The Brainshake Factor

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  • RRsports3
    Rookie
    • Sep 2004
    • 123

    #1

    The Brainshake Factor

    “RRsports03’s “The Brain Shake Factor”

    For as long as boxing videogames have been around the way that knockdowns and knockouts have been implemented into every boxing video game has been the same: There is a “knockdown bar” which goes down every time a fighter is punched (regardless of whether it is a head or body punch, jab or power punch) until the bar eventually completely empties. Once the bar is empty, then the fighter whose bar has been emptied can be knocked down and/or out. As I already mentioned, this unrealistic way of implementing knockdowns and knockouts into boxing games has been in just about every boxing video game…… until now. This is an idea that I have thought long and hard to develop; and is one that in my opinion, if implemented, will revolutionize the knockdowns/knockouts in boxing games making them extremely more realistic.

    Anyone who knows even a little about knockdowns and knockouts knows that they are the result of the brain moving (shaking) around inside the skull due to a blow to the head. In some cases, when the blow is severe enough, it can even cause the brain to bang against the skull. These occurrences to the brain when a blow to the head is landed are something that for the purpose of this idea I have called “The Brain Shake Factor.”

    The idea of how to implement this realistic style of determining knockdowns/ knockouts into a boxing game is an extremely simple one and is one that I am surprised has not been thought about and/or added to a boxing video game before now.

    Simply put, the knockdown bar needs to be completely removed and replaced by “The Brain Shake Bar.”(BSB) Each fighter’s BSB would vary depending on how good of a chin rating that particular fighter had. (This is true to boxing because fighters who have better chins in real boxing have them because there is less “brain shake” when they are hit with hard punches due to their thicker skulls(or whatever other genetic factors play into this.) So if a fighter had a chin with a rating of 70 that fighter’s BSB would be a bar that went up to 70, and that fighter would start the fight with his BSB at 70/70, a full bar. (Let me pause right here to clarify that only head shots would effect the BSB not body shots, I will discuss body punches and their effects on fighters later, but for right now I want to clarify that I am only discussing punches to the head, because they are the only punches that would apply to “brain shake”). The BSB would work a lot like the current stamina bar used in boxing video games in that it would begin to REFILL itself IMMEDIATELY after a punch is landed. (When punches are landed to the head the game player’s controller would shake depending on how hard the punch landed was and the BSB would go down based on the power of the punch or punches landed(so that you would be able to feel how hard the punch landed was based on how much the controller shook)…. (I will discuss this further in the next paragraph,) then, as I already stated, the very moment after the fighter was hit the bar would quickly begin to refill itself until it was once again full……. That is until it got down to lets say 10/70(just as a rough number for example’s sake). At that point there would be a line that dissects the BSB at that 10/70 point; a line that I have called the “wobble line.” Once the bar goes down under that wobble line by any amount the fighter’s legs would get wobbly and the BSB would not begin to refill itself for 3-8 seconds (again rough numbers for examples sake) depending on how much under the wobble line the bar has gone due to the punch landed. During those 3-8 seconds the fighter would remain wobbly, be vulnerable to punches and would have to move away, cover up or hold onto his opponent to avoid being knocked down or out. After those 3-8 seconds if the fighter survives and is not knocked down or out, the fighters Brain shake bar would then begin to quickly refill itself once again back up to 70/70.

    So how would the amount taken off of the BSB by each punch be determined? I have come up with a formula for this as well and again it is an extremely simple one. However for this formula to work it is necessary for a couple of factors to be present: (1.) Each punch needs to have its own power rating (straight/cross (Right or left depending on whether a fighter is orthodox or southpaw), R-hook, L-hook, R-uppercut, and L-uppercut each need their own power rating to determine how much damage each punch would do to the BSB. (A jab would have an effectiveness rating instead of a power rating. How high the effectiveness rating is would determine how much the jab snapped an opponents head back and how likely it would be to cut an opponent, but the most effective jab should do no more than about 5-10 damage to the BSB as a jab isn’t a power punch and doesn’t cause much brain shake (this would eliminate knockdowns with jabs which is unrealistic) And (2.) A punches power at the particular time it is thrown needs to depend on 4 factors (2a.) the fighter’s stamina at the time he throws the punch, (2b.)What part of the head the particular punch being thrown lands (A punch to the chin would be the most effective head punch doing the most damage. A shot to the temple or behind the ear should be next in amount of damage dealt. Punches to other parts of the head (nose, mouth, eyebrows, and forehead) would give your fighter cuts and maybe a bloody or even broken nose but would take very little off of your brain shake bar),(2c.) Whether or not a straight punch is landed with a fully extended arm. (If a fighter catches an opponent at the end of a straight punch it would have full power, but if a fighter is close to his opponent and throws straight punches those punches would not have maximum power because the fighter would not be far enough away from his opponent to get full extension on his straight punches. (He would have to throw hooks and uppercuts when at close range to land maximum power punches.) And finally (2d.) how much body a fighter puts behind a particular punch would determine how much power he had behind it. If a fighter is moving towards their opponent while they throw a punch the punch would have full effectiveness, however if they were moving away from their opponent while punching they would lose a great deal of power. Note: the size of gloves used by fighters in the fight should also take away some of a fighter’s power if the gloves used are real big., lets say 10 oz gloves then they would take off 5 power points (rough numbers, for examples sake) from each punch, 8oz gloves would take off 3 power points from each punch and 6oz gloves would take 0 power points from each punch

