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Lets make a You're Winner ! Boxing League game.
 
#1 13-12-2010, 03:59:49 AM
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It'll be fun. We can bet COOL POINTS or something.


aisim
#2 13-12-2010, 04:00:19 AM
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For the first CF tournament I'll allow only six boxers to sign-up. If this gets more popular I'll start to let more in. If you wish, even after the six spots are filled, you can still make a boxer and post them here, they just wont be used until the next tournament.

So this is how it goes, you have 70 points to build your boxer with. Below gives you a description of what each stat does.

Code: [Select]
Name:
Strength:
(Min 1)
KO Punch Bonus:
(Min 0, Max 1/3 of Strength)
Speed:
(Min 1)
Agility:
(Min 1)
Chin:
(Min 1)
Conditioning:
(Min 1)
Cut Resistance:
(Min 1, Max 3)
Height:
(Min -2, Max 25)
-2 = 4'10"
-1 = 4'11"
0 = 5'0"
1 = 5'1"
2 = 5'2"
3 = 5'3"
4 = 5'4"
...
25 = 7'1"
Total Used Points:
---

Strength - The fighter's ability to inflict damage on his opponent. A fighter with the twice the strength inflicts twice the damage.
Average 10-11.

KO Punch - The fighter's ability to land a knockout blow. Every point of KO Punch is treated like 3 points of Strength when the simulator determines if a fighter has been stunned, knocked down, or knocked out. Also, KO Punch is not subject to a fatigue, so a fighter with a high KO Punch is still "dangerous" when he's tired. However, KO Punch does not help a fighter tire his opponent in any way.
Average is 0-2.

Speed - The ability to land punches. This is the most important ability for scoring points and winning a round. It also helps inflict damage -- a fighter with twice the speed inflicts about 40% more damage.
Average 10-11.

Agility - The ability to avoid punches. This is the most important ability in avoiding damage -- a fighter with twice the agility will incur half the damage. Agility also helps win rounds, but not as much as speed.
Average 10-11.

Chin - Controls how much stun damage a fighter can take in a round before being stunned, knocked down, or knocked out. Also determines how much endurance damage a fighter can take in a single bout before accumulating injury points.
Average 9-10.

Conditioning - Determines the number of endurance points a fighter has. A fighter with conditioning = 9 has 90 endurance points, conditioning = 10 has 100 endurance points, etc. Conditioning also affects how aggressive a fighter can be before suffering fatigue, and has some effect on making weight.
Average 10-11.

Cut Resistance - May be high, low, or normal. A fighter with high cut resistance gets half as many cuts and swelling as a fighter with normal resistance. A fighter with low cut resistance is 50% more susceptible.

Height - The fighter's height in inches. This affects his reach. In each fight, the taller fighter has half his height advantage (in inches) added to speed and half to agility.

---

This is an example of what a boxer could look like.
Code: [Select]
Name: Wiggles
Strength: 9
KO Punch Bonus: 3
Speed: 13
Agility: 13
Chin: 11
Conditioning: 13
Cut Resistance: 3
Height: 5 (5'5")
Total Used Points: 70


aisim
#3 13-12-2010, 04:01:40 AM
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A standard fight plan will go by this form.

Code: [Select]
Aggression/Power/Defense
Aggression is how many punches you'll throw in a round
Power is how hard you'll hit
Defense is just that

You mark those three settings with a number ranging from 1 to 18. All three of those settings must add up to 20. No more, no less. For example:
Code: [Select]
6/6/8That's 6 in Aggression, 6 in Power and 8 in Defense
6+6+8=20

You could have 1/1/18 for insane Defense or 12/4/4 to be very aggressive. Whatever you pick it has to add up to 20. That's the basics. You don't need to learn any more if you don't want to.

Now it starts to get a bit more complex but I'll try to keep it dulled down.
The fight plan 6/6/8 means that from round 1 to round 12 the boxer will always use 6/6/8.

