Thursday, June 18, 2009

XFWC Handbook

>XFWC handbook

How Are Matches Decided?

When you create an XFWC wrestler, you choose 12 different wrestling maneuvers for him to use plus a unique finishing move. These maneuvers are known as your Maneuver Set & decide how well he will do during that wrestling season (a season is generally 3-4 weeks long). If you wish, you can change his Maneuver Set (his 13 maneuvers) every season, but each wrestler can only have one Maneuver Set at a time.

There are 72 maneuvers for you to pick from, and each one has a Point Value (PV) from 1 to 12 (there are three maneuvers with a point value of 1, three maneuvers with a point value of 2, etc). These values determine the effectiveness of each maneuver. The values of the maneuvers change every season, so keep an eye out for that and adjust accordingly.

When you enter a match, the value of your first maneuver is compared to the value of your opponent's first maneuver. If your maneuver is valued higher, your wrestler is awarded the difference in points plus any bonuses he gets from his race and attribute modifiers. If your opponent's maneuver is valued higher, his wrestler is awarded the difference in points plus any bonuses he gets from his race and attribute modifiers. Then the second maneuvers are compared in the same way, etc., until a winner is determined. Some special traits affect maneuver point values either raising them to break ties or awarding more points for “winning” the round.

If a wrestler has four maneuvers in a row that are valued higher than his opponent's, he wins the match at that maneuver. If a wrestler's points fall behind his opponent's points by exactly the disqualification value at any time, that wrestler is disqualified; and if he falls behind by exactly the count out value, he is considered to be counted out.

A match can go through all 13 maneuvers. In that case, we add your wrestler’s Durability modifier and any special miscellaneous bonuses to the match total and the winner is the wrestler with the most points. If, for instance, after all 13 maneuvers are compared, your wrestler has 23 points and your opponent has 18 points, your wrestler would win by a 5-point margin. This margin of victory is posted online with the match summaries.

If both wrestlers end up equal after all 13 maneuvers, the match will be declared a draw. A wrestler can win by a zero-point margin if he wins four straight maneuvers over his opponent and they both end up with the same number of points at that maneuver. This is not a draw.

The winner(s) of tag-team, six-man, and handicap matches are determined in much the same way as singles matches, except we use a "team strategy" for both sides: For the first team, we check the value of each wrestler's first maneuver. It chooses the maneuver with the highest value to use as the first maneuver of that team's strategy. Then it continues with the second through the thirteenth maneuver. This process is repeated for the other team, and the match is then played using the team strategies.

Each wrestler may have only one maneuver set per season. For this reason, you may not challenge the same opponent more than once in a season since the outcome of both matches would be identical. Also, you may not challenge wrestlers you own since you know both maneuver sets.

attributes

When you create your wrestler you decide how strong, fast and tough he is and define his wrestling style. You do this by adding Attribute Points (AP) to your attributes. There are 8 different attribute categories (stats) and each one gives your wrestler a unique bonus. The bonus is based on your wrestlers Attribute Modifier. To find an attributes modifier add the total number of AP’s of the stat you are viewing and divided it by 1.5. The result is your Attribute Modifier.

You should choose your abilities on the type of wrestler you are creating. Making a quick wrestler that likes to soar through the air on their way to victory? Add more AP to his Agility and High Flying stats. Building more of a bruising powerhouse? Add more AP to his Strength and Brawling Stats. Below is a table that details your wrestler’s attributes.

Strength (Str):

Determines how physically strong your wrestler is.

Add Str. modifier to all Brawling point value wins.

Agility (Agi):

Determines how quick and dexterous your wrestler is.

Add Agi. modifier to all High Flying point value wins.

Intelligence (Int):

Determines how smart and ring savvy your wrestler is.

Add Int. modifier to all Technical point value wins.

Durability (Dura):

Determines how physically tough and resilient your wrestler is.

Add Dura. modifier to your wrestlers match total at the end of the match.*

Energy Projection (Enpro):

Determines how powerful your ability to discharge energy is.

Add Enpro. modifier to all PV wins.

Brawling:

Determines how proficient your wrestler is at cheating and brawling.

Add Brawling modifier to finishing move PV and in PV ties between Brawling maneuvers.

High Flying:

Determines how skilled your wrestler is at performing devastating aerial maneuvers.

Add High Flying modifier to finishing move PV and in PV ties between High Flying maneuvers.

Technical

Determines how skilled your wrestler is at submissions and technical maneuvers.

Add Technical modifier to finishing move PV and in PV ties between Technical maneuvers.


imaginary money (credit)

In singles matches, every victory is worth $1,000 Galaxy Credits (GC) in imaginary money to a wrestler. If your wrestler loses a match, he receives a "loser's purse" for making an attempt. The amount of this purse varies, depending on the margin of victory.

In tag-team, six-man, or handicap matches, each member of the winning team receives $1,000 GC and each member of the losing team wins the amount of the loser's purse.

If there is a draw, each wrestler involved receives an imaginary $500 GC.

Wrestlers who are disqualified or counted out are fined for their unsportsmanlike actions! If your wrestler is disqualified, he loses $1,000 GC of his imaginary earnings. If he is counted out, he is fined $500 GC in imaginary money.

A wrestler's accumulated earnings are listed beside his record in the rankings. Galaxy Credits can be used to buy special wrestling gear that enhances your wrestler’s attributes and maneuver point values.

battle royal

To determine the winner of the battle royal, eight random numbers from 1 to 12 are entered into our computer. When you enter a battle royal, the values of the maneuvers in your maneuver set at those eight positions are added up. The wrestler with the highest total wins. The wrestler with the second highest total is thrown out last, down to the wrestler with the lowest total being thrown out first.

Wrestlers are given imaginary money based on when they are thrown out instead of who they throw out since that awards more money to those with higher totals.

The winner gets $30,000 GC added to his imaginary earnings and the wrestlers who were thrown out also receive imaginary money. The first wrestler who is thrown out gets $1,000 and each wrestler after that receives $100 above the previous wrestler.


leveling up

In addition to GC your wrestler also receives experience points (XP) for entering and winning matches. After totaling a certain number of XP your wrestler gains a level. When you gain a level you automatically receive more AP that you can distribute however you like and when you reach 3rd, 6th, & 9th level you gain another Racial Trait. The XP System table below list the points needed to level up.

Level

XP

Bonus

1

0

25 AP & Racial Trait

2

100

2 AP

3

200

2 AP & Racial Trait

4

300

2 AP

5

450

3 AP

6

675

2 AP & Racial Trait

7

1,000

2 AP

8

1,500

2 AP

9

2,250

2 AP & Racial Trait

10

3,375

3 AP

XP Rewards by Match



Match Type

XP Reward: Entry

XP Reward: Victory

Regular Match

3

10

2 on 1 Handicap Match

5

15

Tag Team Match

2

5

Six Man Tag Match

2

5

Battle Royal

3 plus bonus depending on elimination order

30

Tournament

3

30

XFWC Solar Belt Title Match

5

20

XFWC Galactic Belt Title Match

7

30

XFWC Tag Team Title Match

5

15


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