    So now that these factors have been explained I can get into my formula. As I said it is an extremely simple one. Each punch has a power rating and that power rating number would be the number that that particular punch would take off their opponents BSB. So a punch with a power rating of 90 would take 90 off of the BSB. Of course the other factors that I mentioned above would apply, so just because a particular punch has a rating of 90 doesn’t mean it’s going to do 90 damage to the BSB every time it lands. For the punch to do 90 damage the fighter would have to have full stamina, (the percentage of stamina the fighter has on his stamina bar would determine the percentage of power that punch had. So if the fighter only had 50% stamina the punch with 90 power would only do 45 damage even if all of the other factors where present), The fighter would have to put his body behind the punch, land it to one of the vital areas of the head (chin, temples and behind the ears), and if it was a straight it would have to have full extension. So if a fighter has a 90 power rating in their straight right and they land that straight right with full stamina and all of the other factors I mentioned causing the punch to do 90 damage, that punch would drop a fighter with a chin of 89 or less and wobble a fighter with a chin of 90 -100. It is probably evident to you after my explanation of this that there are going to be a lot more one punch knockdowns and that is the point as in real life boxing all it takes for a hard hitter to knock down or out an opponent is one solid punch. However it would not be as easy to knock someone down or out as you might think (remember the BSB is constantly replenishing itself after each punch until it gets to the wobble line, so if that one punch doesn’t get the BSB down to the wobble line the bar would have already replenished itself a great deal before another punch could be landed. Also if this idea is to be implemented there needs to be improvements in defense to minimize the number of knockdowns/knockouts, but I will discuss better defense later.)


