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Post by poeticdrink2u on May 3, 2015 11:41:04 GMT -5
-A list/pool of manager to chose from or create a manager(s)
-I want retirement, comebacks, vacated titles, fighters move up divisions as they get older and find it harder to make weight. Fighters and Trainers get inducted to the Hall of Fame.
-Boxing Politics- Rival promotional companies, Interactive news feed, Press conferences, Fighter rivalries and rematches, a high depth Boxing world.
-Challenge for World Titles
-Climb up different organization rankings
-Develop fight plans
-Set training regimes
-Tell of the Tape/Keys to victory
-Build a Stable(s)
-Finding Gyms for boxers to train at and spar(a long list of gyms)
-Finding or creating fighters you want to manage
-Negotiations on contracts and everything boxing, Negotiate Purses, contracts, Pay Per view split, ring size etc.
-Promoting the fights
-Hiring and firing of trainers,strength coaches, and cutman- should have their own styles and attributes.
-Scouting opponents or title opportunities
-Finding the arenas with the best opportunities to generate popularity and money
-Creating boxing cards or shows
-Monitoring boxers weight with facilities, nutritionist, or self discipline
-Creating your own boxing world or universe
-Very deep customization
-TV, cable, Pay-Per-View
-Popularity ratings
-Boxing match rating
-Every country and nation
-List of judges different criteria and biases Judges should be assigned, either manually or randomly, with a bias, if the player chooses. The
choices under Judges Bias should be as follows:
• None: Self-explanatory. The judge does not lean in any direction and simply scores each
round on face value.
• Use Bias Rating: The settings should check to see if a specific judge has a pre-set bias in
favor of a hometown fighter, defending champion, slugger or boxer, or any combination of
the four. No judge in judge database should be assigned a bias because of potential
problems in giving a real person with a bias. However, it is a simple matter to assign
one in the Judges setup screen.
• Random: The computer will assign a bias at random to each of the judges.
When a bias is assigned, regardless of how, scoring may be affected in any given round. For
example, assume that a judge has a bias in favor of a hometown fighter. That judge will give the
hometown fighter the benefit of the doubt in a close round and have a tendency to either score
the round in favor of the hometown fighter or at least call the round even. In a round in which the
hometown fighter is badly beaten, the biased judge might score the round 10-9 in favor of the
hometown fighter’s opponent rather than 10-8.
-List of referees
-List of trainers and cornermen with their own styles and attributes. (Trainers ratings for Offense and Defense)
-List of announcers
-Media and news about a fight and upcoming matches
-All divisions and negotiated weights(catchweights)
-A boxers database with a choice to add in or remove boxers or even creating boxers to add to divisions-Many styles like Brawlers, Boxers, Boxer- Punchers, Counter-Punchers, Sluggers. (Class) Rookie, Young fighters, prospects, top prospects, journeymen, gatekeepers, fringe contenders, contenders, champions, fading legends. Boxers have ring tendencies and they should be rated in a wide choice of attributes.
-History of boxers- fights, KO's knockdowns, punch total, number of rounds, etc;
-Promotion Companies- I to want play a big part in arranging fights, negotiate with them and build good working relationships. I want there to be promotional rivalries and intricate politics which can shape a fighters career path.
-Nations: All nations in a in-game database.
-Tournament: I want to be able to conduct tournaments with 64 fighters(more or less). I want a choice of a Round Robin Tournament, a Single Elimination Tournament or a Double Elimination Tournament.
-Boxer's career summary
-SCORING SYSTEM- I want Four different scoring systems to be available . The 10-Point Must system is
almost universally used today, different systems have been used in the past.
• 10-Point Must: The winner of the round is given 10 points and the loser of the round
receives 9 points or fewer.
• 1-Point Must: The winner of the round is given 1 point and the loser 0 points.
• 5-Point Must: The winner of the round is given 5 points and the loser is given 4 points or
fewer.
• Rounds: The winner of the round is awarded the round but no points are assigned.
Unlike the 10-point Must or 5-point Must systems, it doesn’t matter how dominant the
fighter given the round because no distinction is made. A fighter who might win a round
by a two or even three point margin in a Points System, receives no such cushion in a
Rounds System.
-Unofficial scorecards
-Create A Venue and set the prices for everything
-Finding talent- we should be able to scout new boxers and try to attract other top boxers to our gym, a boxer on a bad run of form should be more likely to be unsettled and we should be able to get a great boxer to join our stable
-Promotion Companies should play a big part in arranging fights, advertisement, negotiate with promotional companies and we can build good working relationships. There should be promotional company rivalries and intricate politics which can shape a fighters career path.
- Popularity rating by city,state, country, and nation(optional setting)
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Post by poeticdrink2u on Jul 3, 2015 0:06:59 GMT -5
Many of these ideas are from all over the internet who want a very deep boxing game. I want a deep boxing game career-wise like a manager text-sim.
Nations: View all nations in an existing database.
CAREER STAGE
. Retired Fighters, who are rated on their overall career -- with a concentration on their prime -- may be set
to one of five career stages: beginning, pre-prime, prime, post-prime and end. The inclusion of
this feature allows the gamer to recreate historic bouts if he so chooses.
TRAINER
• Select a “Generic” trainer: This trainer’s ratings are average all around. However, even
here there is some diversity. Your generic trainer may be “Generic”, with no bias;
“Generic Offense”, with a bias toward training offensive skills; or “Generic Defensive”,
with a bias toward training defensive skills.
• Select a “Pure” Trainer (T): This active or retired trainer has been rated according to
research and reputation.
• Select an “All Purpose” Trainer (B): This active or retired trainer has been rated
according to research and reputation but he will also serve as his own cut man while
working the corner during a fight.
• The Red Arrow allows you to look at all available trainers and their ratings.
CUT MAN
Title Bout Championship Boxing allows you to select a fighter’s Cut Man. A fighter’s cut man can
have a profound affect on the fighter during the fight, while working the fighter’s corner. Again
you have a number of choices which you can make:
• Select a “Generic” cut man: The cut man’s ratings are average all around.
