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Ideas to improve match output

TonySmithPosted on 05/19/04 at 20:48:29

I dunno how difficult these would be to implement but they'd definately be a welcome addition.

- Localized damage for moves

When creating/editing move, have an option to choose the amount of damage the move does to a certain area of the body, ala back body body does 40 damage to the back while sheer drop brainbuster does 150 damage to the head. If a body part is weakened enough, a submission to the affected area would end a match immediately, ditto a really huge move that targets that area (I.E. death valley bomb, various moves off the top rope) would cause a KO and a pinfall would be academic.

- Early/late move selection

I'm sure some people are irked at the fact that some huge moves end up being done too early into matches and some moves like headlocks are done late in matches. An option in the move editor to switch on a flag to signify one of these would be great. This way, headlocks are only done early, northern lights suplexes would only be done late, and in case of moves where this doesn't matter (I.E. various strikes, bodyslams, etc.) there'd be a flag selection for that as well.

- BattlArts/UWF/Pancrase style match option

just a simple match option where there's no pinfalls, rope breaks would be done less, any submission over a certain point amount would cause an immediate submission, and rope breaks would result in a point loss. User can choose how many points to start with. When points are at 0, rope breaks mean nothing and it's either reverse the submission if possible or tap out.

Just a few suggestions.

Thanks.
LillaThrillaPosted on 05/20/04 at 01:12:57

Sadly, I think both of these have been suggested before but turned down because of compatibility issues and the amount of work required.

So in other words, unless wrestling takes a huge upswing again thus prompting Oliver to announce the fully Windows based TNM8 and can really redesign some things from the ground up, I don't think they'll ever happen :(

I dunno how difficult these would be to implement but they'd definately be a welcome addition.

- Localized damage for moves

When creating/editing move, have an option to choose the amount of damage the move does to a certain area of the body, ala back body body does 40 damage to the back while sheer drop brainbuster does 150 damage to the head. If a body part is weakened enough, a submission to the affected area would end a match immediately, ditto a really huge move that targets that area (I.E. death valley bomb, various moves off the top rope) would cause a KO and a pinfall would be academic.

- Early/late move selection

I'm sure some people are irked at the fact that some huge moves end up being done too early into matches and some moves like headlocks are done late in matches. An option in the move editor to switch on a flag to signify one of these would be great. This way, headlocks are only done early, northern lights suplexes would only be done late, and in case of moves where this doesn't matter (I.E. various strikes, bodyslams, etc.) there'd be a flag selection for that as well.
TonySmithPosted on 05/21/04 at 08:28:22

Actually, having thought about it, I don't think the localized damage would be too difficult.

I'm a bit of a programmer myself so I see it like this

For each move, instead of one damage value, you have a button that leads to a screen with inputs for damage values to neck, arm, ribs, back, leg and then a value for spirit damage.

Make it so only submissions and pin attempts can drain spirit, which makes it easier to pin someone or make them submit overall.

As a certain body part is worn down, they begin to show effects, like limping for leg damage, difficulty breathing for rib damage, etc. They'll slowly recover for that limb if it isn't attacked later on but overall damage remains. make it so certain limb damage will only be a certain percentage of overall damage . . . damaging the neck and back would be more damaging overall than the arm or leg, for instance.

Also, injuries should be more likely if a HUGE move is executed on a body part that's at zero or near it. Like, 200 point burning hammer would be very likely to concuss or break a neck if he's at 5 or less for the neck.

Repeated kickouts will wear down spirit damage, as would the application of a submission, and when spirit damage is at 0, pinning is academic.

The late/early moves thing I could see being a problem, but then again, if it's simplified, maybe not. Let the user determine what is early or late via overall damage percentages, which would tie in with what I mentioned above. This would be good as an overall or circuit option. Then have flags for moves indicating whether they're moves done early, late or doesn't matter.

I honestly think it could be done without too much trouble, or at least I'd hope so. This is from a fellow programmer's perspective though, so I'd like to see what Oliver has to say when he has the time.
kicPosted on 06/11/04 at 20:13:06

A few quick thoughts.

Localized damage makes me think of a "game" instead of a simulator. Nothing wrong with that, just mentioning that the first thing that came to mind was Fire ProWrestling (I'm a Fire Pro nut). Some people use that (well, various versions of the game since there's around 10 or 11) to simulate circuits, to varying degrees of effectiveness. It also has some wicked KO stuff in it (Critical!). I think it's a fine idea, I just don't want to see tons of injuries as a result (I keep them toned down in my circuits, so this is really a non-issue).

To the second idea, I love it. If it was a little more lenient and allowed occassional "big moves" early but mostly kept them late, I think that'd be ideal. Every so often someone busts out something big early, but it's usually kicked out of. And that's fine. (This also happens from time to time in Fire Pro which uses a similar system (wear down opponent gradually before going to big moves), but it also allows occassional "big moves" to come out early, which adds some excitement as it's not too common).

Since Oliver is dealing with an outdated programming language that has been showing its age for years, I'm sure some of thise would be a royal pain. Perhaps as Josh said, it's only feasible if he goes to a new version that ditches basic in favor of well...anything else. That's a complete rewrite there, and that translates to a lot of time for what is really a niche program.

Still, I like those ideas, and we can hope. :)
TonySmithPosted on 06/11/04 at 20:54:57

Oddly enough, Fire Pro was my inspiration when I typed these out.

Fire Pro is good for simming, but getting the exports updated and sent around is a hassle, thus why I prefer TNM for that.

I can see your points for the potential problem in using Basic, but I dunno, I've got the second idea in my head as a series of variables from the move editor to the general options, and I think it could be done.
Job Van DamPosted on 06/11/04 at 20:55:51

What about damage to the groin, so I can get a quicker submission from my devastating figure-four crotchlock (lol)>  ::)
kicPosted on 06/12/04 at 04:36:01

On 06/11/04 at 20:54:57, TonySmith wrote:Oddly enough, Fire Pro was my inspiration when I typed these out.

Fire Pro is good for simming, but getting the exports updated and sent around is a hassle, thus why I prefer TNM for that.

I can see your points for the potential problem in using Basic, but I dunno, I've got the second idea in my head as a series of variables from the move editor to the general options, and I think it could be done.
I'll be damned...another Fire Proer. Neat!

It's been...years...since I've programmed in basic, so if you think you have it worked out, I'll take your word over mine, but I'll stand by basic being severely outdated. :D

Maybe I should start a Fire Pro thread somewhere else, just because. ;)