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Old 04-03-2005, 01:59 AM   #40
Jaded-Dragon
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Here's what I had to say about everything on IGNorant...

Just a few things I would like to see.....


The exhaustion system:

I'm not too fond of the fact that I all I have to do is beat a person down until their head or body is in the red, then hit my finisher and the match is over. I've never liked that. I very much enjoyed the system used in THQ's N64 wrestling games. It was some-what like an exhaustion system. Even if you beat an opponent down for 15 minutes, then hit your finisher, if their spirit (attitude) was high enough, they would still kick out. This made for some intense back and forth matches.

Also, if a person had been getting beat down for a couple of minutes and had low spirit, then was able to pull off a big move, it gave them a large increase in their spirit meter. Much like a momentum shift in a normal wrestling match.

I think a sytem similar to this should be implemented.


More specific damage:

It seems a little odd that I work an opponents body down to the red and the only thing that happens due to this, is after they try to do a move to me, they kind of stagger and clutch their side.

If I work on a guys leg, I want to see him limping and moving slower. If I work on his body, I want to see him clutching his side as he moves around the ring. If I work on his arm, I don't think he should have an easy time trying to power bomb me. Perhaps if my above suggestion was used, the spirit meter level would determine if he could pull the move off or not.


A GM/Dynasty mode/booker mode:

I should be allowed to take the role of a GM. I should be able to book a card and decide who gets to go up for titles. In smackdown! 1 THQ had a feature that showed how over your match was with the fans by a percent value. A system like this could be used to determine how good of a booker the fans think you are.

Random feuds should start between superstars and escalate to the point where you decide how they should end the feud (Hell in a cell, ladder match, iron man match, etc.). For instance, let's say I make a match between Chris Jericho and Edge. Jericho wins, and after the match is giving an interview backstage, suddenly Edge attacks from behind and the two start feuding. Something of that nature.

You should also be able to make special stipulation matches. Like say I want to have a 6 man battle royale with stars who's superstar points are under 80 and the winner gets a shot at the title. Since normally there are only 2 or 3 people who are able to challenege for the title, this would give me more options for creating a card and storyline, and give someone a chance to win the title, who other wise may not ever get the chance to challenge for it.

Another angle could start as a wrestler feeling that I have not been giving him the oppurtunity he deserves. He becoms bitter and decides he is going to take on the entire WWE and take me down, starting an NWO-esque story angle.


A more in-depth and everlasting career mode:

I partial to the system used in Smackdown!2. The events that happened were all pretty random, as far as who you were feuding with. I also think the match rating system should return. Your rating should determine how much you get paid for the match, and also how fast you raise through the rankings. Doing something like this could make using the cheap table DQ win virtually useless.

The career mode should go on forever, and I should be allowed to switch who I am controlling at anytime, much like Smackdown!2, and control multiple people. A second player should also be able to join in, like the earlier smackdown games. I remember in Smackdown! 1 me and my friend made caw's and had them both in season as a tag team. Even though we rarely were in a tag match together, we atleast could play with our caw's in season at the same time, and the ability for a tag team was there.


Oh yeah, counters and reversals should definitely be more skill oriented. Button mashing is lame... period. I hate to refer to this game for anything, BUT... Backyard Wrestling had a system that was more based on timing. If you were to take a system similar to that and expand upon it, such as having a higher technique skill would grant you a larger window of oppurtunity to press the reversal button. But if you press the button and miss your chance, your opponent should land the move with extra damage.

The technique skill could also determine which counter you can perform. For instance... RVD is wrestling agains't a jobber. If the jobber can get one off, it should be simple and basic like RVD goes for a sleeper hold, the jobber escapes by backing againgst the ropes and shrugging off RVD.

Now same situation... This time the Jobber has a moderately high Tech skill. RVD goes for the sleep. Now our Jobber is able to grab the top of RVD's head and do a chin breaker.

And the last situation...
Jobbie's Tech skills are maxed now, so let's see what hppenes when RVD goes for the sleeper. RVD hooks on the sleeper, Jobber works his way to the side of RVD, then lifts him up for a back suplex and RVD comes crashing down.


So more points would not only determine your defense against these very things happeneing to you, but it also effects the length of time a person has to press the counter or revearsable button for a successful counter.

I hope some of that made sense... I'm a little torn up at the moment. What I was trying to say is cool and neat, I'll come back on tomorrow and try to clean some of it up a bit.

Ok, minus a few typos, my post came out pretty decipherable. Anyway, the technique stat should have much more to do with the reversal system, rather than just how often your guy reverses. As for the window of oppurtunity to reverse a move, I was thinking something along the lines of like .25 seconds for skill 1 - 4.5, .5 seconds for skill 5 - 9.5, and 1 second for a skill of 10. One second is a fairly decent time to see and react, so it would still be challenging, but not impossible.

I'm against the 4-way TLC match... for now. If they change the engine a bit I would be all for it. Example: I beat my opponent down until his or her entire body is in the red, I clothesline them down.... now strictly speaking, they should be near death regardless, but I somehow still have to hit them with my finisher to keep them down long enough for me to grab the belt. If they're hurt, they should be hurt. They shouldn't be hurt, but are still able to get up in .25 seconds. Fix that, and I'm all for it.

Casket matches, No. They tried that in Smackdown 2 and it was horrible. All it was, in a nut shell, was an I quit match. Meaning it used the same type of premise.

However, I do like the idea of being able to mix and match the types of matches you want. Way back on PSone, WWF Attitude had a feature like that. You could pick a first match type (singles, tag, cage, etc.) then set a special stipulation for winning, like first blood.

I'd also like to see the King of the ring tournament make a return, especially if they do include a GM/booker mode.

Oh and one last thing, also in Attitude you could customize the entrance ways and the ring. Like choose what color lights you wanted, what ring apron, the color of the mat, the color of the ring ropes, etc. That needs to be implemented as well.
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