• Select a “Pure” Cut Man (C): This active or retired cut man has been rated according to
research and reputation.
• Select an “All Purpose” Cut Man (B): This active or retired cut man has been rated
according to research and reputation but he will also serve as the fighter’s trainer prior to
the fight and while working the corner during a fight.
• The Red Arrow allows you to look at all available cut men and their ratings.
FIGHTING FOR AN VACANT OR EXISTING TITLE
• 10-Point Must: The winner of the round is given 10 points and the loser of the round
receives 9 points or fewer.
• 1-Point Must: The winner of the round is given 1 point and the loser 0 points.
• 5-Point Must: The winner of the round is given 5 points and the loser is given 4 points or
fewer.
• Rounds: The winner of the round is awarded the round but no points are assigned.
Unlike the 10-point Must or 5-point Must systems, it doesn’t matter how dominant the
fighter given the round because no distinction is made. A fighter who might win a round
by a two or even three point margin in a Points System, receives no such cushion in a
Rounds System.
NUMBER OF ROUNDS
Fights may be 3, 4, 6, 8, 10, 12 or 15 rounds in length.
• 3 and 4 Round Bouts: Length used for beginning fighters.
• 6 and 8 Round Bouts: Length used for pre-prime fighters with some.
• 10 Round Bouts: Standard length of a men’s professional bout.
• 12 Round Bouts: Length of current men’s title fights and title elimination bouts.
• 15 Round Bouts: Length of “modern era” title fights.
(Notes: The WBC changed the length of title fights from 15 rounds to 12 rounds in 1983, the
WBA in 1986 and the IBF in 1988. Women bouts vary so much that no convenient rules
encompass the length of their fights. For example, some women’s title fights are only 4 rounds
long, while others go 8 rounds and still others go 10 rounds. As a rule of thumb, most women’s
bouts are 4 rounds in length, with title fights being 6, 8 and occasionally 10 rounds long.)
TWO-MINUTE ROUNDS
Women’s bouts are typically two minutes in length, unlike men’s bouts, which run three minutes in
length. It is recommended that you select “two minute rounds” when fighting bouts involving
women.
ADJUST FOR WEIGHT CLASS DIFFERENCE
Selecting this option will result in the computer determining the difference made when a fighter
moves up in weight.
It now takes into account the amount of weight a fighter must put on to move up a single division
or multiple divisions, while also taking into account what division the fighter is moving from and
what division the fighter is moving into. For example, a strawweight moving up to junior flyweight
will not be affected by the move nearly as much (if at all) as a middleweight trying to move to
light-heavyweight.
REFEREE
Title Bout Championship Boxing rates over six dozen actual referees as to their propensity to call
fouls, their tendency to stop a fight early or late and their likelihood to make an error on a call.
You may select a generic referee, an active referee, or a retired re.
TRAINING TAB
Training a fighter is completely optional and an option that should be used judiciously. A fighter
may select to train in any one of five areas. Color bars under each training area clearly show the
difference between the two fighter’s abilities in each category.
• Power: Most fighters are born with power and it is one of the most difficult areas to
improve through training. However, concentrated attention to areas like leverage,
balance, and overall strength can help a fighter hit harder. Learning to throw punches
correctly, using legs, shoulders and back -- instead of just arms -- also aid in developing
power. Improving this area helps a fighter’s one punch hitting power and his ability to
score more three point punches.
• Endurance: All fighters can improve their endurance via extensive road work, sit-ups,
and other cardio-vascular exercises. A strong abdomen, for example, reduces fatigue
because it carries the weight of the upper body more effectively. Improving a fighter’s
endurance can make a big difference late in a bout. Many fighter ratings are adversely
affected once a fighter fatigues and loses all of his endurance, so anything that prolongs
the loss of all endurance is a benefit.
• Defense: This is an underrated area. It is one of those categories which create a trickle
effect. If you don’t get hit, you can’t get knockdown; if you can’t get knocked down, you
can’t get knocked out; if you don’t get hit, you can’t get cut; if you don’t get cut, you can’t
have your vision obscured and your defense worsen. Also, by having a better defense,
you’ll create more opportunities to counter-punch.
• Hand Speed: Fast hands translate into punching accuracy in Title Bout Championship
Boxing. The faster your hand speed, the better chance of landing punches. Working on
your hand-eye coordination and improving your reflexes can improve your hand speed,
although, like power, this is a tougher area to improve that areas like endurance or
defense.
• Tactical Skills: Improving your tactical skills in the ring encompasses a wide range of
abilities - cutting off the ring, giving an opponent angles, making an opponent fight your
fight rather than his, among others. In game terms, this means a better Control Factor;
and Control Factor may be the single most important category in the boxing simulation.
It’s definitely one of the top three factors.
When selecting an area, if any (remember that this is optional!), there are different approaches.
You can train in an area to narrow the gap between you and your opponent in that specific
category; or you can train in an area to widen the gap between you and your opponent in that
specific area. It’s up to you.
Why wouldn’t you use the Training Option? Well, to really improve in a single area, you have to
give it an inordinate amount of attention during camp, and the way you spend your time in the
months prior to a fight must be done judiciously. Training in a specific area can result in one of
three outcomes:
• The specialized training worked, improving the area of choice at no detriment to other
skills.
• The specialized training failed to make a significant difference but at no detriment to other
skills.
• The specialized training worked, improving the area of choice but in doing so, one or
more other skills suffered a minor decline due to neglect.
A fighter’s chances of successfully training in a specific area without hurting any other area is
determined by the fighter’s Intelligence Rating and his trainer’s Training Rating, plus a random
factor. No adjustment, good or bad, is made to a fighter’s ratings if the optional training module is
not used prior to a fight.
The results of using the Training Option for one or both fighters is not revealed until you click on
the “Start Bout” button and advance to the Pre-Fight Conditioning report screen.
THE STRATEGIES
You may manually select a strategy for either fighter or both fighters. This is an option unless you
have previously selected to allow the computer A.I. to use strategies for one or both fighters.
