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venom09

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venom09 last won the day on February 7

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  1. I personally have floated startup for new projects purely in the interest of adding to the landscape of the game and filling Org gaps that became present. I'm sure I'm not alone there.
  2. If you are looking to train an 18 year old as a long term high level fighter you want to avoid physicals until you are readying them for fighting. Physicals train at the same speed all career long, but the other skills train fastest when the fighter is young. Using up the fastest possible training for physicals or time lost from fight recovery can slow a fighters progress and in some cases prevent them from reaching their highest levels. Mind you this does depend on how often you do these things, as a single fight won't cripple a fighter and you can gain some valuable info to help you determine if this is a project worth putting time and money into. Don't spar early as sparring gives some skill gain to associated secondaries, so if you spar MT for example you would have skill points bleeding into kicks, elbows and knees at least. This again could have you reaching the skill can before you max every skill you had planned on (which usually is 7 or 8). Boxing is about the only one you can get away with early, as the secondaries are generally critical for any MMA fighter. Sparring one skill all the way and switching, or spreading into the varying skills you want would depend on your plans for the fighter I'd say. Both are workable for a long term project, though if you wanted to take the odd fight along the way shoring up any glaring weakness might be something to consider.
  3. You can get away with $2 per seat, not sure if the 2-3 difference impacts anything significant or not. There is a spreadsheet from a long time ago that is useable if not perfect, but I'm not sure how it would translate to KT with its current hype issues. @Sprooch might be able to steer you a little as he ran KT for a while.
  4. My concern would be with the proposed capping on how many skills can hit elite with this proposal the game would turn into rock, paper, scissors where the outcome of fights are dictated based on your matchup more than a fighters skillset. This is the first time I've seen anyone suggest punches should be nerfed, maybe I'm off base but would love to hear from more of the veteran players on this.
  5. Even the playing field for new managers means another random ability that is an addon to learning speed? I am not seeing how this would add anything to the game as it stands, and if it works the way you make it sound it should work against players who have put time into the game? Let me know if I am missing something here. There is plenty of unpredictability with the way abilities are generated, some managers are committed to cutting anything less than the best and training only what they plan on keeping. I'm open to solutions for gym's but I think access for that is addressed in another suggestion.
  6. Knees are very effective in the clinch if they are trained up. I've knocked out more fighters with knees than punches in the clinch. People tend not to train elbows as much as you have to prioritize what skills you want to max with the skill point cap. Punches on the other hand tend to be trained every time as they are useful both at range and in the clinch, which is realistic. I don't see the issue.
  7. Yes, he will gain every training session including Sundays when you can't schedule training.
  8. Would be nice further to the needless micro managing pointed out in another thread to have to not load gym vending machines when stock is available. Maybe something where you can set what you want stocked adding up to the 50 slots available and it does that so long as you have sufficient inventory of the product.
  9. It's back! I look forward to new articles being submitted and some of the new players once again being able to contribute and hopefully some old guard getting back into the news as well. Nice work getting this going again!
  10. Training runs at set times of the day globally all at once no matter where you are 12 hours apart (3:30 I think depending on daylight savings or not). Fight times are dependent on the location of the event but you can view how many hours away on your upcoming fights tab.
  11. I haven't seen anything but this was Alfred's thing for a while now, has he handed it off? Just a suggestion but you may want to consider allowing more than one team per alliance to give more depth to the field and not leave alliances filled with active players having to sideline potential willing participants. From past experience I would also recommend having a rule in place should the teams from the same alliance draw each other to prevent misunderstandings. Also, could you clarify what you mean by exactly in the weight? Might just be me but I'm not sure if you mean the exact weight, or has to cut above the minimum, or has to have the minimum before cutting. Thanks and good luck.
  12. Thanks! I should have just picked my age, I would have been even closer, though slightly ahead of you in years.
  13. Judging can be a little weird at times. Maybe on aggression? Reading through the round it looked to me like you had the edge through it but I've seen fights where one fighter threw more punches and landed more and lost somehow despite it being all standup. Doesn't usually happen, but there are times where it doesn't seem to add up compared to what the play by play and stats say.
  14. No intention on nominating ourselves, more happy with how we did in the face of some great competition. We were out of division one not quite half the year so no one should take us seriously as a contender when 2023 had so many more deserving Alliances who actually stayed in and won the division multiple times. Sorry if it cam off differently than that.
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