|
Post by MMA Sim World on Mar 2, 2016 8:25:37 GMT -8
I don't know exactly when we will start yet. But I'd like to get some discussion started about the game. Do you guys have any suggestions?
Right now I know there will be: -Multiple different MMA organizations with the possibility of different rules. -The ability to become a promoter and matchmaker. -The ability to become a trainer. -Possibly the ability to become an Agent or Manager. -You can recruit CPU fighters to your gym. -Kickboxing matches -Possibly BJJ matches/Boxing/Vale Tudo -There will be a $ system where you earn money for fighting. -The sim will keep its own rankings -The sim will record all matches -We will have walk around weight. Perhaps your ratings will determine how much weight you can cut. -We may have rating bonuses and penalties (for first big event, home field advantage, injuries, KO loss, ect.) -I haven't exactly decided how gyms & teams will work, and I'm open to suggestions. -You will be able to train your fighter bi-weekly and edit his strategy at any point
|
|
|
Post by jkoller on Mar 2, 2016 8:57:41 GMT -8
don't over do it or get too complex
|
|
|
Post by MMA Sim World on Mar 3, 2016 23:36:57 GMT -8
Ideas:
Block System We will have 3 week blocks. You will be able to fight at least once during this period, but no more than 3x.
1 Week = 2 Month in the sim 3 Week block = 6 Months in the sim
So you will be able to improve your fighter every 6 months (every 3 weeks in real life), essentially.
Training will be laid back. If we get to automated training (which is very likely), we might go to something that will allow you to train more often. I think it's fairly realistic to have fighters improve every 6 months instead of rapidly improving.
By the way, age will matter in the game, so if you want your guy to be 18 years old, just let me know. I noticed many people are putting guys in their 20's, which is fine.
Rating Costs
8-9 = $1,000 ($100 per .1) 9-10 = $2,000 ($200 per .1) 10-11 = $3,000 ($300 per .1) 11-12 = $4,000 ($400 per .1) 12-13 = $5,000 ($500 per .1) 13-14 = $10,000 ($1,000 per .1) 14-15 = $25,000 ($2,500 per .1) 15-16 = $50,000 ($5,000 per .1) 16-17 = $100,000 ($10,000 per .1) 17-18 = $250,000 ($25,000 per .1) 18-19 = $500,000 ($50,000 per .1) 19-20 = $1,000,000 ($100,000 per .1)
Conditioning Costs
8-9 = $500 ($50 per .1) 9-10 = $1,000 ($100 per .1) 10-11 = $2,000 ($200 per .1) 11-12 = $3,000 ($300 per .1) 12-13 = $4,000 ($400 per .1) 13-14 = $5,000 ($500 per .1) 14-15 = $10,000 ($1,000 per .1) 15-16 = $25,000 ($2,500 per .1) 16-17 = $50,000 ($5,000 per .1) 17-18 = $100,000 ($10,000 per .1) 18-19 = $250,000 ($25,000 per .1) 19-20 = $500,000 ($50,000 per .1)
Boxing Gym Gives 25% discount to Punching, Dodging Gives 10% discount to Striking Control, Takedown Defense
BJJ Gym 25% discount to Submission, Submission Defense 10% discount to Ground Position, Clinch Grappling
Wrestling Gym Gives 25% discount to Takedowns, Clinch Grappling, Ground Positioning, Ground Striking,
Kickboxing Gym Gives 25% discount to Punching, Kicking, Clinch Striking, Takedown Defense
Physical Ratings
Strength Agility Conditioning
These ratings will automatically decrease by .1 for every fighter, every block. The idea is that if you don't train these ratings, they will go down. When a fighter is past his prime these ratings will go down quicker, and other rstings will also go in decline.
Chin Heart Toughness
A KO will reduce a fighters Chin by .5 A TKO will reduce a fighters Toughness by .3 A tapout loss will reduce a fighters Heart by .3
Injuries
Fighters will get injured in their careers. Sometimes this will happen before a scheduled fight. Some injuries can be minor while others can be serious.
