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| TBCB General Discussions Talk about the new boxing sim, Title Bout. |
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#2 (permalink) |
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Hall Of Famer
Join Date: Jul 2004
Location: Sydney, NSW, Australia
Posts: 4,616
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It's entirely up to you. If you want some ideas for a universe, I'd suggest visiting the Inside the Ropes forum. I'll just give you a quick example of how I started mine.
I chose 192 retired heavyweights from the beginning of boxing up to present day, of wide ranging ability. I put them into two groups, one of 128 and the other of 64. I then divided each of these two camps further, into groups of eight. The group of 128 is contesting a tournament to determine the first World Champion of "The Heavyweight Boxing Federation", while the group of 64 is contesting the "1st Defense" tournament, the winner of which will have the first shot at the World Champ. I've scheduled fight cards, four each week in game world time, and I am VERY SLOWLY chronicling this universe in the Inside the Ropes forum. With this game, you are literally only limited by your imagination, because there are no pre-set confines to restrict what you can do with it. Enjoy! Last edited by kenyan_cheena : 05-16-2005 at 03:56 AM. |
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#3 (permalink) |
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All Star Reserve
Join Date: Jul 2003
Posts: 711
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There are so many different ways to set up a universe, it's really just a question of finding something that works for you. If I were you, after reading about some of the universes in the other forum I'd give some thought as to what you think would make the game most fun & user friendly for you, and then adapt a universe based on some of your interests & the ideas you run across. There is no "right" or "best" way, it truly depends on your personal preferences.
For example, for me I wanted to (a) use historical fighters but historical accuracy wasn't of prime importance, (b) age my fighters, (c) have a small enough number of fighters active at any one time so that I'd get to know them well, (d) spend a minimum amount of time messing with ratings, rankings, ageing, etc. and (e) have a single sanctioning body where I serve primarily as a matchmaker and observer. So, I decided to limit myself to 5 divisions (Light, Welter, Middle, Lightheavy & Heavy; I consolidated the Jr.'s into those divisions to beef them up). I have only 31 fighters active in a division at any one time. I use the game's inverse ageing function (which is very inaccurate but very fast) to retire all fighters and bring then to Prime for ageing purposes, and I use the game's Career Stage function to age fighters. I started out using the autoscheduler & the game's ranking system, but ended up preferring to rank the fighters myself & schedule the fights myself even though it was more time intensive. I have all sorts of rules that I'd be glad to share if your interested for ageing, ranking, scheduling, etc., but for the most part they're all just things I made up as I went along. I've had my current universe since the game came out in 2003 & I'm still making changes as my interests/time/ideas fluctuate. One of this game's greatest strengths is its flexibility, and its really just a question of figuring out how to implement your ideas in a way that works best for your type of game playing. |
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#4 (permalink) |
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Minors (Triple A)
Join Date: Dec 2004
Posts: 287
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I split the division into contender and club fighters and used the club fighters to build the contenders records and now have created a universe in which all fighters from all generations fight eachother other people prefer to follow it in a timeline no matter what you choose its a great game.
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#6 (permalink) |
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Minors (Rookie Ball)
Join Date: Dec 2003
Posts: 35
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I started from scratch creating a completely fictional universe, belts, rules, rankings, fighters. The only things that are from real life are the cornermen, judges, referees announcers and locations and when fighters retire they end up as cornermen, referees etc.
I chose this type of universe because of the bias i have toward real life fighters which would make me be over protective of some and under protective of others when scheduling fights. The funny thing is im starting to do it to my fictional fighters now as i watch them grow. So far i've simed 11 years in the game and im still going strong. |
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#8 (permalink) |
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Minors (Rookie Ball)
Join Date: Dec 2003
Posts: 35
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Javier if i told you i've have to kill you. lol
I pain takingly made a random fighter generator using my spreadsheet software and the random number generator function it has built in to it to create most of my fighters. Using a trail and error method on the fighters ratings screen in TBCB i came up with some lower and upper limits for each rating to see if i could link them to the fighters overall rating. eg an HP of 3-7 will help produce an OVERALL rating of 5-7. So if i want to create a fighter with an OVERALL rating of 3 i would open up my spreadsheet that produces 2-3 rated fighters and let it randomly generate numbers for each attribute on the rating screen, i note them down by hand and input them manually into the game. The only problem with doing it this way is the generator doesn't take into account that you can get say a 1 rated fighter who could have an HP of 11 but in the generator i've set the max number for 1 Rated fighter as 6 so it will never assign an HP of 11. All it does is give me a base to work from and once the figures are inputted into TBCB i tweak them to create the final stats of the fighter. I hope that answers your question. As of lately i got a little lazy and downloaded a fictional fighter pack from cornerwork and used the fighters from that to add into my game. Cheers GAZA |
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