If you want your boxer to change from 6/6/8 at, say, round 5 your fight plan would look like this.
Code: [Select]
1) 6/6/8
5) 12/4/4
From round 5 onwards your boxer would be using 12/4/4. Simple, right?

Lets start talking about different ways of controlling your boxer, like telling him where to hit and his fighting style.

First, telling your boxer where to hit. There are three letters and one symbol to know.

Code: [Select]
[B]"B"

"H"

"C"

"!"[/B]

B stands for Body
H stands for Head
C stands for Cut
! stands for Fighting Dirty

If you want your boxer to go for the body, use 6B/6/8. For the head 6H/6/8. And for cutting around the eye, 6C/6/8. You can use your numbers, 6/6/8 is just the preset. 9B/9/2 would work just as fine. If you want to fight dirty, use 6/6!/8. You can use 6B/6!/8 or C or H with !. It's very flexible. Just remember that the ! is attached to the Power stat while B,H and C is attached to Aggression.

The fighting style is very important.

Inside Fighting - The fighter moves in close to use his strength.
Clinching - The fighter holds his opponent to avoid being hit.
Feinting - The fighter tries to fake out his opponent to land more blows.
Counter-Punching - A fast/tall fighter uses his speed for defense, as well as offense.
Using the Ring - The fighter defends himself using movement and footwork.
Trapping Against the Ropes - The fighter tries to trap his opponent in a corner or against the ropes.
Fighting Outside - The fighter stays away from his opponent and tries to tie up his opponent whenever he attacks at close range.
All Out Punching - The fighter ignores his opponent's counter-attacks and just hits.

This is how you use those styles (in order).
6/6/8 (inside)
6/6/8 (clinch)
6/6/8 (feint)
6/6/8 (counter)
6/6/8 (ring)
6/6/8 (ropes)
6/6/8 (outside)
6/6/8 (allout)

And of course you can use 4H/6!/10 if you wish to make something like, 4H/6!/10 (ring). What ever numbers you picked will do.

You don't have to use the letters or fighting style in a fighting plan. You could simply just send me a 6/6/8 and it would work just fine.

Each bout will be 12 rounds.
To send me your boxer's fight plan PM me.

I'm sure you all will have some questions, please ask!


aisim
Dissident
#4 13-12-2010, 18:31:39 PM
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sooooo this is roleplay then?




Dissident International Anti-Furry Organization
#5 13-12-2010, 19:21:15 PM
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You create a boxer. I fight then in a tournament and post the bout.
It would look like this
Code: [Select]
ROUND 1

Fighter #1 has 110.0 endurance points remaining.
Your tactics: aggressiveness = 6.0, power = 6.0, defense = 8.0, resting 0.0



Fighter #2 has 110.0 endurance points remaining.
Your tactics: aggressiveness = 11.0, power = 6.0, defense = 3.0, resting 0.0
You are aiming at his injuries.


Fighter #1 comes out fighting.
Fighter #2 is using his jab and jabs for the cut.

Fighter #1 attacks with a sharp uppercut to the chest.
Fighter #2 throws a hook to the nose, but Fighter #1 blocks it .
Fighter #1 scores with a jab to the nose.
Fighter #1 lands a quick uppercut to the stomach.
Fighter #2 reaches with a left to the eye, but Fighter #1 covers up .
Fighter #1 tags Fighter #2 with a hook to the solar plexus.
Fighter #2 tries a jab to the face, but Fighter #1 covers up .
Fighter #2 throws a jab to the face, but it's short .
Fighter #2 annoys Fighter #1 with a jab to the nose. Fighter #1 sneers!
Fighter #1 throws a sweeping right to the face, but doesn't land it very well .
Fighter #1 tags Fighter #2 with a right to the stomach.
Fighter #1 lands a quick right to the solar plexus.
...
Fighter #2 catches Fighter #1 with an uppercut to the eye. Fighter #1 hangs on until the referee breaks them up.
Fighter #2 annoys Fighter #1 with a jab to the eye.
Fighter #1 throws a right hand to the mouth.
Fighter #2 probes with a jab to the eye, but Fighter #1 ducks .
Fighter #2 throws a jab to the face. Fighter #1 sneers!
Fighter #2 annoys Fighter #1 with a left to the mouth.
Fighter #2 launches a jab to the nose, but falls short .
Fighter #1 pops Fighter #2 with a solid jab to the mouth.
Fighter #1 annoys Fighter #2 with a quick uppercut to the stomach. Fighter #2 covers up. Oh, he's hurt! That really hurt him!
...
...
...
...
Fighter #2 annoys Fighter #1 with a jab to the stomach.
Fighter #1 lunges with a jab to the stomach, but Fighter #2 ducks .
Fighter #2 launches a jab to the eye, but doesn't really connect .
Fighter #2 probes with a straight right to the eye, but only touches with it .
...
...

