For the 10th version of FedSim I would like to pay homage to Smackdown vs Raw 2006 to 2008
. Currently FedSim is a confusing mix of book keeping and calendar cycling. The new versions intent is to become a fun game with the option to go into the old management area and tweak data.
It is also a great time to kill off features that haven't progressed in many releases (shows, bouts) and re-imagine how they might work. Fights (Bout) will use with health bars and be based on stats. Productions (Show) will be more fluid with story or rumble segments, not just fights!
Game time will become linear, progression will be simple. The UI will be less assuming and will give players a clear idea of what to do next.
- All Wrestler, Championship, PPV, will be in one list
- They will have a default brand association to make a quick select possible
- Numeric attributes are ceiled to the nearest whole value
- Numeric attributes can only be affected by 1 increments on a 0 to 100 scale
- Splitting GM mode from
Manage area
Settings
will become theManage area
to encourage a clear split
HealthBar
: Game style bar,10
with10
, increment barsImageCycle
: Cycle large image of wrestlers similar to wrestling video games menu backgroundsNotifications
- Currently fatigued wrestlers
- Main wrestlers list (
Popularity
>80
) - Active rivalries
- Fights replace
Bout
- Generate HealthBar of each wrestler by combining the following:
- Technique + Speed + Durability creates CORE attribute
- % chance of making the next move applied
- Morale + Fatigue + Charisma creates WILL attribute
- % change of making a reversal
- Stamina + Power creates DAMAGE attribute
- % change of damage applied to move
- Each move will apply damage to a target and spend
CORE
,WILL
andDAMAGE
% each time - Basic move set to show whats happening with simulation;
Punch
Kick
Slam
Submission
Special
Finisher
- Technique + Speed + Durability creates CORE attribute
- Replaces current GM Mode calendar -> show -> summary cycle
- Manage one brand at a time by changing it in the header
- Users cannot cycle time
- Calendar movement is linear
- Next Production brand will be active for the entire layout (theming)
- Current Start and Select pages are removed entirely
- Start or load a game
- Start -> Creates a draft, user hard redirected permanently until draft is complete
- Select
Brand
to manage - Each
Brand
has a yearly budget - Assign wrestlers to a brand
- Or release them,
- Order by popularity or fatigue
- While assigning a wrestler to a brand you must select a contract
- Duration (3 month increments)
- Cost per appearance
- Cost per main event
- Skills;
- 1 if there
Popularity
is 80 or below - 2 if there
Popularity
is 80 or above
- 1 if there
- Next -> Mass manage
dirty
/clean
attribute of all wrestlers - Next ->
Set Champions
andDate
captured - Next -> Calendar view, select which day each show appears each month (current real month in selection) -> New landing page
- No active draft
- View roster (Read only draft view)
- Health report (Notification pop out in view)
- Champions (Read only; Set Championship view)
- Active Rivalries
- Manage calendar
- Next Live Event (with name listed)
- Contracts
- View contracts expiring
- Cancel contract
- Next Live Event is a
Production
- Productions include
Segment
;Fight
,Rumble
,Story
- Productions can re-order all
Segment
- Fights allow you to select wrestlers, select match type, select championship on the line
- Stories allow you to select a wrestler and choose an action;
- Training Centre
- Performance centre day (+technique, +fatigue)
- r&r (-fatigue, +durability, +morale)
- Big push (+charisma, +speed)
- Skill improvement
- Promo class (+charisma, +fatigue)
- Scout next opponent (+instant win for next match for wrestler)
- Events & Activities
- Website interview (+popularity, +minor fatigue)
- Photo shoot (+popularity, +fatigue)
- Commercial (+cash, +fatigue)
- Training (+speed, +stamina)
- Training Centre
-
Bout
will be removed -
Show
will be removed -
Fight
(NEW) will have attributes:Date
: DateChampionship
: LinkWinner
: LinkLoser
: LinkCompetitors
ArrayWrestler
: LinkTeam
: GeneratedManager
: Boolean
Ending
: OneOfTypePin
Submission
CountOut
Draw
DQ
-
Production
(NEW) will have attributes:Brands
ArrayDate
: DateCost
: NumericSegments
: ArrayType
: OneOfTypeRumble
Fight
Story
Skill
(NEW) will have attributes:PercentChance
: NumericType
:-
WellTrained
- -% chance of
Fatigue
- -% chance of
Durability
- -% chance of
Stamina
- -% chance of
-
Powerhouse
- +% chance of
Damage
- +% chance of Winning
- +% chance of
-
Hardcore
- +% chance of Winning
- +% chance of
Charisma
- +% chance of
Fatigue
-
IWCFavourite
- +% chance of charisma
- +% chance of morale
- +% chance of fatigue
-
Loyalty
- -% chance of
Fatigue
- -% chance of
Morale
- -% chance of
Popularity
- -% chance of
-
Contract
(NEW) will have attributes:StartDate
: DateNumberOfMonths
: NumericEndDate
: Generated DateDraft
: Link (optional)Wrestler
: LinkBrand
: LinkMaxAppearences
: Numeric
Draft
(NEW) will have attributes:Active
- Any active draft will redirect the user to complete the draft, layout levelDate
: Date
Brand
will have new attributes:IncomePerYear
: Numeric - TV income per yearCostPerProduction
: Numeric - Base cost per ProductionCostPerOperationsPerYear
: Numeric - Base cost for operations per year
Wrestler
will have new Numeric attributes;Draws
- Next to Win and Loss countMorale
- How happy is the wrestler with their brand and usageStrength
Submission
Durability
Popularity
Technique
Speed
Charisma
Hardcore
Stamina
- Will affect chance of making the next moveFatigue
- If a wrestlers fatigue goes over80
they are set to inactive until it goes below75
Rivalries
will have new attributes;Wrestlers
: [] Link - Max4