• Normal: No specific strategy is selected and no boxer ratings are modified.
• Cover Up: The fighter goes into a complete defensive shell and while he’ll become very
difficult to hit cleanly in this posture, his offense will be greatly affected and may be
almost non-existent.
• Fighting Inside: The fighter attempts to get inside and focus on a prolonged body
attack. Doing so effectively will sap the opponent’s endurance at a faster rate than
normal. However, against many fighters, attempting to work your way inside and staying
there opens you up to your opponent’s attack.
• Fighting Outside (Offensively): The fighter attempts to stay out of harm’s way by
boxing from the outside exclusively. It is a posture that attempts to improve a fighter’s
chance of avoiding being hit while still allowing him to score with his own punches.
However, punching power is reduced when using this strategy.
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• Fighting Outside (Defensively): The fighter goes into a defense-first posture,
concentrating almost solely on avoiding blows at the expense of offense. Power is
greatly reduced as is punch-rate but defense is improved in a number of ways.
• Go for KO: This is a semi-controlled attack mode in which the fighter attempts to score a
knockdown but still has some semblance of defense. The fighter will concentrate on
scoring with power shots, sitting down on his punches at the risk of being more open to
his opponent’s shots. Power goes up and defense goes down.
• Go all out for KO: Caution is thrown to the wind. No thoughts of defense enter the
picture as the fighter mounts an all-out attempt to stop his opponent. Every punch thrown
is with bad intentions but if the opponent is still hanging in and punching back, there’s a
good chance he could land big punches of his own.
• Protect a Cut: The fighter is altering his style in order to avoid having a cut either reopen
or worsen or both. Therefore, he will be less effective offensively but also no better
overall defensively. The latter occurs because his emphasis on protecting the side where
the cut has occurred is off-set by not concentrating on his “good” side – if you see what I
mean.
• Take a Round Off: The fighter is basically attempting to either regain his stamina or
preserve his stamina. However, in exchange, he is basically conceding the round. While
this might sound like “Fighting Outside Defensively”, and they are similar to some extent,
the emphasis here is to do as little as possible in the way of physical exertion. He
should, when in control, either clinch or move, punching occasionally and missing
occasionally. Counter-punching will remain the same!
THE FIGHT CARD
The Fight Card is a comprehensive module that allows you to set up and fight a two, four or sixfight
card, from preliminary bouts to main event. Within the Fight Card, you can also wager on
bouts (single player or a competitive Head-to-Head Betting Game), participate in one or all the
bouts, or simply allow the computer to take over. Behind the scenes, the Fight Card module will
look at the card you’ve constructed, decide whether or not it’s worthy of being a Pay-Per-View
event and calculate purses for the fighters.
After selecting the Fight Card option, the player is taken to the actual Fight Card screen, which
consists of four tabs: Fight Card, Purse, Wagers, and Bouts.
WAGERS TAB
If you selected “No Betting” this tab will not be available to you.
STATS (TOP TEN LISTS) DATABASE
Over 1100 different lists can be generated, and that’s not including Nationalities as a delimiter.
Through those in and the variety soars into the tens of thousands!
CORNER MEN, REFEREES AND JUDGES DATABASES
CORNER MEN
Corner Men are the unsung heroes of the fight game. While three corner men typically work a
corner between rounds, Title Bout has opted to use only the two main figures, the Trainer and the
Cut Man. Following is a description of the categories that make up Corner Men:
• Era: Active or Retired
• Specialty: Cut Man, Trainer or Both
• Discipline: The ability to make a fighter train correctly and consistently
• Motivation: The ability to get the most of a fighter, especially in pressure situations
• Strategy: The ability to devise effective strategies, both before and during a fight, to
exploit weaknesses in an opponent.
• Reduce Swelling - The ability to reduce swelling around the eyes during a fight
• Close Cuts - The ability to close cuts and control bleeding during a fight
Title Bout Championship Boxing 2 - © Copyright 2005 Alpha Omega Games - Page 36 / 54
• Training Defense - Excels in improving a fighter’s defense
• Training Offense - Excels in improving a fighter’s offense
• Training Average - Overall ability as a trainer
REFEREES
A referee should be rated in three areas - his tendency to call fouls, his tendency to stop a fight and his
ability to use good judgment and techniques.
• Fouls: Default may be set to Lenient (seldom calls fouls or deducts points);
Normal (calls fouls and deducts points with average frequency); Strict (calls fouls and
deducts points with higher than average frequency)
• Stoppage: TMay be set to Early (stops fights at the first sign of trouble and
sometimes too soon), Normal (stops fights at the right time, for the most part), Late (stops
fights only when it is obvious to all that a fighter cannot continue, and sometimes allows
fighters to go on when they probably shouldn’t)
• Judgment: This category should be based upon a percentage (1-100%), the lower the rating the
better. The number placed in this category reflects the percentage of time that the
referee will blow a call, be confused on the rules, be out of position, etc.
JUDGES
Judges should be rated in several
categories. All judges should have an option to be assigned up to two (2) biases. By default, no judge should be
assigned a bias due to various real life possibilities. You should be able to assign a judge a bias in
one of five categories: hometown, champion, boxer, slugger, reputation.
Bias Descriptions:
• Hometown: will have a tendency to give a close round to the fighter designated as the
hometown fighter and will often score detrimental 10-8 rounds 10-9 and 10-7 rounds 10-8
in favor of the hometown fighter.
• Champion: will have a tendency to give a close round to the fighter designated as the
champion and will often score detrimental 10-8 rounds 10-9 and 10-7 rounds 10-8 in
favor of the champion.
• Boxer: will have a tendency to give a close round to the fighter whose style is that of a
boxer and will often score detrimental 10-8 rounds 10-9 and 10-7 rounds 10-8 in favor of
a boxer.
• Slugger: will have a tendency to give a close round to the fighter whose style is that of a
slugger and will often score detrimental 10-8 rounds 10-9 and 10-7 rounds 10-8 in favor
of a slugger.
