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What am I doing wrong with gimmicks? When a worker has really bad momentum or a bad gimmick rating I try to freshen them up with something new and usually fit them with a gimmick that suits them as well as a gimmick that would be around their heel/face performance but more often than not when they change the gimmick it ends up getting a horrible rating and then the worker gets pissed for having a crappy gimmick and personally I don't feel it's all that crappy for them, it's not like I make them the Gobbly Gooker.
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But to bust the cap, you'd set their overness back to its original level. Then, once they pass whatever the floor is, they won't be able to fall too far beneath it. |
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Does the game predetermine when the wrestler started with the gimmick like how it predetermines a wrestler's last heel/face turn, I'm not sure how to find that out and it may be the cause of it.
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As far as penalties go there are penalties for switching to a gimmick that requires time off-screen, too early. Like if you pick say the Biker gimmick at the bottom of the gimmick change screen it will say "In order for this gimmick change to be properly effective the character must be kept of screen for X amount of days". If you pick a gimmick that has that and you put them on screen the next day the gimmick will bomb also. Another thing is if you assign a gimmick change on the same show a worker is set to turn it tends to get a lower rating also. Its better to turn the worker on one show, and then change their gimmick on the next show. I'm not sure but I also think the segment rating the gimmick change takes place in might have an effect on the rating of the new gimmick. |
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If you click on the gimmick button on the worker's profile (the hat iirc) then at the top it tells you the current state of the gimmick (stale / stable / too soon to change etc) - so long as it doesn't say it's too soon, then you can safely change gimmick
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It's one of the things I find annoying about the game - you can't easily have a worker turn and switch to a completely different gimmick in close succession. I understand why not, but it seems so difficult to improve a gimmick rating that the simulating a truly drastic character shift is virtually impossible.
It'd be nice to be able to have a slow-burn turn option, for things like CM Punk's conversion from straight edge face to straight edge cowardly cult leader - not to mention how big a penalty the game'd give for his switch last summer from New Nexus leader and JTTS to straight edge company MVP ![]() |
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I think that is the problem, having the eye to switch when it is stale or keep it if its's stable despite how the gimmick rating is before trying to switch. The old if it aint broke adage. Another problem may be that running a show on the booking screen and going to the roster to switch a wrestler's gimmick and then having them debut it on that show may be a factor, even if the note says they can use it immediately.
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Hey all. New. Ish. So bear with me please. Couple questions.
1. Is momentum/overness related to the entire game world or to your promotion only? As in if it's whole world, I have a guy with C, then for this small company he's in, that's pretty much maxed out. Vs if it's in the promotion then he should be able to get to A. 2. With the Antidote Web as his finish, is there some sort of spider infatuation to Joey Poison? If so, was thinking of bringing him back, turning face, & team with Jett as Spiders on a Plane. 3. Had some others but can't recall at the moment. Be back when I do. Thanks. |
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Does post match and pre match affect rating?
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1. Momentum is internal to the company. Overness is the same wherever - C is a C whether you're in MAW, SWF or WEXXV. As you say, though, a C is worth more in a smaller company than a bigger one.
2. There's a Japanese worker with a spider attached to his face, I think. Sort of a mask-but-not-really. Might even be called Spider something. As for Joey, I think it's just a Poison/Antidote thing. |
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