A fighters conditioning will be a minor factor in deciding injuries. Aging fighters are more prone to injuries. Randomness will be the main factor in determining injuries. We will likely use excel.
The toughness rating will determine recovery times and the possibility of fighting through injuries. There will be an option for a fighter to either accept the injury penalties and fight, or pull out so there can be a replacement. Some fights may be cancelled due to injury, but we'll try to avoid this. There will be plenty of CPU fighters.
Create a Gym
You will be able to create a gym. You will also be given the opportunity to hire trainers. You will act as the manager of your gym.
You will be able to create up to 8 fighters. You will be able to recruit up to 8 CPU fighters to your gym. 16 is the maximum amount of fighters for 1 gym.
Forming a Team
Users will be able to form teams with each other. You will be able to combine gyms. Gyms will have to pay for rent and equipment. Fighters will pay a fee to the gym and a % of their purse to their trainer and manager.
There will probably be a 24 fighter limit to each team. No more than 4 fighters per weightclass.
There will also be public teams available. So you will be able to have some of your fighters in a private team, and others with different public teams if you wish.
Training Equipment
Bench Press (Strength) Jump Rope (Agility) Speed Bag (Punching) Heavy Bag (Kicking) Shin Guards (Clinch Striking) Treadmill (Conditioning) Grappling Mat (Ground Positioning) Wrestling Shoes (Takedown Defense) Grappling Dummy (Ground Striking) Instructional BJJ DVDs (Submission) BJJ Gi (Submission Defense) Headgear (Toughness) Mouth Piece (Chin) Ring (Striking Control) Cage (Clinch Grappling) Sleds (Takedowns)
Reaction Ball (Dodging)
?Heart ?Aggressiveness
Suana (Weight Cut)
Boxing Gloves (?)
Trainers
You will be able to create a trainer and coaches. Trainers and coaches will have ratings, just like fighters do. The ratings will signify what a trainer/coach will be able to teach to the fighters in the gym.
A trainer will be able to train you in anything. Coaches will only be able to train you in specific ratings. You will be able to work with 1 trainer and a limited amount of coaches during each block.
Sports Psychologist Chin Heart Toughness Aggressiveness
Strength & Conditioning Coach Strength Agility Conditioning Heart
Muay Thai Coach Kicking Punching Striking Control Clinch Striking
Boxing Coach Punching Dodging Striking Control Aggressiveness
BJJ Coach Submission Submission Defense Ground Position Clinch Grappling
Wrestling Coach Takedowns Takedown Defense Ground Striking Clinch Grappling
Nutritionist Conditioning Chin Toughness Weight cut
Weight Cut Rating
Rating between 1-20
Will determine how many lbs your fighter will cut weight for each match.
If your fighter is listed at 180lbs and has a 12 Weight Cut rating, he will be able to cut down to 168lbs. He will have the option to compete at WW or MW (5 lbs under the limit).
There will be other ways to move weight classes as well. If you are moving up or down to a weightclass you don't qualify for than you'll just be hit with rating penalties.
This rating may indicate how much weight you put on between the weigh ins and the fight.
Organizations
You will be able to create an organization or potentially take over an existing one. You'll be able to play the game as a promoter and try to earn the most money for your organization as you can. Here are some of the organizations that we will use.
Gladiator FC (GFC) -UFC rules -USA based
Destiny -PRIDE rules -Japan based
Futeki FC (FFC) -PRIDE rules -Japan based
Jaguar FC (JFC) -UFC rules -Brazil based
Polski Szalone Walki (PSW) -UFC rules -Poland based
King of the Ring (KOTR) -UFC rules -Ring -Canada based
Amateur FC -Will only count toward amateur record. -Fighters will be given headgear (+3 Chin)
|
|
|
Post by MMA Sim World on Mar 4, 2016 1:27:12 GMT -8
For an idea about trainers and coaches. Let's say you created a fighter, and Block 1 rolls around. Near the end of the first block, you send in your training. You want to improve your Punching, which is currently a 10. Here is what you would do:
1. First you need to purchase equipment for your gym. You need to make sure you have the adequate equipment. Every piece of equipment will be tied to a rating. In this case, you'll need a Speed Bag. You'll want the Speed Bag's Level to be at least 11 in order for you to train up from 10. (if the equipment was level 10 you would not be able to improve)
2. Then you need to have the proper coach that can upgrade your punching. You'll want to hire a guy with at least an 11 in Punching.
