Post by Ray "Boom Boom" Mancini on Feb 14, 2013 2:45:05 GMT
I was having a hard time understanding how exactly the fight plan worked. I could write one but i did not understand the exact meaning of each line in most cases so llecha was kind enough to explain it to me and give me some examples and i think it would be a good idea to post this for anyone especially noobs like myself for me it really has helped and with llecha's permission to post this plan and its meaning i hope it helps you as much as it did for me...Thanks again llecha.
Builds, styles, fight plans.
STYLES & BUILDS
The purpose of using styles in fight plans is simple, they add points to your fighter's stats.
The right style gives you a great advantage. For example. If your opp has footwork = 8 and you have footwork = 17 then in the fight, using ring style, you will have the following rules...
Using the Ring The fighter defends himself using movement and footwork.
1. The fighter gains +1 footwork.
2. Any footwork advantage he has over his opponent will increase by 50%.
3. The fighter incurs one additional point of fatigue.
So 17+1-8=10/2= + 5 points will be added to your footwork in this fight.
By using ring style vs. this opp, you will have footwork 17+5=22. Not bad?
Without using ring style your footwork remains 17.
+5 points is a big deal.
Same thing with all other styles. Using ropes you will lower your opponents footwork.
If you have an advantage in strength you should use clinch or inside styles.
If you have an advantage in speed then feint or counter.
To have an opportunity to use styles the best way, skilled managers create special fighters with properly calculated stats. These fighters are named by styles they use: counterpuncher, ropist, clincher and so on.
ROPIST: Should have great footwork. This is his main style. Also he may use ring to win rounds or to avoid being stunned.
COUNTER PUNCHER: Must have an advantage in speed + height to use counter style. Feint or outside he may use for winning rounds, jabbing.
CLINCHER/SLUGGER:Must have an advantage in strength, he uses clinch style mostly and inside when he needs to finish opponents.
To create a decent fighter you also should not put AP (ability points) randomly, every point is important.
FIRST RULE: NEVER APPLY POINTS TO THE FOLLOWING STATS: Height(except for counter punchers), Weight, Explosiveness, Heart, Concentration, Flare, Skin Hardness and Defense.
Distribute your points between other stats.
This is an example of a build:ROPIST...
STRENGTH=7-11
HAND SPEED=8-13
FOOTWORK=15-20-(REMEMBER THIS IS A ROPIST MAIN STAT)
CHIN=6-8
STAMINA=9-13
Chin should always be as low as possible, but high enough so that you are not easily stunned. Stamina also should not be very high. These two stats don't give you anything in endurance wars (giving or receiving damage).
In fact stamina stat determines endurance which you need to defend with footwork, strength and speed, trying to reduce opp's stamina/endurance in the same time(endurance wars). You may ask- why I can't put more points in stamina to have great endurance, won't it help me not to get tired? Nope, it won't work. Stamina is like a stronghold and other stats- its defenders. If you put more points in stamina you will have less points for other stats. It's like you have a huge stronghold, but have no defenders enough to protect it. On the another hand- you should not put too few points in stamina, your defenders will have nothing to protect. There should be a balance between these stats.
FIGHT PLANS.
To create a FP you should have an idea on how you are going to win the fight. Now of course before you can have an idea on how to win you must have an understanding of how to win.
The classic way is to wear you opponent down. Why is this important? Because a tired fighter becomes less and less effective, all his stats decrease. He lands fewer punches, these punches become weaker, he receives more damage because he can't move as quckly as before. By losing 50% of his stamina he becomes double weaker then at the start of the fight.
So at the beginning of the fight it is more important to win endurance than winning rounds. If you make your opponent tired you will easily win.
Now you have the idea on how to win. (Wear down your opponent)
The main line in this game is as follows:
0/20/40/40 {style}
0/ on resting /20 aggression (how many punches you will throw)/40(power of your punches) /40 Defense (the ability to avoid punches)
aggression x power = total damage you give to your opponent
0/20/40/40 this will give you the best ratio between giving out damage and receiving damage.
When you go to the body it gives + 20% to the endurance damage you give.
SO NOW LETS ADD BODY TO OUR PLAN:
1: 0/20-B/40/40 {style}
This will tell your fighter to go to the body in the 1st round.
In fact it's a pretty good FP without any other lines. Having good build and using right style you can win many fights with this one line FP.
But of course you better think what if your fighter does not wear his opponent down,lose 7 rounds and lose the whole fight. To avoid this you may add another line:
1: if score < -3 then 0/30/30/40 {style}
What this means is that if you lose more than -3 points your fighter will become more aggressive.(You have put 30% into his aggression) You may ask how do I know that 30% will be enough to win the round? Well I don't have that answer,You should look at your opponents previous fights to understand what number you should write. Maybe 30 will be enough, maybe 50 won't be enough, it depends on your opponents tactics. But here is a tip it will be enough vs. competent managers. They are very accurate and rarely do they use super aggressive lines.