• Reputation: will have a tendency to give a close round to the fighter whose reputation
(overall rating) is the higher and will often score detrimental 10-8 rounds 10-9 and 10-7
rounds 10-8 in favor of the higher profile fighter.
SELECTING A VENUE
A list of existing venues may be display by selecting the All, Current, or Historical button on the
Venue Screen. Highlighting a venue displays its pertinent data and ratings, as well as a picture if
one exists in the database (if not, a blurred generic image appears).
VENUE DATA TAB
• Name: The official name of the venue
• City/State: The location of the venue
Title Bout Championship Boxing 2 - © Copyright 2005 Alpha Omega Games - Page 39 / 54
• Address: The street address of the venue
• Country: The country in which the venue is located
• Era: The designation used to indicate a Current Venue that is still being used or an
Historic Venue that either no longer exists or is no longer used to house boxing.
• Website: The address of the venue’s website, if one exists
• Price Index: A numeric rating of 1 through 5, with the numeral “5” representing a venue
with the highest ticket prices for an event. This number is used when calculating a
fighter’s purse.
• Site Rating: A numeric rating of 1 through 5, with the numeral “5” representing a venue
with the highest status/best reputation. This number is used when determining if a Fight
Card is good enough to be held in a prestigious locale or a converted beer garden!
• Seating Capacity: This is the number of seats that the venue supplies for a boxing
event. The size of the venue also enters into the calculating of a fighter’s purse.
RULES DATABASE
Boxing is ruled by the “alphabet organizations” and each organization runs fights by its on set of
rules.
TITLES/RANKINGS DATABASE
For each organization we should be able to check the champions and rankings there. Boxers should only be
ranked after a given number of bouts. The major
organizations should rank fighters differently. The rankings should be calculated each time you visit the database.
• Organization Lists: This should be the current list of organizations that are available.
• Record: You should be able to edit the organizations.
• Rankings: This should give you the current rankings for each division for this organization. It
should be set to eliminate any fighter from the rankings that has fought less than 10
fights. You should also Declare Title Vacant if you wish to remove the current champion or
Assign Title to a Fighter if a slot is vacant.
• Title Bouts: There should be a complete lists of the title fights that have been fought in each organization
in this section..
• Title History: This will give a chronological listing of the organization’s title fights.
OPTIONS
GAME OPTIONS TAB
Show fighter’s points during fight
You should be able to check this option allowing you to see the points the boxers are scoring during each round. If
you do not wish to see the points during the fight be sure this is not checked.
Rankings only for active fighters
Does what it says. You can toggle this anytime, because the rankings are calculated each time
when you open the rankings list.
Minimum number of bouts in Top 10 List
This allows you to set the minimum bouts a fighter would have to compete in before being eligible
to be included in the Top 10 Lists.
Minimum number of bouts to get ranked
This allows you to set the minimum bouts a fighter would have to compete in before being eligible
to be included in the current rankings (the minimum is 10 but you can go higher if you want).
APPENDIX A: HOW TO RATE YOUR OWN FIGHTERS
UNDERSTANDING THE RATING CATEGORIES
There is probably nothing more difficult to rate in the world of sports simulations than a boxer. To
begin with, the best that one can do is to base a fighter’s ratings on what we term “intelligent
speculation.” There are no hard, fast statistics to dictate skills, no unadulterated numbers that
provide a researcher with absolutes.
As a matter of fact, boxing statistics (what few there are) can be highly misleading. A major
league pitcher who strikes out 750 major league batters in 900 innings pitched can accurately be
deemed a strikeout pitcher, one who averaged 7.5 batters per 9-inning game. However, a
professional boxer who knocks out 15 of 17 professional opponents may not be the big puncher
that his numbers indicate. As a matter of fact, he may not be much of a puncher at all. The
legitimacy of those 15 knockouts would depend greatly upon the level of competition provided by
the opponents who he stopped.
In the face of the obstacles presented by the lack of statistics and the lack of veracity in those that
exist, someone who wishes to rate a boxer must speculate; and the accuracy of those ratings will
depend upon just how intelligently he does so.
Once significant research has been done on a fighter, ratings can be derived. But those ratings
serve only as the foundation for the final ratings needed to accurately portray a fighter in a
simulation. To take the raw data and form it into “playable” ratings, it becomes paramount that
one understands the rating categories and how they interact.
To gain a better understanding of the categories and the symbiotic relationship they have with
one another in Title Bout Championship Boxing presents an in-depth look at each rating area:
THE CORE CATEGORIES
These categories make up the main aspects of the fighter being created. Many of them are
integrated with each other, one enhancing another, to define the basic skills and attributes of the
fighter in question.
Category Definition and Examples
Style Boxer, Slugger, Either. This is more than just a “color” category. Because
some fighters have difficulty against a certain style, determining if a boxer is
mainly a boxer, slugger or both a boxer/slugger is important. The temptation
is to make most fighters “Either.” To achieve an “Either” rating, a fighter
should be equally adept at both styles and frequently employ both styles. If a
fighter can fight both ways but strongly leans toward boxing or slugging,
assign him one of the latter. Arturo Gatti can box . . . but he won’t, for
example, and should be labeled as a Slugger.
Control Factor This is all encompassing category that is one of the most important if not the
vs Boxer or
Slugger
most important in the simulation. It represents a fighter’s ability to control the
tempo of a fight, and to carry out his fight plan at the expense of his
opponent’s. Never lose sight of the fact that virtually nothing can be done
offensively if a fighter isn’t in control. That being the case, it is also the prime
category for tweaking a fighter who is either over or under-performing. Trial
and error have shown that fighters with both high CF ratings and above
average punching power can’t be beaten be exceptional boxers with little
power unless the latter’s CFs are bumped upward - sometimes as high as 15.
An average CF is 8. A CF of 9 or 10 usually indicates a serious contender,
while CFs of 11 or higher usually indicate championship caliber fighters. Low
CF ratings like 5 or 6 will typically result in journeyman fighters or indicate a
very young fighter who is still far from his prime. CF ratings should not dip
below 4.
