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    • CommentAuthorQ.I
    • CommentTimeApr 18th 2008
     
    Just like Smackdown's UCM however, but on a totally different level. Except that the majority of the game's grapples will be interactive grapples. It's next gen, and it would seem like an interesting concept imo. Not for PWX1 if that ever comes out... but maybe for later down the road.

    Basically any of the grapples that can be interactive in many ways, should be interactive. Moves like a Scoop Slam, Sidewalk Slam, Suplex, Powerbomb, Fireman's Carry, Argentine Rack, Back Suplex Lift, Oklahoma Lift etc.

    And these moves can be branched off to different animations depending on what moves the player chooses from the moveset editor.

    Take for example a Back Suplex Lift:
    - Down=Back Suplex Pin
    - Up=Back Suplex
    - Left/Right=Atomic Drop

    So that way, not only the moveset of the wrestler be expanded, allowing for wrestlers who have a wide moveset to really shine.

    My idea of interactivity also extends to the ring position as an added strategy. Ever hated suplexing your opponent near the ropes only to have your wrestler magically glide away from it?

    Imagine if you suplex him near the ropes, and you end up suplexing his back for a modified back breaker on the ropes. Get too close, and it'll become a neckbreaker. I'm sure this can only be accomplished by using an engine that supports ragdoll physics... but it'd be pretty awesome.
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      CommentAuthorNarc
    • CommentTimeApr 3rd 2009
     
    I think most people " no mercy fans maybe" would agree on the split of "strong/weak" moves. " triggered by the quick or longer pressure of the grapple button " witch leaves the opponent more time to counter it by any chance.
    So the gameplay can get imersive and that you do your moves by knowing them instead of barely looking for them.
    I found it hard enough to animate a few moves so lets not stress out and think right away about additional features. also a wrestler never chooses a pack of moves if he didnt choose or created them, kind of a loss for the gamers that would like to customise. but thats just me. I dont know what would be perfect yet :)
    ps if there is stuff you dont agree with or my english is bad say so. we need the right fn ideas put to work ^^
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      CommentAuthorZin5ki
    • CommentTimeApr 4th 2009
     
    What you seem to mention is essentially a form of chain wrestling. In the context of rest holds, submissions and takedowns I've always been hopeful for these.

    Personally, I find UCM to put too much emphasis on power moves, taking the focus away from the technical mat wrestling. I don't really mind whether or not we can do several moves from a powerbomb position, so long as the grappling is realistic and sensibly balanced with more scientific elements.
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      CommentAuthorPWX_Dave
    • CommentTimeApr 6th 2009
     
    Right, I agree completely.
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      CommentAuthorNarc
    • CommentTimeApr 7th 2009 edited
     
    So do I, forgetting about the technical side and having well though chain wrestling moves f's up the "wrestling" quality of a match, so same goes for a game I'm sure.
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      CommentAuthorPWX_Dave
    • CommentTimeApr 7th 2009
     
    Well I think chaining animations together at certain points can offer some fun gameplay. I just would like to see it go beyond the power moves and such.

    FYI Narc: Post edited for language ;)
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      CommentAuthorZin5ki
    • CommentTimeApr 7th 2009
     
    [quote][cite] PWX_Dave:[/cite]Well I think chaining animations together at certain points can offer some fun gameplay. I just would like to see it go beyond the power moves and such.[/quote]
    I'd like to take this opportunity to draw people's attention to Legends of Wrestlemania. Yuke's clearly wished to introduce chain wrestling to their fanbase, and it occasionally looks a joy to behold. (Flair reverses a headlock with a headscissors! Bret turns a facelock into a toehold!) I've noticed certain holds can be chained into different moves depending on the wrestler applying them. What the LoW system suffers from is a lack of being able to make such a choice during the chain itself, along with the buttons appearing in the middle of the screen.
    Fire Pro and KOC both have more dynamic chain systems, but Spike have in these games limited such mechanics to MMA positions and moves, such that only shootfighters can realistically implement them.

    Some sort of middle ground between these, allowing players to manipulate their opponents as they choose whilst adhering to the science of worked wrestling, would be the sort of thing wrestling games have needed for some time.
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      CommentAuthorPWX_Dave
    • CommentTimeApr 8th 2009
     
    The MMA chains in KoC and even Fire Pro is a great point, Zin5ki. Hell even Virtual Pro Wrestling 2 is a nice example of the system's potential.
    • CommentAuthorantrock101
    • CommentTimeMay 20th 2009
     
    a control system like the new ufc game simply destroys all wrestling games of the past 5 years imo. legends press button here style action is not very good to me
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      CommentAuthorPWX_Dave
    • CommentTimeMay 26th 2009
     
    The new UFC game has a lot going for it, that's for sure.