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Time Progression & Hit Factor- 80's Promotions

The TNM Members ChampPosted on 04/22/07 at 22:18:17

What would be a realistic value for Time Progression and Hit Factor for a promotion like Jim Crockett Promotions or any kayfabe era promotion? Reading the TNM 7 Manual, here is the blurb Oliver wrote:

"Time Progression influences how quickly time goes by in TNM matches, i.e. how long moves take to perform. This time includes rest time between moves and stalling. In a promotion with a slow pace and a lot of stalling, more time will go by per move than in a quick, high-flying promotion."

I would assume that when Oliver refers to slow pace and lots of stalling, he might be referring to a more of an old school type of promotion. Would this be true?

If so, what would be a good value? Rick, I think you would be a good source on this since you typically run kayfabe type promotions.
The TNM Members ChampPosted on 04/22/07 at 22:48:56

I'm thinking that something like 75-100 for Time Progression and Hit Factor would be ideal for an old school promotion, per Oliver's explanation in the manual. Although, I could be interpreting the writeup differently.
Rick GarrardPosted on 04/23/07 at 01:47:09

I've never tweaked mine THAT far, although that may explain why my TNM likes to screw up booked 60 minute time limit draws on house shows in my NWA circuit.
The TNM Members ChampPosted on 04/23/07 at 02:31:25

It just seems like Jim Crockett Promotions had more time go by in matches but there weren't as many moves used in that same time period.  So that's where I am trying to find a good balance.
Memphis_VicePosted on 04/23/07 at 06:05:52

On 04/22/07 at 22:48:56, The TNM Members Champ wrote:I'm thinking that something like 75-100 for Time Progression and Hit Factor would be ideal for an old school promotion, per Oliver's explanation in the manual. Although, I could be interpreting the writeup differently.
I believe you'd want to raise Time Progression and lower Hit Factor? Presuming you're looking for "old school" psychology where it takes some time to wear your opponent down, and guys aren't exhausted/reeling/stunned at the two minute mark.

Then again, you can still see that type of psychology more or less everywhere but WWE and TNA, who have to shorten their matches to placate the TV networks and/or because their fans have a shorter attention span than the hardcore fans.

Lowering the 'Hit Factor' will cause moves to do less damage; raising it will cause them to do more damage.
The TNM Members ChampPosted on 04/23/07 at 06:57:13

On 04/23/07 at 06:05:52, Memphis_Vice wrote:


I believe you'd want to raise Time Progression and lower Hit Factor? Presuming you're looking for "old school" psychology where it takes some time to wear your opponent down, and guys aren't exhausted/reeling/stunned at the two minute mark.

Then again, you can still see that type of psychology more or less everywhere but WWE and TNA, who have to shorten their matches to placate the TV networks and/or because their fans have a shorter attention span than the hardcore fans.

Lowering the 'Hit Factor' will cause moves to do less damage; raising it will cause them to do more damage.
I'll try that idea out. I am just looking for a setting that has fewer moves than the default values currently, but still maintaining matches that can go at least 15-25  minutes on occassion.

The more moves in a match seems more like a TNA X-Division match where there is little to no psychology or selling of moves.
The TNM Members ChampPosted on 04/28/07 at 06:20:56

I'm still trying to get an answer on this. Thanks.
Rick GarrardPosted on 04/29/07 at 03:56:39

I won't be able to get you a "for sure" answer for a couple of days.  I want to try this out and see what it does for myself in a test circuit.
The TNM Members ChampPosted on 04/29/07 at 04:10:47

I've been trying out 100 and 100 for the settings.
The TNM Members ChampPosted on 04/29/07 at 17:04:26

I emailed Oliver and apparently the values can be over 100. I had no idea about this. I will try using higher values to see if that has any effect for creating a more old school, psychology  type matches.