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Author Topic: An old league from .ca days  (Read 507 times)
Ace Rimmer


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« on: April 12, 2010, 03:23:17 AM »

There was a League that had its rules on the old TCO site that i was wanting to do again. It was the Nobody League. For those whom dont know, its where you had a Superstar that had 0hand and 0value, which represented You. And you could only pack 0F Commons and no backlash deck. As you won matches vs the others in the league you would gain points to pick up bigger and badder cards. I am wanting to try and find the rules set for this again, but cant seem to find it. Does anyone on here still have those old rules?
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kbjone


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« Reply #1 on: April 12, 2010, 08:28:19 AM »

I second this idea... would love to try one of these leagues from a Premiere-only start.
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Doctor Barone
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« Reply #2 on: April 12, 2010, 09:20:19 AM »

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Joe Barone
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kbjone


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« Reply #3 on: April 19, 2010, 09:38:57 PM »

... Guess the Nobody League vanished off the face of the earth. Darn.

(Although I bet it would need a LOT of editing for even Classic Raw Deal.)
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kbjone


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« Reply #4 on: February 07, 2012, 03:01:23 PM »

I've actually decided to try and create my own version of this league, also make it a nice training/starter version of the game.


"Starter" superstar: 30 card deck, 3 each of the following: Chop, Punch, Headbutt, Arm Drag Takedown, Hip Toss, Arm Drag, Collar and Elbow, Wrist Lock, Step Aside, and Escape Move. Hand Size 5, SSV 0, No Ability.


Each match, you gain (EXP/"Money"/whatever) equal to the Fortitude you amass. Match winner has his "winnings" doubled. (There are other boosts based on deck size/superstar level etc... but that's currently in development.)


Two matches per "week", with deck modification only allowed between weeks.


To "improve" your superstar:

Higher SSV: Based on wins/losses... can be dynamic, no lower than -1 (for the true jobber... the one who couldn't even beat the Mulkeys/Barry Horowitzes of the world.), no higher than 7

Higher Hand Size: Still working on this one at the moment. Will be improved either by W-L or EXP, but obviously will be limited. Also may be traded off for SS Ability.

SS Ability: Work in Progress, not sure whether to use a template (like the original did, IIRC), or allow the use of actual SS abilities. I do want to put a twist in it though... you can buy up to three, "pack" one or two, and swap abilities mid match with a cost (discard 1 or 2, remove 1 or 2 from game, something like that).

Adding to deck: You can "buy" cards to add to the deck, at the following prices:

Common: 1 pt + F cost of card (Big Boot = 1+6 = 7 pts per copy)
Uncommon: 5 pt + F cost of card (Recover = 4+5 = 9 pts per copy)
Rare: 10 pt + F cost of card (Manager = 10+10 = 20 pts per copy)

Also considering limiting decks to two of each uncommon and one of each rare.

URs: Not sure whether to allow them or not.

Considering allowing each player to make one maneuver in his deck a TMF with multiplied damage and fortitude (limit D to 30). The card (no matter what rarity) becomes unique for that deck. Cost of the card would be 25 + new F value. Obviously, some cards would not be TMFed under this format (0/30 Punch/Hip Toss/etc... REALLY?)

This league was created in Premiere-era format. Obviously, some concepts will have to be added in/modified/etc. as I move on. (considering 12-24 "weeks" per "era")
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BigPimpin


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« Reply #5 on: February 07, 2012, 03:46:40 PM »

A noble idea, methinks.  My comments below:

I've actually decided to try and create my own version of this league, also make it a nice training/starter version of the game.

"Starter" superstar: 30 card deck, 3 each of the following: Chop, Punch, Headbutt, Arm Drag Takedown, Hip Toss, Arm Drag, Collar and Elbow, Wrist Lock, Step Aside, and Escape Move. Hand Size 5, SSV 0, No Ability.

Seems dirty to give people submissions and no submission reversals...with Arsenals so small, even the 9 damage is lethal.

Each match, you gain (EXP/"Money"/whatever) equal to the Fortitude you amass. Match winner has his "winnings" doubled. (There are other boosts based on deck size/superstar level etc... but that's currently in development.)

Two matches per "week", with deck modification only allowed between weeks.

Doubling seems high initially, but let's see what the costs are.

To "improve" your superstar: <words>

I'm a fan of Hand and SSA being factors of W-L as much as EXP.  One point of SSA is huge in this format with no BL deck.  And capping handsize is good too.

SS Ability: Work in Progress, not sure whether to use a template (like the original did, IIRC), or allow the use of actual SS abilities. I do want to put a twist in it though... you can buy up to three, "pack" one or two, and swap abilities mid match with a cost (discard 1 or 2, remove 1 or 2 from game, something like that).