Hitting Power This category indicates one-punch power: the ability to take out an opponent
with a single shot or turn the course of the fight around with one punch. It’s
pure concussive power, not accumulative blows, not wear-them-down power.
Keep in mind that this category, while obviously important, requires two other
ratings to reach its maximum efficiency: CF and Punching Accuracy. A
fighter with a CF 7, HP 10 and PA 38 fighting fifty opponents with chins of 3
will not score as many stoppages as a fighter with a CF 10, HP 8 and PA 38,
fighting the same fifty opponents. Likewise the fighter with CF 10, HP 8 and
PA 38 will not score as many stoppages as a fighter with a CF 10, HP 7 and
PA 42. This is also one of the prime categories that must be subjected to a
thorough analysis of the competition. A general formula that we can
recommend would be to divide (stoppages) by (total bouts) minus a
percentage for the (competition factor)/10 rounded up and add +2. So a
fighter with 100 fights and 50 stoppages has a .50 knockout factor, has fought
weak competition (-20%) = 30, divided by 10 = 3, plus 2 = HP 5.
Chin vs.
Knockdown
A fighter’s chin is a funny thing. So much of it is mental as well as physical.
Often you’ll see a fighter “lose” his chin, just like that. You can’t hurt him with
a wrecking ball and then he runs into the perfect punch and gets dropped.
After that he seems to go down every fight. A fighter like a Jake LaMotta may
be one of the rare “0” chins. A fighter who has gone down early in his career
and proven to have a great chin thereafter, like Ali, might be the prototype for
a 1. Most fighters who have “good” chins are a “2”. When you start giving a
fighter a “3” chin, expect him to be dropped on occasion. A “4” indicates a
weak chin and much worse indicates a real glass jaw.
Recovery Fighters who hit the canvas and bounce right back up and take the fight to the
opponent (Felix Trinidad comes to mind) are usually the victims of poor
balance or a lucky shot. Their KD2 (recovery) rating should be a 0 or 1. This
number is literally added to the KD1 so tread carefully. The typical rating in
this category is a 2. A fighter who normally goes down a second time after
being dropped once should be given a 3 or even a 4. Anything higher than a
5 is overkill. The KD2 (or Recovery) rating lasts the remainder of the round
and may carry over into the next round. The chances of the effects lasting
into the next round are dependent upon a fighter’s TKO rating, how long he
was down from the previous knockdown and a random factor.
Chin vs.
Knockout
This category is a logical extension of “Chin vs. Knockdown.” It’s a fighter’s
susceptibility to going down and staying down. A good rule of thumb is to
make this number at least one lower than “Chin vs. Knockdown.” There are
exceptions. A rare number of fighters where extremely difficult to knockdown
but once down, didn’t get back up. To rate a fighter in that fashion requires
intimate knowledge of the boxer. There are a goodly number of fighters,
however, who were knocked down with some regularity during their prime but
seldom, if ever, stopped for the count. A KD1 of 3 and a KO of 1 is not an
anomaly.
Killer Instinct When looking at this category, ask yourself “How good of a finisher was/is
this guy?” Joe Louis, possibly the best at ending a fight once he had an
opponent hurt, clearly deserves a 10. Some fighters, however, either don’t
know how to end a fight or don’t particularly want to end the fight. Emile
Griffith was a deadly finisher before his bout against Benny “Kid” Paret that
resulted in Paret’s death; likewise, Ezzard Charles wasn’t the same after
killing an opponent in the ring. Both of these fighters either consciously or
subconsciously held back at times. Killer Instinct ratings of 6 or 7 would be
suitable for them. Other fighters get overly excited when they have an
opponent hurt and simply flail away ineffectively. Finally, you have those
fighters who have no power to speak of and land a lucky shot to hurt an
opponent but, logically, don’t have the tools to follow up effectively.
Punching
Accuracy
This category speaks for itself. Ratings are in increments of 2, ranging from a
low of 26 to a high of 46. Common sense dictates that you can win a fight
without hitting an opponent, and you can’t hurt a fighter with hitting him. The
more accurate a puncher, the better the chance of scoring points and
possibly a knockdown/knockout. Another direct effect of punching accuracy
is the likelihood of inflicting a cut or causing swelling around an opponent’s
eyes, inducing damage to the body and causing arms to lower, etc. Punching
accuracy is enhanced by a high Control Factor; conversely, Punching
Accuracy enhances Power. It simply makes sense: the more that you are in
control, the better the chance you’ll throw a punch. If you throw a punch, the
higher your punching accuracy, the better the chance you’ll land the punch;
and the more often you land a punch, the better the chance you’ll have of
doing more serious damage, like knocking down an opponent.
Counter-
Punching
The most important thing to understand is that counter-punching does not
directly correlate to punching accuracy because the number of times counterpunching
comes into play is much less. A boxing game must in some ways be presented as an abstraction of the real sport,
counter-punching comes into play after an opponent misses with a punch.
The basic theory is that the fighter has feinted his opponent into missing with
the blow in order to counter-punch. Each time a fighter misses with a blow,
his opponent has the opportunity to counter. This category does not
completely take into account a fighter’s true ability to land counters. The
aspect of counter-punching that entails beating an opponent to the punch,
etc. is built into punching accuracy.
Endurance It is impossible to overemphasize how important this category. The
Endurance number directly correlates to rounds. An Endurance rating of “8”
would indicate that under if a fighter takes a normal amount of punishment
during a fight, he’ll begin to tire after the 8th round. The key to understanding
Endurance is the phrase “normal amount of punishment.” After thousands of
fights being tracked, we have arrived at a formula that multiplies the average
points scored by the Endurance rating to achieve a final endurance number.
The points scored by an opponent reduce that number until it reaches “0” at
which time a fighter’s endurance is gone. If a fighter normally begins to tire
after eight rounds but takes much less damage than normal, he may well stay
fresh for the entire fight. If he takes more damage than normal, he’ll lose his
endurance sooner. Once Endurance is gone, control factor, power, chin,
punching accuracy, and defense are all negatively affected at varying rates.