3. Once you have the proper equipment and coach that can upgrade you, you simply pay the stat fee. There will likely be a max improvement of 3 total points in a given block, with no rating increasing more than 1.
It might seem complicated, but it's rather simple. Just make sure you have the proper equipment and trainer, and make sure the ratings all match up for you to improve.
|
|
|
Post by MMA Sim World on Mar 4, 2016 1:48:23 GMT -8
Gym Rent
1 fighter = $5,000 per block
Gym of 16 fighters = $80,000 per block
Gym Maintenance
$1,000 per equipment level past 220
So if your equipment totals 250 pts, maintenance will cost $30,000 per block.
If it totals 320 pts (max), maintaining it will cost $100,000 per block.
|
|
|
Post by MMA Sim World on Mar 9, 2016 1:04:27 GMT -8
Conditioning Rating -Goes down .2 every block.
Rating Improvement -Cannot exceed +.5 to a rating in a block. -Cannot improve more than 3 ratings per block
|
|
|
Post by tystick357 on Mar 9, 2016 18:53:28 GMT -8
Random thought: Temporary increase in heart for one fight if two fighters on a card 'hype' their fight above all the others on the card. Obviously if everyone had some drama going, you wouldn't want to have to put a stat edit in for all. Admin discretion and award two fighters a heart bonus, could make for a more dramatic, epic fight.
|
|
|
Post by MMA Sim World on Mar 13, 2016 15:16:00 GMT -8
Just want to write this down here.
I'm thinking the storyline for the game will be...
If you've played here you know it's pretty much an alternate reality. Sure, we have spin off characters who are based on real life characters, but that's part of the fun. For the most part, everyone in this universe (or sim world haha) is created by us. So what happened to the old sim? How does it tie into this one, if at all? Heres my idea:
GFC and Futeki FC from the 2009 sim many of us enjoyed was the old MMA era (1980s to 1999ish....maybe we can say 1997). MMA was deemed illegal by USA, and subsequently deemed illegal in Japan as well. The MMA scene essentially died.
Now, a few years later, it's 2000....and MMA is now legal!!!!
The old GFC fighters...maybe have a special sign up app for historic fighters. Maybe they could resume their fighting careers? I'm not sure. But we will definitely use them as trainers whether or not we go with this storyline.
|
|
|
Post by MMA Sim World on Mar 20, 2016 23:47:39 GMT -8
|
|
|
Post by josegrapinino on Mar 21, 2016 4:10:17 GMT -8
I was wanting to bring my guys back as trainers Was this site down? I haven't been able to pull it up in over a week.
|
|
|
Post by doctoroctagon on Mar 21, 2016 6:59:54 GMT -8
Was this site down? I haven't been able to pull it up in over a week. I've been using it daily for a week or so ...
|
|
|
Post by josegrapinino on Mar 21, 2016 7:42:50 GMT -8
Guess it was just on my end
|
|
aross
The Money Alliance
Posts: 64
|
Post by aross on Apr 27, 2016 10:30:55 GMT -8
I'm going to play devil's advocate a bit here. So take it or leave it; it's your game, so you can disagree with anything.
My first suggestion would be to abandon the weight cut rating. What's the point of it? When you download the sim, all the fighters are listed at the weight class weight, not the walk around weight. On fight night is there a weight difference between guys? Sure, but I'm not sure it's major enough to make it worth dealing with the different weights for simmers. The exception would be heavyweights. You could allow heavyweights to be 235, and if they want to be 240, they have one less point to spend during fighter creation.