My recommendation would be, if you have time, to make trees.  Like, for example, you start with a simple one...for arguments sake, Stone Cold's printed SSA.  For level 2, you could then graduate to Mankind/Cactus Jack, The Game, or Rev Cena.  From Mankind, you could graduate X-Pac, then to Spike, and from Spike you could graduate to Carlito or 4H.  Not the actual superstars, just what they do: go from "Draw 2 put one on bottom" to "Draw 2" to "Draw 3 discard 1" to "Draw 4 extra and put 4 at the bottom" to "Draw 4".  Each one having a level cost (say, 10 per level) plus a SSA cost (even number example of 100).  So if you were at Mankind/Cactus Jack (draw 2), you could pay 130 units to go to "draw 3 discard 1", then 140 to go to "Draw 4 extra and put 4 on the bottom", and 150 to "Draw 4".

Adding to deck: You can "buy" cards to add to the deck, at the following prices:

Common: 1 pt + F cost of card (Big Boot = 1+6 = 7 pts per copy)
Uncommon: 5 pt + F cost of card (Recover = 4+5 = 9 pts per copy)
Rare: 10 pt + F cost of card (Manager = 10+10 = 20 pts per copy)

Also considering limiting decks to two of each uncommon and one of each rare.

Love this.

URs: Not sure whether to allow them or not.

Maybe maneuvers?  And def max 1 per "month".  Solves the next point.

Considering allowing each player to make one maneuver in his deck a TMF with multiplied damage and fortitude (limit D to 30). The card (no matter what rarity) becomes unique for that deck. Cost of the card would be 25 + new F value. Obviously, some cards would not be TMFed under this format (0/30 Punch/Hip Toss/etc... REALLY?)

If you allow UR's, you have to buy your Trademark.  So if you're paying 20 for a Manager Interferes, then you'd be paying, say, 80-100 for a Stone Cold Stunner.  If no UR's, and we're going to the simple move thing, I guess it depends on the factor used in multiplication, but I'm not a huge fan.  After all, a German Suplex TB as a Trademark with a x3 multiplier: you're spending at least 40 to get one, then 25 + 12 = 37 to make it a TMF.  So you've paid 77 pts to get a 12f 24d TMF that can only be reversed from BL and Arsenal.  That is a low-end TMF that will cut through most people's decks.
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« Reply #6 on: February 07, 2012, 04:35:36 PM »

Okay, I'll break down my reasoning:

1: That Submission/Reversal setup is semi-intentional, to give all the "new" superstars chances to hit moves and gain F/exp. Also, the 30 card limit did hurt my options. (unless I removed another move/danced with reversal amounts)
I would expect Break The Hold to be an early buy.

2: The "doubling for a win" will be heavily curbed once you reach certain levels. Those will be explained as I lay them into place.

3: Caps will likely be:
-1 to 7 SSV, 3-10 HS (if I do Ability/HS swapping... for example Rock's "Heal One" ability could cost 2 HS).

4: The "Levels of SSA" was part of the old league, again IIRC. Obviously it didn't have a LOT of the current game mechanics to deal with, but they can be brought in as needed.

5: The "Modified TMF's" would be subject to approval. Anything worse than a 1F/1.5D ratio would probably be summarily rejected. So no Sit Out Powerbombs for 15/30 (at 5X), but a German doing 21/27 (3X) could pass.

Thinking that point over more... start by buying the maneuver (say German, at 7+5 = 12). Then "convert" it to a 3X TMF for (12X3 + 21 = 57) more. 69 for a 21/27 TMF doesn't sound too bad.

Also, TMFs would not be allowed until your deck reached a certain level... say 50 cards or so. Who ever heard of a jobber having a finisher? Wink
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kbjone


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« Reply #7 on: February 07, 2012, 04:41:02 PM »

And I fully support constructive suggestions/criticism/etc... it can only improve from my bare-bones beginning.

I've made 16 of the "starter" decks... through a "week" (2 matches), no one's ended up under 15F, and the highest was 25. The decks will start seperating out once I spend their "earnings", but even then there can be differences. Go for the full deck early with low-cost commons... or aim for a harder hitting deck even with fewer cards.

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dilbert505


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« Reply #8 on: February 07, 2012, 05:12:14 PM »

Okay, I'll break down my reasoning:

1: That Submission/Reversal setup is semi-intentional, to give all the "new" superstars chances to hit moves and gain F/exp. Also, the 30 card limit did hurt my options. (unless I removed another move/danced with reversal amounts)
I would expect Break The Hold to be an early buy.

This could be addressed, though, by replacing one Step Aside and one Escape Move with 2 Break the Hold. That way, it's not a matter of "if I draw a Submission, it goes through, if I draw something else, it might not." Same number of reversals, it just makes the player think a bit more about what he might want to throw.

And either way, more reversals would be the earliest buys, IMO.
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kbjone


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« Reply #9 on: February 07, 2012, 05:59:50 PM »

Another part of my Reversal decision is the move breakdown: 9 Strike (3 Reversal), 9 Grapple (3 Reversal), and 6 Submission. So 6 of each are "guaranteed" success... but the reality is often well short of that.

I am thinking of going -1 Head Butt, -1 Arm Drag, +2 Break The Hold (8/8/6 and 3/3/2)... will slow down the game a little, but not too much.

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