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Originally Posted by fistofrage |
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Allright, after playing Prizefighter a little more, I can add a little more insight into what FNR4 needs to succeed:
1. Needs to not be a knockdown fest. A knockdown needs to be a fight turning event.
2. Need Flash KO's, not just flash knockdowns.
3. Need alot of different fighting styles and attributes.
4. Need to be able to choose the round length or accelerated clock both inside career mode and exhibition, but especially career mode.
5. Need a large pool of different judges, say 20 different judges who score fights differently and each fight will have 3 judges chosen at random to judge the fight. For example, one will favor volume of punches, one will favor counter punching, one will favor ring generalship, one will favor drawing blood, one will favor power punches, etc.
6. Need to have a good % of fights go to the cards with realistic punch counts. Use accelerated clock or shorter round lengths if necessary.
7. Must have open career with rankings and multiple belts. Should have 100+ fighters in each weight class and have them fight eachother, new ones come in, old retire, etc. Make the rankings be alive.
8. Allow us to create as many boxers as we want. I have a 120Gig Hard drive on my Xbox, let me use it! I really agree with this one.
9. Use a real name database so boxers are called by a nickname.
10. Have good announcers and make reference to rankings and who the champ is.
11. Allow us to have multiple boxers in a career mode at the same time.
12. Have a ton of training excercises and have time off between fights matter as to how much training can be done.
13. Don't allow all boxers to max out there stats. Set a ceiling for each new boxer. Maybe a boxer will only be able to max out at 80 power or 75 agility, but you won't know until you get deep into career mode. It will be a mystery how good a players stats can become.
14. In the rankings, make it so some real tough fighters are ranked pretty low. Imagine running into Mike Tyson when he was ranked 50th and only had 2 fights under his belt. He was still a monster.
15. Don't make it so you start off with incredibly low stats. Either you have a chin or you don't. Either you have heart or you don't. Know what I mean?
16. Make the dexterity stats and power stats so they can go up some as you train, but don't start out incredibly weak and automatically face stronger fighters as you head up the rankings.
17. Have a use for the money you earn. Better trainers, better gyms, etc.
18. Have multiple gyms with different specialties to choose from.
19. Must have refs stop fights due to injury, cuts, or just taking too much of a beating.
20. If your fighter gets injured, cut really bad, or takes a huge beating, it may take a while before he can schedule a fight and fight again.
Thats it for now. Just really need Fight Night Round 4 to be the best it can be.
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We think somewhat alike. You are a boxing fan.
-News Articles
-Fight Card mode
-CPU LOGIC for the Created Boxers
-LONGER AMATEUR MODE
-Have a stable of fighters to manage(OPTIONAL)
-Being able to sign up with promotional companies which obviously enhances your career as a boxer
-Scout opponents
-Be able to get a scouting report on any fighter including their tendencies, things to watch out for, and things to exploit
-3 belts per division
RATINGS
* Power-Determines how hard your overall punches are. This also effects the individual punch stats.
EX: If Power is 80 and Cross power is 100 then the Cross will do full damage.
*Hand Speed-Determines how fast your punches are.
*Foot Speed-Determines how fast your footwork is.
*Upper body Speed-Determines how fast you can move upperbody.
*Defense-Determines how good your defense is.
*Body-Determines how well you take it to the body.
*Chin-determine if the boxer gets up from a KD.
*Durability-determines how much damage you can take before you start to visit the canvas.
*Heart-determine if the boxer "gives up" like taking a knee and not getting up, or how hard they fight when they are clearly losing.
*Technique-Determines how compact or wide your punches are.
*Stamina-determines how long it takes before you get fatigue.
EXAMPLES
Power stat:
Lower than 50 - punches as hard as Cory Spinks
50 - average puncher
60-70 - decent power
80 - good pop in punches can KO with a well timed punch
90-95 - Power punchers like Pacquiao, V. Klitschko, Mayorga, etc.,
96-98 - Marciano, Foreman, Tua, etc.,
99-100 - "Fists of God" one hit its over, your breaking ribs, jaws, arms, everything.
It should be damn near impossible to get either 99 or 100.
HIGH CHIN RATING & LOW DURABLE RATING will cause the fighter to go down much quicker then usual but really won't be be hurt. So you'll basically be more accessible to Flash Knockdowns.
LOW CHIN RATING; HIGH DURABLE RATING will cause the fighter to be more easier to hurt and be "out on his feet" but he won't fall so easy. He'll be more accessible to stoppages by the ref.
-SLIDERS
-Defense and Technique stat
-*Chin - Determines how quickly you'll get KO'd or stunned.
*Body - Determines how well you take it to the body also works with Stamina.
*Durability - Determines how much punishment you can take without getting hurt too much.
*Stamina - Determines how long it takes until you get tired. SHOULD BE HARD TO INCREASE.
*Reserve Stamina - "Second wind"
*Technique - Determines how skilled the CPU will fight when controlling your boxer.
*Heart - Determines if you easily you give up or fight back when clearly losing.
*Power - Determines how hard your overall punches are. Have to take individual punch stats into consideration. SHOULD BE THE HARD TO INCREASE.
*Hand Speed - Determines how fast you can punch and let out flurries. Have to take stamina into consideration.
*Defense - Determines how good of a defensive fighter you are.
*Sway Speed - Determines how fast you can bob & weave.
*Foot Speed - Determines how fast you can move around.
*Weight - shows you how much you currently weigh
Dominant Hand:
Left hander
Right hander
Position:
Southpaw
Orthodox
Boxer-Puncher
Puncher
Peek-A-Boo
European
Freestyle - Ali
Hitman - Tommy Hearns
Open - Naseem Hamed
Crouch - Rocky Marciano
Crab - Gene Fullmer
European 2 - Kostya Tszyu
Hitman 2 - Ricky "Hitman" Hatton
LOGIC:
In-fighter(_0_)Out-fighter
Body puncher(______0______)Head hunter
Stationary (______0______ ) Punches only from Sway
Stationary(______0______)Sways Often
Plodder(______0______)Mover
Passive(______0______)Aggressive Finisher
Counterpunch(______0______ )Aggressive
Never Lunges(______0______)Often Lunges
Single punch(______0______)Combinatio n puncher
Never Taunts(______0______)Taunts Alot
Dirty Fighter(_0_)Clean fighter
Never Feints(___0___)Often Feints
First Half Of Fight
Defensive (______0______ ) Aggressive
Second Half Of Fight
Defensive (______0______ ) Aggressive
First Half Of Every Round:
Defensive (______0______ )Aggressive
Last Half Of Ever Round:
Defensive (______0______ )Aggressive
WHEN HURT:
1-Dance Away
2-Clinch
3-Fight Back
4-Fight Dirty
AGAINST ROBES:
1-Guard
2-Fight
3-Moves Off
WHEN BEING BACKED UP:
1-Guard
2-Fight Back
DEFENSE:
1-Guard
2-Sway Back Left & Right
3-Sway Back
4-Sway Forward
5-Sway Forward Left & Right
6-Clinch
7-Sway Step Forward
8-Sway Step Forward Left & Right
9-Sway Step Back Left & Right
10-Sway Step Back
PUNCH PARAMETER: (default setting)
OUT-FIGHTING
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Lunging
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Sway Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Left
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Left
1-Jab
2-Cross
3-Left hook
4-Right hook
IN-FIGHTING
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Sway Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Left
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Left
1-Jab
2-Cross
3-Left hook
4-Right hook
FAVORITE COMBOS
IN FIGHTING
1
2
3
4
OUT FIGHTING
1
2
3
4