I'm not sure how weight classes would work, but why does who you can lift have to do with your weight class? Couldnt your strength only be semi related to your weight? Here, let me flesh this out...
Weight classes cruiserweight(up to 175) junior heavyweight(176-200) middleweight(200-235) heavyweight(236-275) super heavyweight(276-350) Ultra Heavyweight(350 and up)
Then have point values for when you can lift up to, assuming you use a skill system like firepro(which I favor personally).
I'd love to here what the actual system will be in the game(at this point). Also wouldl ove everyone elses ideas... and... Those nubers aren't exact... I wouldj ust like to see variety...
The programmers are still working on the whole "strength stat-weight number" relationship, trying to get the numbers right so people can realistically have a match where Rey Mysterio couldn't POSSIBLY lift Big Show or Khali no matter HOW much special or pumped they are.
Well no, I mean you get to choose the relationship your self. So its not an exact weight system, its like, you choose as weight, you choose a strength, and you choose a damage stat separate. I hate how weight class defines everything in a wrestling game. Its very shortsighted.
I don't really see much of a difference in pro wrestling the way lighter individuals are treated.
Below 220 wrestlers are, for the most part, treated one way, 220-300 are treated another, about 300 you get into the monster types, and around 350-375 you start getting into super heavyweight territory.
Agreed. Below 175lbs can only be your flippiest of spot monkeys, which your 200lber can do just as well. Up to 230, 230-275 (generally your technicians and slightly smaller heavyweights, Angle, HBK, Jericho, Hart), 275-350 (Batistas) and 350+. Thats if you're working like that rather than actual quantitative differences in weight.
What I didn't like about SvR 07, Gregory Helms may be a cruiserweight, but he can lift a damn heavyweight and do a suplex to them. I was trying to recreate that great feud between him and Matt Hardy, but everytime I went for a suplex, Greg couldn't do it.
See? There are smaller guys that can lift a lot... The moves themselves should be assigned like, a strain to it. Like you need to be a certain strength to do it to a certain weight. For example... Finlay could probably perform a firemans carry to the great khali, but he cant tombstone piledrive him...(finlays finisher before he was in the wwe...) Gregory helms could chokeslam kurt angle(because a chokeslam is such a performance move), but never gorilla press him. Psychosis can suplex lance cade, but he could never powerbomb him. Things should have their own strain, which should have a matchign number to strength, which should relate to weight. Thats why I suggest many weight catagories... Maybe throw out catagories and go deeper, into just numbers.
Me myself. With someone around my weight, I could gorrilla press. Someone maybe 50-100 pounds more, I'd never be able to. Could I also suggest a solution for lifting problems. Perhaps if you couldnt do a move to someone... the game doesnt let you do it? Like it would just keep you in the grapple and act like you didnt press anything? And you need to press something else. Example.
You lock up with your opponent, who is heavier than you. You can lift your own weight easy. Since you are essentially thinking what move to do in the grapple, make it harder to do a move. soooo... Press the grapple button, then you press up and grapple to initiate a gorilla press. You cant do it, the game has determined that. Instead of a dumb cant lift that animation, how about it doesnt react? How about you press another combo in. You press down and grapple, and pull off a piledriver fine.
Now, obviously people do attempt moves they cant do sometimes... sooooo, how about you can press the same combo in again, instead of trying something else, with a small chance you will do it anyway? Maybe have variations of every move that look like you are really selling it. I think its very possible to do.
You don't need to actually annimate a new version of every move that really looks to be selling it. You could just animate a move thats really selling it for every group of moves. Maybe animate a real dramatic looking straining version of a powerbomb, a scoop slam(needed, wrestlemania 3 lol), suplex, firemans carry(samoan drops included, and the f-u), tombstone piledriver, chokeslam(goes agaisnt what I said earlier), german suplex... Things can be grouped into a surprisingly few base moves.
Classifying moves can have a lot of good gameplay details too. Lets say your special cant be doen in a certain area for a certain reason(no pins, maybe itll look glitchy) it would revert to a more common variation. Also the heavy straining sell I mentioned earlier. Maybe for reversals too. Classify the moves into catagories, and have a bunch of different reversals for each catagory, so you see different reversals for your finisher. Just thoughts...
I was just talking with my friend about this last night. What I think would be ideal is to use a system similar to the Roleplaying game's THAC0 number. In other words, you've got a number that's a calculation of your strength, and may take other things into consideration (if you're a power based wrestler for example). Let's call this numer TL200Lb (To Lift 200 pounds). Then during the game when you try to lift a 200 pounder, that number would be the target the system rolls against.
Sounds simple enough, then you take it a step further and add modifiers to that number. So for instance, if your arms are really hurt, that modifies it X ammount. Then if you're bleeding, perhaps that modifies it as well. Being low on stamina could affect it, etc. Then the number could be further modified depending on the actual weight of the other wrestler (since 200lbs is used as the 'base' amount).
The end result is that smaller guys lifting bigger guys wouldn't be impossible, but depending on how vast their size difference is, and how strong the attacker is, it could be very unlikely. This would create moments similar to Hogan vs Andre circa WM3
That's exactly how we plan to approach it. A percentage based on applicable variables like weight difference, injury status, etc. That being said, we're still working on game mechanics (damn you, reversals!) and it will be a while before we get to work with Spot Monkey vs. Giant.
If I ever meet you I am buying you a drink or 10. It's as if you're manifesting exactly what my friend and I have been hoping for years that THQ would implement in the Smackdown series ;)
Spot monkey gorw up in the indies Giant make debut on PPV Giant always win Royal Rumble Through the ropes the monkies tumble SPOT MONKEY VERSUS GIANT! SPOT MONKEY VERSUS GIANT!
Spot monkey hate psychology Giant hate the monkey They wiull fight eternally SPOT MONKEY VERSUS GIANT! SPOT MONKEY VERSUS GIANT!
Spot monkey never get out of OVW Giant overpushed on TV Only one Vince like to see SPOT MONKEY VERSUS GIANT! SPOT MONKEY VERSUS GIANT!
Spot monkey has no idea psychology, Spot monkey glorified backyarder, Giant is a description of size as opposed to a derogatory word used to criticise someone's wrestling ability, so it is possible to be a good wrestler and a giant whereas there is a difference between a Spot Monkey and a Cruiserweight , SPOT MONKEY VERSUS GIANT SPOT MONKEY VERSUS GIANT
Spot monkey gets the loosest chicks Giant always get the titles Spot Monkey's enhancement fodder for the lumbering "bo-hemoth" SPOT MONKEY VERSUS GIANT SPOT MONKEY VERSUS GIANT