brief description of that fighter, his most used build, and his goals during a fight - Training notes to help keep your fighter at an efficient ratio for his type - A simple sample fight plan based upon your fighters most dominant attributes
All new managers are encouraged to create any new fighters into the rookie region to compete with other new managers before being thrown to the wolves in regionals
I discourage New managers from creating heavyweight fighters until they have a basic understanding of the rules. The heavyweight class is more based upon fightplanning than fighter build as most of the builds are very similar as most of your attribute points are allocated into height to make the weight required to fight there.
written by: Unforgiven
Each Fighter is composed of 7 main attributes and a build from very light to very heavy:
Strength-This attribute combined with power is the main force in deciding how much damage your fighter does to an opponent. Strength also helps determine a fighters weight, the more strength the more they will weigh.
Speed- Speed is the main factor in determining how many of your punches land in a round, and to a smaller extent how much damage you do in a round.
Height- The taller you are than your opponent gives you bonuses to speed and agility, however points spent in height mean less points to spend on your other attributes. Height also helps determine a fighters weight, the taller a fighter the more he will weigh and visa versa. height may never be trained so once you set it that is your fighters height the rest of his career.
Chin- This attribute combined with agility determines how difficult it is to knock you out from attacks aimed at the head, however chin doesn not stop you takeing physical (body) damage. At the most a 9 or 10 chin is sufficient when making most fighters.
Agility- This attribute is the main way to avoid punches landed and subsequently damage received from other fighters. This makes agility in my opinion to be your most important stat. Agility also helps determine a fighters weight, the more agile a fighter is the less he will weigh.
KP (knockout punch)- This attribute is combined with strength is your ability to cause a sudden knockout of your opponent when specifically attacking the head. KP has no effect on damage to the body. Your KP can only be 1/3 of your strength rounded down.
Conditioning- This attribute is a numerical representation of how much physical (body) damage your fighter can take before becoming tired and eventually knocked out. a conditioning of 13-14 is suggested to start.
Build- Helps determine a fighters weight. Fighters are built spreading 70 points amoung these 7 attributes. Given the number of points and the 7 areas in which they can be spent there is an unending range of fighters to be made, however points can be spent better in some areas than others. As long as you follow the rules below your newly made fighter will be a viable under the current rules
NOTES
CUTS- set all cut levels for new fighters at low. under the current sim the extra aps spent on this area could be better spent elsewhere
CONDITIONING- 13-14. I suggest all new managers start their fighter with a 14 conditoning (except flashers) until they learn more about efficiency and resting. Anything more than 14 is generally a wasted ap better spent on speed or agilty
CHIN- Fighters with no kp should start with a chin of 8-9. Fighters with < 3 kp should start with a 10 chin, 3-4 kp should star with an 11 chin, 5-6 a 12 chin, 7-8 a 13 chin or greater. Most kp managers use a general rule of chin to = 11+1/2 kp depending upon how you intend to use him.
KP- Max your kp. if you have a 12 str have a kp of 4. less than the maximum 4 allowed takes away from his ability to stun or k.o. his opponents.
SPEED- Greater than 18-19 at creation level is better spent elsewhere, most likely agily or strength if you are investing this much in speed.
Certain ap distributions have gained popularity and have been classified as a "Fighter Type". The most common types encountered are listed at the upper left. Under each link at this level you will find:
- Most commonly accepted and arguably most successful build for that fighter type - A brief description of that fighter, his most used build, and his goals during a fight - Training notes to help keep your fighter at an efficient ratio for his type - A simple sample fight plan based upon your fighters most dominant attributes
All new managers are encouraged to create any new fighters into the rookie region to compete with other new managers before being thrown to the wolves in regionals
I discourage New managers from creating heavyweight fighters until they have a basic understanding of the rules. The heavyweight class is more based upon fightplanning than fighter build as most of the builds are very similar as most of your attribute points are allocated into height to make the weight required to fight there.