    So now that we have established how knockdowns take place, let’s discuss knockouts. Knockouts would depend on a couple of factors. 1.) A fighter’s heart and 2.) How much over the amount of the BSB amount the punch takes off. So first a fighter’s heart would determine whether or not they were willing to get up from any knockdown. It would determine whether a fighter chooses to get up rather than if they had the ability/capacity to. A fighter who has a heart rating fewer than 50 is only going to pick them self up from the canvas 1 to 3 times in a fight, even if they have the ability to get up the 4th time they probably won’t want to keep fighting. A fighter with a 100 heart rating will keep getting up as long as they have the ability to and it would be up to the ref to step in and stop the fight after the fighter has taken too much of a beating. So if a fighter’s heart does not determine whether or not a fighter has the ability to get up but only the willingness, what would determine whether or not the fighter had the ability to get up or whether the punch completely knocked the fighter out cold. I have come up with a formula for this, and like my other ideas it is a simple one. Simply put, if any one punch not only empties their opponents BSB completely, but is also 50 pts over their opponents BSB number then that punch would knock their opponent “out cold”. So a fighter that has a 100 rating in any particular punch(lets say a left hook) and throws that punch with full stamina and all of the other damage factors, that fighter could knock OUT an opponent with a chin of 50 or less with that one punch. The fighter who got knocked down with this punch would be out cold and wouldn’t even have the capacity to attempt to get up. Also How far the punch took a fighter’s BSB beyond their chin rating would not only determine whether it knocked the opponent out cold but it would also determine how hard it would be for the opponent to get up after each knockdown. So a fighter who has a chin rating of 70 and gets hit with a punch with 100 power (30 over their BSB capacity) would be able to get up but would be smart to stay on their knee until the ref counted to 8 or else they would be too wobbly to keep their feet when they tried to get up and might take a dive back onto the canvas. ( I already mentioned the wobble line and how a fighter would be wobbled 3-8 seconds depending on how much under the wobble line the punch dropped them. So if a fighter is completely under the wobble line they would be wobbly for the maximum 8 seconds. Those 8 seconds would apply when a fighter is knocked down as well. Another example of this would be a fighter with a 70 chin getting hit with a punch with 75 power, they would be able to pop up at 3 and not be wobbly anymore because they were only 5 over the their BSB capacity (all of these are rough numbers that need to be worked out.)
    So that establishes how head shots should affect a fighter and knockdowns/knockouts but what about body shots and Flash knockdowns. These are simple as well. Let’s start with flash knockdowns. Flash knockdowns should be knockdowns that knock a fighter down because they are off balanced but not hurt very much by the punch. Flash knockdowns should definitely occur on 1 occasion in this game, maybe 2 or 3 occasions. Let me explain a new rating that should be added to the game first to develop this idea. A footwork rating should be added to the game (this would fall under the fighters “technique” training that I mentioned earlier) The footwork rating would be a separate rating from a footspeed rating (which determines how fast a fighter moves their feet, although footwork is something that can be worked on and improved with technique training, foot speed should be a god given talent that a fighter either has or doesn’t.). While a footspeed rating would determine how fast a fighter moved on his feet a footwork rating would determine how good of footwork a fighter had i.e do they cross their feet when they move. A fighter with a bad footwork rating would consistently cross their legs when they moved, a fighter with an average rating would do it occasionally when they got tired and a fighter with a 100 rating would never do it. So a flash knockdown would occur when a fighter got hit while crossing their feet because it would knock them off balance. Any punch over lets say for examples sake 25(so it couldn’t be a jab that dropped them) would knock them off balance enough to put them on the canvas. It wouldn’t hurt them though unless it was a punch that normally would wobble, drop or knock them out. If the punch wouldn’t have been hard enough to wobble, drop or knock them out then they should be able to pop up right away with no damage. They only went down because they were off balance but since it was a punch that put them down it would still officially count as a knockdown. This would cause gamers to work hard on helping their young boxer develop the right footwork technique to prevent these unnecessary knockdowns. The other 2 occasions that flash knockdowns might occur are stretching it a bit but I’ll mention them anyways…2.) The corner leaves the corner wet and the fighter while in that corner slips. If they are hit while slipping it would count as a knockdown, but a ref would have the decision to call it a slip or knockdown, calls should vary, and 3.) A fighter accidentally steps on another fighter’s foot while moving around the ring and then punches them. (This should not count as a knockdown but who knows sometime the ref misses it.) These last 2 examples are a little far fetched I know, but they happen in real boxing so why not add them to a boxing game.
    So now we’ve covered head knockdowns/knockouts and flash knockdowns but what about body shot knockdowns? Body shot knockdowns are pretty easy to implement. Most boxing games already have a body rating which would definitely come into play but I don’t agree with the way body shot damage is currently implemented into boxing games. This way would make it more realistic….. Each fighter would still have a body rating from 0-100(this is something that every fighter should be able to improve if they put the work in the gym-sit-ups) but body shots would take off of the stamina bar and not the BSB since obviously a blow to the body is not going to shake the brain. So lets say for example’s sake that a fighter has a body rating of 80 and a stamina rating of 50. This would mean that a punch that did 80 damage would remove 50(the entire amount) off of the stamina bar causing the fighter to hunch over in pain and be defenseless. This is where a “take a knee” button should be implemented into the game. When a fighter is wobbly from a head shot or hunched over from a body blow and unable to defend themselves then they could take a knee and an 8 count instead of a beating. However, back to the example, let’s say that the same fighter with the same stamina rating50 and body rating80 got hit by a punch that carried 90 power. Because that would be equivalent to taking 60 off of the stamina bar the fighter would be dropped by the body blow because it went over their amount of stamina (any amount over even by 1 would drop the fighter but if the power of the punch is equal to the body rating then it would only knock the wind out of the fighter and cause them to hunch over.) However if the stamina is already down all the way and the fighter is hunched over it should still take a punch of 81 or over to drop the fighter who has an 80 body rating because even though the punch takes a fighters stamina it is not the loss of stamina but the power of the punch that causes the fighter to go down. So unlike head shots you’re not going to accumulate enough damage to drop someone with a body shot that isn’t very hard. You can hunch them over in pain because you knocked all of their wind out but it would take a blow over their body rating amount to drop them with a body shot. Placement of the punch, like with head shots should also apply. A punch to the solar plexus, ribs, liver or kidneys (illegal) would do full damage, but shots to other places of the body would NOT do the full damage amount of the punch, they would do a smaller percent of damage. Broken Ribs should also be added to the game if a fighter is hit directly in a rib with a shot that is 30 above their body rating(and would be able in their corner to decide to quit or keep fighting) and they should be knocked out and not able to get up because they can’t breath if the shot is 50 above their body rating.