Obviously, then, the Endurance rating affects more areas than any other
single category. Several other important notes on Endurance are required for
one to thoroughly understand the category: (1) Rate all fighters as if they
were going to fight a ten round bout because the program automatically prorates
the number for 12 and 15 round bouts to simulate pacing; (2) There is a
small chance, depending upon the Pre-Fight Conditioning of the fighter, that
he might catch a “second wind” and have some endurance restored. If you
are rating a fighter and plan to fight him in bouts under ten rounds, give him
an Endurance rating of “5” for bouts scheduled between 3 and 6 rounds and
“6 or 7” for bouts scheduled for 8 rounds.
Defense This is the dominant non-offensive category and can’t be underestimated in
importance. While a fighter’s chin is certainly a major factor, it only comes
into play when a potential knockdown/knockout punch has landed. Defense
is factored in on every punch thrown by an opponent, including counterpunches.
Considering the fact that a punch has to land to score points,
produce knockdowns, cuts, etc., the ability to avoid punches becomes
extremely important. The Defense category takes into consideration many
factors. It can be based upon a fighter’s quickness and reactions, his strong
fundamentals, his ability to block punches, slip punches, roll with punches,
smother blows, or any combination of the preceding. A fighter’s defense
rating might also be predicated on his overwhelming offense. Some fighters
have horrible defenses but don’t get hit much because their offense is some
potent that the other fighter is seldom in control. A fighter with a Defense of
+2 but CF’s of 12 will not take the damage of a fighter with a Defense of +2
and CF’s of 8, for example. Defense ratings range from -6 (Best) to +6
(Worse) in increments of two. True defensive wizards are -6; excellent
defensive fighters are -4; good defensive fighters are -2; average defensive
fighters are 0; below average defensive fighters are +2; poor defensive
fighters are +4; and horrible defensive fighters are +6.
Aggressiveness The Aggressivness rating determines who presses the action and always give
the fighter with the higher aggressiveness rating the first opportunity to gain
control of the round. Considering that landing even one more two point
punch can be the difference between winning a round outright or having the
computer judges possibly give the round to the opponent, every opportunity
to gain control is highly important. If using a “Bias” in which a judge or judges
favor an aggressive slugger over a slick boxer, this rating takes on added
significance.
Resistance to
Cuts
This rating indicates a fighter’s susceptibility to being cut from either a punch
or a head-butt. The range here is only 1-4, with a 1 indicating that the fighter
seldom bleeds and a 4 indicating that he opens up almost every fight. No cut
is good but the severity of the cut and its location are major factors in just how
detrimental a cut is or becomes.
Absorb
Punishment
Here is another rating that is often misunderstood and overlooked. Again, the
range is only 1 through 4 but this rating should be very carefully assigned. It
indicates a fighter’s willingness to take punishment in order to win a fight.
Some fighters have a high threshold for pain; others are front-runners and
quit as soon as they are hurt. A fighter with a TKO rating of 1 will take an
incredible amount of punishment before he’ll stop fighting back. A fighter with
a TKO rating of 4 will look for a soft spot on the canvas the minute he takes a
few hard shots in a row.
Fast Starter The number assigned to this category is literally the number of rounds it takes
a fighter to hit his stride. Some fighters need a round or two to warm up;
others are ready to fight from the opening bell but choose to measure an
opponent for a round or two. Of course, others come out with “guns blazing”
from the get-go. The range for this category is 1-4 and indicates the round in
which the fighter will be at his full CF. For each round prior to this number,
the fighter will fight at 1 CF lower than his assigned rating. For example, a
fighter with a F/S of 3 and a CF of 10/10 will fight as a 9/9 for rounds 1 and 2.
A F/S of 4 should only be assigned to notoriously slow starters. This rating is
not pro-rated based upon rounds! If you are fighting less than 10 round
bouts, you may wish to adjust this number downwards, assuming that your
fighter will recognize that he has less time to get started.
Fight on Ropes The In Corner/On Ropes category indicates just how well a fighter fights off
the ropes or when trapped in a corner. Typically these are very dangerous
positions in which to be caught. The range here is, again, 1 through 4. The
assigned number is added to the opponent’s CF! If you assign a fighter a
Corner/Ropes rating of 3 and his opponent has a CF of 9 for the fight, that
opponent will become a CF12 for as long as he has your fighter trapped
against the ropes or caught in a corner. The minute that a fighter “escapes,”
the opponent’s CF returns to normal. A typical rating is a 2. Good defensive
fighters and slick movers should be given a 1. Inexperienced fighters or slow
footed fighters might well receive a 3. A 4 rating should be used rarely.
There are rare fighters who do excellent work off the ropes and sometimes,
intentionally go to the ropes in an attempt to lure an opponent inside. These
fighters would still receive a 1 rating.
Fouls A fighter is assigned a foul rating of Seldom, Normal, or Frequent. This
indicates the fighter’s propensity to commit an act outside the rules. The
reason for that act is moot. It could be a case of being overly aggressive,
being clumsy, or being dirty. Regardless of why, fighters with a reputation for
committing fouls should be tagged with a Frequent label. Some fighters,
especially defensive boxers, foul less because stylistically, they are not in the
position to commit as many fouls as a fighter who makes war inside, where
elbows and shoulders and head become potential weapons. You might wish
to assign a fighter like that with a Seldom rating. All others would be
assigned a Normal label.
Punching
Effectiveness (3
point punches)
A fighter’s 2-point and 3-point punches must add up to 100. The key factor is
not how you assign the points by category (Jab, Hook, Cross, etc.) but rather
how many 3-point punches are assigned. Again, the program uses a rather
comprehensive formula determine how many 3-point punches are assigned.
Here is a simplified but fairly accurate table to use as a guideline:
HP 1: 0 - 3
HP 2: 3 - 5
HP 3: 6 - 9
HP 4: 10-12
HP 5: 13-15
HP 6: 16-20
HP 7: 21-25
HP 8: 26-30
HP 9: 31-36
HP 10: 37-42
HP 11: 42-44
HP 12: 45-47
HP 13: 48-50
HP 15: 51-54
The way that you assign the number of punches the various punch types is,
in practicality, for cosmetic purposes only. If you have done your research
and know that a particular fighter throws a deadly right cross and throws a lot
of combinations, then you’ll want to emphasize those punch types so that
your fighter will more strongly represent his actual style and preferences.
