So me and a bunch of friends started this offline get-together league over a year ago and we've been messing the balance of the game ever since. I was thinking you guys might find it interesting, so I'm sharing the rules and "mechanics" to see what you guys think, and see if there's anyway we can optimise or change it to the better.
---RULES---
"Fights go on a permanent record"
We often do some warm ups. But when we start the official fights they go on the record and everything's permanent. This might sound a bit brutal, but it makes all the wins so much sweeter. Also we have a cheap plastic belt, and when it's on the line you can feel the atmosphere change.
"A draw can be decided at the end of a fight to override the game. Both players have to agree."
Like in chess. This is to introduce a draw mechanic to the game. It works fairly well as both players would only remiss if they believe they can lose by decision.
"You fight as yourself"
No crazy blue giants. CAFs must be modeled after the person playing them. Name, nationality, age, etc (this does not include fighting style or skill). This negates the question of reach and height, as what you have is what you have. The league weight is in Middleweight to Light Heavyweight, so people outside of that range are rounded to the closest number. It's annoying that female CAFs can't fight Male CAFs though, but hopefully they'll fix that in UFC 3.
---ATTRIBUTES---
"Fighters may be no more than 70 overall"
This forces players to be more careful with what they choose to allocate points to. It might sound a bit boring, but it makes the characters more unique as they'll have more clear advantages and disadvantages.
"single attributes may not exceed 90 points"
So to not give someone too much power. This might be removed, not sure.
"Kick speed must be at minimum points"
To remove kick spamming. Low speed kicks can still easily hit, but they need to be timed better, and used more wisely.
"Only 20 points can be allocated between Body Health - Chin health - Leg Health"
Leg kicks might be slow, but they'll straight knock you out if they connect. Same with stiff jabs. We've tested this and it works fairly well as long as both fighters are aware of them not being made of granite anymore. And with the 20 points you can still give your fighter a better chin. This does make the clinch even more OP and grappling scary af. But none of our players use the "ground defence" mechanic. I've played this game with 30 people and only me and 1 other person could get it kinda working, and as we're not big into online we just abandoned it.
---PERKS---
"4 perks allowed at level 2"
Further creating more diverse fighters. Now the Health events perks are also worth more as they are more relevant.
"1 perk allowed at level 3"
To give the fighter that one perk focus. One of our players made a character with full focus on legs, and all the perks to match, with moves. this makes him deadly standing up, but weak on the ground. I made my fighter specialised in 10th planet BJJ, so the rubberguard is lethal, but he's not that good in dominant position. I know this is how the game is supposed to be made up, but by putting heavy limits on everything, weaknesses are more exploitable... or actually exploitable at all (sometimes with the base game i feel like it doesn't really matter the style.)
---MOVES---
"5 new moves can be added"
Further cementing the fighter's unique style. If your fighter is a boxer here's where you get that killer uppercut, or perhaps spread it over the parts where your fighter's weaker.
"6 moves can be upgraded to level 2"
Creating the important move set you'll use in a fight.
"4 moves can be upgraded to level 3"
The 4 crucial moves. My said friend made 3 of his kicks lethal. I made my Gogoplata and Omoplate level 3 with chess master perks level 3. You get the picture.
"Upgrade for 1 ground or clinch core move level"
Also highly important. This means you can up your move set of a specific thing to level 3, or add another move set at entry level.
None of us are high level players, but we're always trying to figure out this new league game balance, and to create a more realistic version to MMA. One where you can get knocked out by 3 straight jabs, or a solid head kick. And where you are more careful before initiating for the fear of exactly that. I'd like to hear if you guys have any input on how to make this a better.