So here is your FP:
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
You go to the body trying to wear down your opponent and sometimes win a round but not to lose the whole fight while doing that.
This is the basics. You may add other lines to it to make it more detailed.
This line determines what your fighter will do in case your opponent loses more than 34% of his endurance(When he is tired):
1:if opp=1 then 0/25-B/40/35 {style}
in fact it should look like this:
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
it is important that he lost his stamina and you didn't. In this case you should try to give out even more damage to wear him down completely.
You may add these other conditions:
1:if mystuns > 1 then 0/20/30/50 {style}
What this means is that i got stunned so i better put more into my defense (50).
1:if hisstuns > 1 then 0/20-H/50/30 {style}
This condition allows you to try and stun your opponent again after he has already been stunned.(going to the head gives you + 20% to your stun damage)
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
1:if mystuns > 1 then 0/20/30/50 {style}
1:if hisstuns > 1 then 0/20-H/50/30 {style}
That is a pretty good FP. You should know that the program that reads your FP does it from the bottom upwards. So the very first correct condition will work. For example- if you stunned your opponent and got stunned by him at the same time then the lower line will work:
1:if hisstuns > 1 then 0/20-H/50/30 {style} And it will keep on working till the end. Until there is no other conditions under it. So be careful with this.
You should understand every line in your FP, why it's here, how you want it to work etc.
If you won't be able to wear down your opponent, then at the end of the fight you have two options:
-Try to win round with throwing more punches then opponent throws.
-Try to stun/KO your opponent.
o in the end you should jab aggressively to win rounds:
8: if score < 1 then 0/50/0/50 {style}
OR TRY TO STUN HIM:
8: if score < -2 then 0/25-H/55/20 {style}
You may also cheat when you don't have much to lose:
8: if score < -2 then 0/25-H/55-!/20 {style}
HERE IS HOW YOUR FIGHT PLAN SHOULD LOOK:
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
1:if mystuns > 1 then 0/20/30/50 {style}
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
#1:if hisstuns > 1 then 0/20-H/50/30 {style}
8: if score < 1 then 0/50/0/50 {style}
#8: if score < -2 then 0/25-H/55/20 {style}
#- means that these lines are not active, you may activate them easily when you need.
Builds, styles, fight plans.
STYLES & BUILDS
The purpose of using styles in fight plans is simple, they add points to your fighter's stats.
The right style gives you a great advantage. For example. If your opp has footwork = 8 and you have footwork = 17 then in the fight, using ring style, you will have the following rules...
Using the Ring The fighter defends himself using movement and footwork.
1. The fighter gains +1 footwork.
2. Any footwork advantage he has over his opponent will increase by 50%.
3. The fighter incurs one additional point of fatigue.
So 17+1-8=10/2= + 5 points will be added to your footwork in this fight.
By using ring style vs. this opp, you will have footwork 17+5=22. Not bad?
Without using ring style your footwork remains 17.
+5 points is a big deal.
Same thing with all other styles. Using ropes you will lower your opponents footwork.
If you have an advantage in strength you should use clinch or inside styles.
If you have an advantage in speed then feint or counter.
To have an opportunity to use styles the best way, skilled managers create special fighters with properly calculated stats. These fighters are named by styles they use: counterpuncher, ropist, clincher and so on.
ROPIST: Should have great footwork. This is his main style. Also he may use ring to win rounds or to avoid being stunned.
COUNTER PUNCHER: Must have an advantage in speed + height to use counter style. Feint or outside he may use for winning rounds, jabbing.
CLINCHER/SLUGGER:Must have an advantage in strength, he uses clinch style mostly and inside when he needs to finish opponents.
To create a decent fighter you also should not put AP (ability points) randomly, every point is important.
FIRST RULE: NEVER APPLY POINTS TO THE FOLLOWING STATS: Height(except for counter punchers), Weight, Explosiveness, Heart, Concentration, Flare, Skin Hardness and Defense.
Distribute your points between other stats.
This is an example of a build:ROPIST...
STRENGTH=7-11
HAND SPEED=8-13
FOOTWORK=15-20-(REMEMBER THIS IS A ROPIST MAIN STAT)
CHIN=6-8
STAMINA=9-13
Chin should always be as low as possible, but high enough so that you are not easily stunned. Stamina also should not be very high. These two stats don't give you anything in endurance wars (giving or receiving damage).