Punches
Missed
Here is yet another under-estimated area. It’s simple: the greater the range
of numbers comprising the Punches Missed category, the greater the
opportunity for an opponent to counter punch. A fighter whose Punches
Missed Range goes from 45 to 59 provides an opponent with a range of 15
numbers that can result in a miss, not factoring in the opponent’s defense. A
fighter whose Punches Missed Range goes from 42 to 63 gives the same
opponent a range of 22 numbers that can result in a miss. That’s 7 more
potential chances each time the program checks for a fighter’s action to miss
a punch and 7 more opportunities for a counter punch to land. Multiply that
times the number of times a fighter is in control, times the number of rounds
in a fight, times the percentage of counter-punches that an opponent can
reasonably land and you see the potential for a lot of points being scored off
missed punches. The range of numbers assigned for Punches Missed
should be between 57 and 64.
Clinching and
Ring Movement
These two areas should be considered together. The number range allotted
to these categories will vary and can be calculated by determining how many
numbers are available between the number assigned to Punches Missed and
78. For example, if 57 has been assigned to Punches Missed, 21 numbers
are left; if 64 has been assigned to Punches Missed, only 14 numbers are
available. Split the remaining numbers between Clinching (which is an
exposed category) and Ring Movement (which is a behind-the-scenes
category). If your fighter has 14 numbers left, doesn’t clinch much and moves
well in the ring, you might assign him 5 numbers in his Clinching category,
leaving 9 numbers for Ring Movement. If the opposite is true, you might
reverse matters. In extreme cases, you might want to create a fighter who is
very economical with his punches, avoids clinching at all costs and has a
reputation as a runner. To simulate this, you might reduce his Punches
Missed to 54, leaving 24 numbers, set his Clinching to 59 and leave the
remaining 18 numbers (60 to 78) for Movement. If you aren’t certain about
how to divide the numbers, the safest and best procedure is simply to split
them between the two categories. In very rare cases, too much movement or
too much clinching over the course of a bout can result in a slight points
penalty for a round or rounds, deducted before the judges score the given
round.
Category Definition and Examples
Fighting Inside Fighting Inside is a strategy used to attempt to wear down an opponent and
sap his endurance. While the points scored are computed at face value for
the purpose of scoring the fight, they take away 50% more endurance points
than normal. For example, if your fighter scores 10 points, 15 points will be
deducted from the opponent’s endurance, provided that the fighter followed
the Fighting Inside strategy. The downside of Fighting Inside is that the
fighter employing this strategy is more likely to be hit as he works his way
inside and may even be outworked once he’s there, if his opponent is better
then he is on the inside. Assuming that your fighter, is adept at fighting on
the inside, it can be a good strategy to use early and often, especially if you
wish to sap an opponent’s accuracy and power. Make sure your fighter has
the chin and or defense to make it work, however.
Fighting Outside
Offensively
This strategy maintains a bit of a defensive posture without sacrificing a lot of
offense. It increases the fighter’s ability to control the action during the round
and make use of punching accuracy but sacrifices some power in return.
The fighter who fights outside offensively may be attempting to minimize his
opponent’s offensive firepower. It’s also a sound strategy to use if one know
that he probably has a fight won on points and wants to reduce the chances
of his opponent getting back into the fight via a knockdown or stealing the
fight with a desperation knockout. Fighting outside offensively still provides a
decent chance of winning a round.
Fighting Outside
Defensively
This strategy sacrifices almost any chance of scoring a damaging blow but
greatly decreases the chance of being hit with a knockdown or knockout
shot. Using this strategy, there is only a minimal chance of winning the
round but it is a good choice if the fight is clearly won. This is also a strategy
that can be used in place of an all-out Cover Up. If there appears to be a
good chance, for example, that there will be a knockdown effect carry-over,
Fighting Outside Defensively will help reduce the chances of getting hurt
again before you are fully recovered.
Cover Up This is the only strategy that will automatically go into effect if possible. If a
fighter has been knocked down, there is a chance based upon his Cover Up
rating that he will go into a complete defensive shell to weather his
opponent’s Killer Instinct phase. The strategy can also be selected prior to
any round. However, it negates almost any semblance of offense while
increasing defense greatly.
Going for a
Controlled
Knockout
By attempting to score a knockout while still maintaining some control, a
fighter basically loads up on every punch but is still aware that he can be hit
and hurt. It’s a strong strategy if an opponent has a weak or weakened chin
and not much of a punch to begin with and can produce early knockouts or
add the finishing touch when an opponent is still hurting from a pounding
taken in the previous round. Some defense is ignored in favor of
emphasizing the offense, which needs to be considered when selecting this
strategy.
Going All-Out
for a Knockout
The “throw caution to the wind” all-out attempt to score a knockout is feasible
in two diametrically opposite situations. It’s the strategy of choice when the
only way to win is by a knockout. However, it can also be a great choice in
the early rounds if your opponent is a “tune up” or a sacrificial lamb. When
you are going against an opponent with a bad chin, no defense and no
punch, Going All-Out for a Knockout carries little risk and greatly increases
your chance for a first or second round knockout. No regard is given to
defense when you choose to go all-out for a knockout so it’s often a case
where a fighter is willing to be carried out of the ring on his shield if it means
getting a chance at landing one big shot.
Protect a Cut: The fighter is altering his style in order to avoid having a cut either re-open or
worsen or both. Therefore, he will be less effective offensively but also no
better overall defensively. The latter occurs because his emphasis on
protecting the side where the cut has occurred is off-set by not concentrating
on his “good” side – if you see what I mean.
Take a Round
Off
The fighter is basically attempting to either regain his stamina or preserve his
stamina. However, in exchange, he is basically conceding the round. While
this might sound like “Fighting Outside Defensively”, and they are similar to
some extent, the emphasis here is to do as little as possible in the way of
physical exertion. He should, when in control, either clinch or move,
punching occasionally and missing occasionally. Counter-punching will
remain the same!