My second suggestion would be to overhaul the training system. The biggest reason I can't stand MMA Tycoon is the complicated training. Why not combine your concepts of aging and training, and make it into one thing. Hear me out on this suggestion. You could have something called fight age. Fight age could be a combination of actual age with years added in the case of a KO, TKO, or injury being the result of a fight. Your fight age would determine your career stage. Career stages could be Prospect, Prime, and Past Prime. During prospect, you can add a certain number of points every block. During Prime, your fighters rating stays put. During Past Prime, you are forced to make concessions and take rating points away from your fighter.
I know you've worked out a lot about training, but in my opinion, the simpler, the better. Just my two cents. To even further simplify things also, I would have one block be one year. So your fighter basically becomes a new version of himself every year. If you get knocked out, tko'd, or injured more than once during the year, you have to age 2 fight years. Or something to that effect.
Finally, if you were somehow on board with all this, you could have different fight age rules based on weight class. Heavyweights could be forced to improve slowly but reach a much longer prime in their mid thirties, while featherweights improve rapidly but dip off after 30.
|
|
aross
The Money Alliance
Posts: 64
|
Post by aross on Apr 27, 2016 10:40:42 GMT -8
Also, I've been thinking more about fighter weights. What about this you can have a natural heavyweight (250), a flex heavyweight (230, but they could go down to 205 in a career move). 205ers than could make a career move to 185. 185ers that could make a career move to 170. and so on. So basically everyone could technically make 2 weight classes except big heavyweights, who have an advantage of being bigger.
|
|
|
Post by MMA Sim World on Apr 27, 2016 10:53:01 GMT -8
This is basically what we are going to do. However, you need to have each stat upgrade get increasingly more expensive. That's why we need to use the money system. Plus, the money system is pretty realistic in the way that fighters earn money in real life. But the reason the prices need to increase as the stats improves is that a rating of say 19 should be almost achievable. It should be very hard to get to such a high level. But it isn't very hard to improve when you are at the low level of a stat...say at 8 or 9. That's why we use the system in place currently.
Basically, we're going to do what we've always done with these sim games. The only difference is I'm going to introduce gyms and teams. The gyms are each going to be custom made, so different gyms will have different equipment and coaches.
As for the weights...I do think it is important to have weight variability within each weight class. Some guys are big for their weight, some guys are small. It won't be hard when the website will determine the weights.
|
|
aross
The Money Alliance
Posts: 64
|
Post by aross on Apr 27, 2016 11:19:32 GMT -8
If each stat needs to be more expensive as you go up, you could account for that by having a training budget of points at each career stage. It could cost less points to get from an 8 to a 9 than an 18 to a 19. If you do it based off of money, then the richer fighters get better faster and then they win more and get more money again. Also, if there is money involved, how do promoters determine a budget or make money themselves to pay the fighters?
Personally, I'd be against making the training super complicated. I'm more into trash talking and making the career choices like who and when to fight. Also as a promoter, money could make it more realistic, but I think it'd be really difficult to make it fair.
But I really like everything else, especially if you do one week is two months. And if you do dates like this week is January/February of 2000, etc.
|
|
|
Post by MMA Sim World on Apr 27, 2016 11:24:03 GMT -8
We've always used a money system. I think you'll understand it a bit better when you start playing for a while. It works.
We're going to have guys running organizations, and they'll have to allocate their money on fighter contracts. So there will be contract negotiations. Orgs will only have to much money to spend...and they will generate money from their shows.
The training is not going to be very complicated. In fact if you are apart of a team you'll really have no problems with training as your teammates could help you or train your guy if you are away. Unless you think what we currently have is complicated...but in my opinion it isn't.
|
|
aross
The Money Alliance
Posts: 64
|
Post by aross on Apr 27, 2016 11:32:54 GMT -8
Yeah I can be swayed or at least get used to it. Those were just my thoughts.
|
|
|
Post by josegrapinino on Apr 28, 2016 23:40:32 GMT -8
Have you determined the contract payout amounts that you want to utilize once fighters start signing with organizations? Obviously, some will make more money than others due to performance and excitement. However, have you had a chance to determine or estimate how much variance can be made between the contract payouts to keep things from becoming too unbalanced? We certainly want to reward successful fighters with an amount that represents their success compared to their peers. I know having them being part of a team can help spread some of that money out over time. Perhaps they are allowed to invest into the ownership of their respective gym by allocating some of their money to be used by teammates for their training. The gym would get a cut of each fighters winnings which would allow anyone who had a stake in ownership to make a small return on investment. It sounds slightly complex (mostly because of this wall of text), but I'm confident I can make it work pretty easily in excel.