In fact stamina stat determines endurance which you need to defend with footwork, strength and speed, trying to reduce opp's stamina/endurance in the same time(endurance wars). You may ask- why I can't put more points in stamina to have great endurance, won't it help me not to get tired? Nope, it won't work. Stamina is like a stronghold and other stats- its defenders. If you put more points in stamina you will have less points for other stats. It's like you have a huge stronghold, but have no defenders enough to protect it. On the another hand- you should not put too few points in stamina, your defenders will have nothing to protect. There should be a balance between these stats.
FIGHT PLANS.
To create a FP you should have an idea on how you are going to win the fight. Now of course before you can have an idea on how to win you must have an understanding of how to win.
The classic way is to wear you opponent down. Why is this important? Because a tired fighter becomes less and less effective, all his stats decrease. He lands fewer punches, these punches become weaker, he receives more damage because he can't move as quckly as before. By losing 50% of his stamina he becomes double weaker then at the start of the fight.
So at the beginning of the fight it is more important to win endurance than winning rounds. If you make your opponent tired you will easily win.
Now you have the idea on how to win. (Wear down your opponent)
The main line in this game is as follows:
0/20/40/40 {style}
0/ on resting /20 aggression (how many punches you will throw)/40(power of your punches) /40 Defense (the ability to avoid punches)
aggression x power = total damage you give to your opponent
0/20/40/40 this will give you the best ratio between giving out damage and receiving damage.
When you go to the body it gives + 20% to the endurance damage you give.
SO NOW LETS ADD BODY TO OUR PLAN:
1: 0/20-B/40/40 {style}
This will tell your fighter to go to the body in the 1st round.
In fact it's a pretty good FP without any other lines. Having good build and using right style you can win many fights with this one line FP.
But of course you better think what if your fighter does not wear his opponent down,lose 7 rounds and lose the whole fight. To avoid this you may add another line:
1: if score < -3 then 0/30/30/40 {style}
What this means is that if you lose more than -3 points your fighter will become more aggressive.(You have put 30% into his aggression) You may ask how do I know that 30% will be enough to win the round? Well I don't have that answer,You should look at your opponents previous fights to understand what number you should write. Maybe 30 will be enough, maybe 50 won't be enough, it depends on your opponents tactics. But here is a tip it will be enough vs. competent managers. They are very accurate and rarely do they use super aggressive lines.
So here is your FP:
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
You go to the body trying to wear down your opponent and sometimes win a round but not to lose the whole fight while doing that.
This is the basics. You may add other lines to it to make it more detailed.
This line determines what your fighter will do in case your opponent loses more than 34% of his endurance(When he is tired):
1:if opp=1 then 0/25-B/40/35 {style}
in fact it should look like this:
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
it is important that he lost his stamina and you didn't. In this case you should try to give out even more damage to wear him down completely.
You may add these other conditions:
1:if mystuns > 1 then 0/20/30/50 {style}
What this means is that i got stunned so i better put more into my defense (50).
1:if hisstuns > 1 then 0/20-H/50/30 {style}
This condition allows you to try and stun your opponent again after he has already been stunned.(going to the head gives you + 20% to your stun damage)
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
1:if mystuns > 1 then 0/20/30/50 {style}
1:if hisstuns > 1 then 0/20-H/50/30 {style}
That is a pretty good FP. You should know that the program that reads your FP does it from the bottom upwards. So the very first correct condition will work. For example- if you stunned your opponent and got stunned by him at the same time then the lower line will work:
1:if hisstuns > 1 then 0/20-H/50/30 {style} And it will keep on working till the end. Until there is no other conditions under it. So be careful with this.
You should understand every line in your FP, why it's here, how you want it to work etc.
If you won't be able to wear down your opponent, then at the end of the fight you have two options:
-Try to win round with throwing more punches then opponent throws.
-Try to stun/KO your opponent.
o in the end you should jab aggressively to win rounds:
8: if score < 1 then 0/50/0/50 {style}
OR TRY TO STUN HIM:
8: if score < -2 then 0/25-H/55/20 {style}
You may also cheat when you don't have much to lose:
8: if score < -2 then 0/25-H/55-!/20 {style}
HERE IS HOW YOUR FIGHT PLAN SHOULD LOOK:
1: 0/20-B/40/40 {style}
1: if score < -3 then 0/30/30/40 {style}
1:if mystuns > 1 then 0/20/30/50 {style}
1:if opp=1 and stamina>70 then 0/25-B/45/30 {style}
#1:if hisstuns > 1 then 0/20-H/50/30 {style}
8: if score < 1 then 0/50/0/50 {style}
#8: if score < -2 then 0/25-H/55/20 {style}
#- means that these lines are not active, you may activate them easily when you need.