Fighter #1 lands a telling right blow to the head and Fighter #2's knees buckle --- he topples to the canvass!!

ONE!

TWO!

THREE!

FOUR!

FIVE!

SIX!

SEVEN!

EIGHT!

NINE!

Fighter #2 staggers to his feet and the fight goes on!

...
Fighter #2 annoys Fighter #1 with a jab to the stomach. Fighter #1 ignores it.
...

Fighter #1 lands a big haymaker and Fighter #2 is knocked off his feet!!

ONE!

TWO!

THREE!

FOUR!

FIVE!

SIX!

SEVEN!

EIGHT!

NINE!

Fighter #2 doesn't look like he'll beat the count -- but he does! and the fight goes on!

...
Fighter #1 tries an uppercut to the stomach, but Fighter #2 ducks .

Fighter #1 backs up Fighter #2 with a head butt! Fighter #2 seems unable to continue! The referee disqualifies Fighter #1!
Fighter #2 wins by DQ!!
Time: 2:24


Fighter #1 doesn't need to rest.

Fighter #2 remains standing while the trainer wipes him down. He has swelling around his right eye.

Fighter #1:

Your fighter lost 5.4 points of endurance this round due to damage, and 3.5 points due to fatigue. He took 7.7 points of stun damage this round. He has accumulated 6 points of damage in the fight.

Fighter #2:

Your fighter lost 19.1 points of endurance this round due to damage, and 8.5 points due to fatigue. He took 27.0 points of stun damage this round. He has accumulated 19 points of damage in the fight.


aisim
bjorno the hedgehog
#6 13-12-2010, 19:28:04 PM
min/max for ultimate strength



 cheers m8
bjorno780 http://img444.imageshack.us/img444/2969/freesorfzl1.gif
Dissident
#7 13-12-2010, 19:50:15 PM
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do you run this through a code or something




Dissident International Anti-Furry Organization
ywoc
#8 13-12-2010, 19:58:32 PM
Code: [Select]
Name: YWOC
Strength: 70
Total Used Points: 70


#9 13-12-2010, 20:17:47 PM
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do you run this through a code or something
Yuppers
Code: [Select]
Name: YWOC
Strength: 70
Total Used Points: 70
Wont work. You need to have at least one point in some of the stats. You could have 67 at most right now in Strength.


aisim
ywoc
#10 13-12-2010, 20:21:02 PM
Just put one point into whatever category needs a point then


Cirus
#11 13-12-2010, 20:32:07 PM
If other people are doing it then I will have to make one at some point (Y)


cirus_
#12 13-12-2010, 20:59:36 PM
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Three slots left. If you make one Cirus there will only be two left.


aisim
Dissident
#13 13-12-2010, 21:26:22 PM
- Last Edit: 19-12-2010, 19:20:23 PM
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Name: Har Meggido
Strength: 15
KO Punch Bonus: 5
Speed: 2
Agility: 2
Chin: 8
Conditioning: 10
Cut Resistance: 3
Height: 25 (7'1")
Total Used Points: 70




Dissident International Anti-Furry Organization
#14 13-12-2010, 21:36:58 PM
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You're three over the Max on Height.


aisim
Dissident
#15 13-12-2010, 21:38:06 PM
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aww man

fixed




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