OTHER RATINGS
A number of other ratings go into polishing a fighter’s profile. Four new categories were added in
Title Bout Championship Boxing, as a matter of fact, and the others either useful for commentary
purposes or necessary for the functionality of other modules.
Category Definition and Examples
Left Handed If a fighter is a left-handed fighter or a southpaw provides him with an
advantage over an orthodox fighter. A left-handed fighter gains a CF
advantage over a right-handed fighter and punching accuracy is also
affected. A left-hander fighting another left-hander is also a bit unusual and
both fighters receive a minor ratings penalty.
Male/Female In reality this affects only the pronouns displayed in the commentary and
has no affect on the outcome of a bout.
Overall Rating This presents a real dilemma. The Overall Rating is calculated, using a
very complex algorithm that weights each category and produces a single
number that represents the totality of all the categories. That number is
then subjected to yet another formula to produce the final Overall Rating.
Because the actual formulas used in the simulation are proprietary, they
cannot be released. The best way to arrive at this number is to check out
some of the thousands of rated fighters and find those who are similar,
statistically, and assign the fighter that rating.
Draw Power This rating (1 through 10 with 10 the best) indicates what kind of money the
fighter generates at the gate. It doesn’t always correlate to talent. Weight
class has much to do with it and charisma has much to do with it. A
charismatic heavyweight is an incredible draw but even a decent
heavyweight contender would probably have more drawing power than a
champion strawweight. Occasionally, there’s a flamboyant fighter in the
lower weights (i.e. Oscar De la Hoya, Naseem Hamed) who rise above his
weight class and turn into a major money maker. More often there are
excellent fighters who simply don’t capture the public’s attention: Bernard
Hopkins and even Roy Jones come to mind. This rating affects the amount
of the purse in the Fight Card Module (which has no affect on the outcome
of the fight), and can affect the Judges scoring if he is assigned a Popularity
Bias (which can have a major affect on the outcome of a bout).
Intellect A fighter’s intelligence inside the ring does not, in terms of this simulation,
have any correlation to the fighter’s intelligence outside the ring. A fighter’s
Intellect rating (1 through 10 with 10 being the best) indicates how well he
follows his pre-fight plan, follows instructions from his corner, and adapts to
what is taking place in the ring. It only becomes a factor when Strategies
are used.
Proficiency This category indicates whether a fighter is a 4 round, 6 round, 8 round or
10+ round fighter. It is meant to be used as a guideline and does not
directly affect the outcome of a bout unless it is specifically used in
conjunction with the fighter’s assigned Endurance Rating.
Conditioning Previously, Conditioning was a global variable that was extremely simplistic
in its application and generic in its approach. There are 12 possible
conditions that can be assigned to a given fighter. For details, see the
following section dedicated to this category.
CONDITIONING RATINGS
The following table lists the twelve possible conditions that can be assigned to a fighter and
explains their general function within the boxing simulation. While OOTP Developments does not
make public its official algorithms, this table also provides an approximate percentage of the time
when no ratings will be affected to give a better feel for the ramifications of each condition
assigned. Be aware that the attributes affected will differ, depending upon the problem being
experienced by the fighter. For example, a fighter who has weight problems may be penalized in
the area of Endurance, where a fighter who is having managerial problems, might be penalized
via his CF rating because mentally, he simply isn't ready to fight.
Condition # Description % Chance
of Negative
Effects
1 Near Perfect: Mentally and physically, this fighter almost always
comes into the ring at his peak.
10%
2 Well Conditioned: Mentally and physically, this fighter comes into the 20%
Title Bout Championship Boxing 2 - © Copyright 2005 Alpha Omega Games - Page 51 / 54
ring in peak shape the majority of the time.
3 Borderline Condition: Mentally and physically, this fighter comes into
ring in peak shape more often than not.
30%
4 Weight Problems: This fighter often has to battle weight problems,
either because he is trying to fight in a division too low for him or
simply has control problems or issues that affect his weight.
35%
5 Party Animal: This fighter loves the nightlife and all that it implies.
He may have a reputation for breaking training or really letting go
between fights.
30%
6 Aging, Inconsistent Veteran: Self-explanatory for the most part, this
fighter has bouts where he is very close to his peak and other bouts
where he looks like he should seriously consider retirement.
Physically, he usually looks fine but often he discovers that his body
simply can't do what it used to.
35%
7 Inactive Fighter: This is the fighter who fights once a year or three
times in two years. He usually needs three or four rounds to shake
off the ring rust and often performs below expectations and
reputation.
35%
8 Fights Too Frequently: Don't use this rating for a fighter who, early
in his career, is fighting every other month. Usually those fights only
last a few rounds and are against easy opposition. This rating is
best applied to trial horses who take bouts on short notice, often
serve as fill-ins, etc.
35%
9 Head Case: Often this fighter is bothered by real or imaginary
problems that have little to do with his physical state. He may be a
fighter who freezes against a certain type of opponent, or one who
allows minor disruptions to upset him and throw him off his game.
40%
10 Malcontent: This fighter is frequently overly sensitive and his usual
demeanor is one of dissatisfaction. It could be that he is having
managerial problems; it could be that he is unhappy over the size of
his purse or maybe just over the fact that his opponent's name is
bigger than his on the publicity posters. Be aware that some fighters
(like Bernard Hopkins) are motivated be what they consider
disrespect and it improves their performance. Fighter of that ilk
should not be assigned this rating.
30%
11 Physical and Mental Problems: The fighter has a physical problem
that could be anything from weight to minor injuries suffered during
training to wear and tear. However, these problems are
compounded by some form of anxiety as well. The mental problems
could be concern over the physical or something unrelated but
additional
50%
12 Seldom if Ever Trains: Boxing is this guys second -- or third -- job.
He takes fights for the sake of the money only and even if he has (or
had) some innate skills, they are wasted because of attitude and
disinterest.
70%
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