Just not sure how to figure up how much of a share a fighter gains in the company. Perhaps X amount of $ gives a fighter 1 share in the gym. Each share they own in the gym entitles them to X% of the gyms cut of each purse of fighters from that gym. Maybe create a cap on how much each fighter can own or simply allow it to go until all 100% of the shares are owned. Then the amount each fighter would get back as a return on investment would continue to fluctuate based on the % they owned compared to the total investment by all parties. Maybe reserve a set % that can't be bought so that there is always a portion of the team cut that returns to the gym fund.
|
|
|
Post by MMA Sim World on Apr 29, 2016 1:15:52 GMT -8
Have you determined the contract payout amounts that you want to utilize once fighters start signing with organizations? Obviously, some will make more money than others due to performance and excitement. However, have you had a chance to determine or estimate how much variance can be made between the contract payouts to keep things from becoming too unbalanced? We certainly want to reward successful fighters with an amount that represents their success compared to their peers. I know having them being part of a team can help spread some of that money out over time. Perhaps they are allowed to invest into the ownership of their respective gym by allocating some of their money to be used by teammates for their training. The gym would get a cut of each fighters winnings which would allow anyone who had a stake in ownership to make a small return on investment. It sounds slightly complex (mostly because of this wall of text), but I'm confident I can make it work pretty easily in excel. Just not sure how to figure up how much of a share a fighter gains in the company. Perhaps X amount of $ gives a fighter 1 share in the gym. Each share they own in the gym entitles them to X% of the gyms cut of each purse of fighters from that gym. Maybe create a cap on how much each fighter can own or simply allow it to go until all 100% of the shares are owned. Then the amount each fighter would get back as a return on investment would continue to fluctuate based on the % they owned compared to the total investment by all parties. Maybe reserve a set % that can't be bought so that there is always a portion of the team cut that returns to the gym fund. I think we should definitely start thinking about how much guys should make on all levels. From amateurs to low, mid, and high level pros. I'm open to suggestions on that. I think we need to incorporate some kind of star power, so that certain fighters generate more views or PPV buys. Something simple that a website could easily track. As for your ideas on fighters being able to invest in the gyms...I don't know. I think that's just going a bit too in depth when I don't think it would be that rewarding personally. I think being a trainer or head trainer after you retire is going to be more appealing. And perhaps we can do something where you can actually open a gym as a fighter if you make enough money. Maybe somehow that could be a big perk in the game if you get to that stage, I don't know. Sort of like buying a yacht.
|
|
|
Post by josegrapinino on Apr 29, 2016 1:47:27 GMT -8
Make sense
|
|
|
Post by MMA Sim World on Apr 30, 2016 12:00:13 GMT -8
Would like to hear some ideas for fighter Star Power.
How should organizations make money off their shows?
What should determine who has a highter Star Power rating?
|
|
|
Post by Victor Gillean on May 1, 2016 20:02:49 GMT -8
I say star power works on a 100 point scale. New fighters start at 50. Win a fight by stoppage +5, win by decision +3, lose by stoppage or decision, -5 and -3 respectively. Post up to 3 pre fight interviews, +1 per interview, post up to 2 post fight interviews +1 apiece.
|
|
|
Post by MMA Sim World on May 1, 2016 20:04:50 GMT -8
That's a great idea, but I think too much tracking. Unless the website would do it.
|
|
|
Post by Daniel on Aug 8, 2021 19:36:58 GMT -8
Está previsto que haya female fighters? Gracias!
|
|