    Because even someone without a decent chin can now be dropped consistently with one extremely powerful punch (which is true to boxing) there should be things that a fighter can do to help boost their BSB and their chin rating. (1) If a fighters fighting stance has them tucking their chin into their chest it would add 5 points to that fighters BSB, but NOT their chin rating since this doesn’t give a fighter a better chin just better technique to absorb punches. (This is true to boxing as tucking the chin into the chest alleviates some brain shake.) This should be something a fighter could work on in training to develop (technique training) (Let me pause here while on the subject of training to mention that there should be 3 types of training a fighter can work on between fights 1.)Conditioning 2.)Strength and 3.) Technique). (2.) A fighter should be able to buy a “brain shake” mouth guard that would also add around 10 points to their BSB. (This is also true to boxing as a good mouth guard will also alleviate some brain shake.) Again it would not boost the fighter chin rating but would add 10 points to their BSB and finally, (3.) A fighter should be able to do neck exercises to boost their chin rating up to 5 pts. (This is also true to boxing; this is why you see fighters lifting weights with their neck…..here is an interesting read on this (http://www.rossboxing.com/thegym/thegym15.htm). Note: This should be a one time rating boost, you would have to do these neck exercises before every fight to MAINTAIN that 5 point boost in chin rating but you would not be able to boost the chin 5 pts between every fight as the neck can only get so strong and a strong neck only boost the chin a little. Although there are things that can be done to boost the chin a little bit a good chin is something that you’re born with, you either have one or you don’t. You shouldn’t be able to start with a chin of 50 and then do neck exercises between every fight and miraculously boost it up to 100 in time by doing these exercises between each fight. A 5 point one time boost to the chin that has to be maintained by consistent neck work outs should be the maximum. Neck exercises unlike the other things I mentioned would actually boost the chin rating and therefore boost the BSB instead of ONLY boosting the BSB. (Examples: if a fighter had a 70 chin and did neck exercise they could boost their chin to 75 for the next fight, but after that fight their chin rating would go back to 70 and they would have to do these exercises between each fight to get up to 75 for each fight). So now a fighter that once had a 70 chin could actually boost their chin up to 75 by doing neck exercises and boost their BSB up to 90 by learning to tuck their chin in and getting a good mouthpiece.(Note: even a fighter who already had a 100 chin rating(the highest possible) should be able to boost their BSB(not there chin rating since 100 is the highest possible) to 115 if they tucked their chin in and got a good mouthpiece)Although their chin rating would only be 100(highest possible) their technique(chin in) and mouth piece would cause their BSB to be 115.

    In addition to boosting the chin and BSB, which I discussed above, better defense definitely needs to be implemented into the game as well. There needs to be more defensive ratings such as 1.)Blocking 2.)Bobbing and weaving and 3.) Blocking while punching …………………………………….I have more ideas about these things but I just want to get this idea out there so that people can give me their opinion. This is just a rough draft. I’m still working on it. Let me know what you think.
    That concludes my idea. I hope that you found everything understandable. If you have any questions you can contact me by E-mail at [email protected] . Thank you for taking the time to read.


    RRsports03
  • koartist
    Rookie
    • Feb 2004
    • 195

    #2
    Re: The Brainshake Factor

    great idea bro I definitely agree, but I hope it's all "hidden". I hate "bars." But damn good idea(s)

    Comment

    • RRsports3
      Rookie
      • Sep 2004
      • 123

      #3
      Re: The Brainshake Factor

      Originally posted by koartist
      great idea bro I definitely agree, but I hope it's all "hidden". I hate "bars." But damn good idea(s)
      Thank you for taking the time to read koartist and thanks for your input. I completely agree with you about bars being hidden. We have a pretty good discussion on "the brainshake factor" going on at the ign boards if you want to check it out. Heres the link:

      Comment

      • ObiWanJenkins

        #4
        Re: The Brainshake Factor

        I like your ideas, but I'm not sure the machines would have enough power to do all the physics calculations on the fly. I know that the programming would be a pain in the ***. It would be something that would have to start from the ground up and would take many years to implement. I bet none of the major studios would be willing to spend the resources needed to complete such a project. But if an enterprising individual was willing to spend a few years on the physics engine...

        Comment

        • RRsports3
          Rookie
          • Sep 2004
          • 123

          #5
          Re: The Brainshake Factor

          Originally posted by ObiWanJenkins
          I like your ideas, but I'm not sure the machines would have enough power to do all the physics calculations on the fly. I know that the programming would be a pain in the ***. It would be something that would have to start from the ground up and would take many years to implement. I bet none of the major studios would be willing to spend the resources needed to complete such a project. But if an enterprising individual was willing to spend a few years on the physics engine...
          Thanks for reading Obiwan, you sound like you know alot about this sort of thing(programming). Do you that sort of thing for work?

          Comment

          • ObiWanJenkins

            #6
            Re: The Brainshake Factor

            Originally posted by RRsports3
            Thanks for reading Obiwan, you sound like you know alot about this sort of thing(programming). Do you that sort of thing for work?
            LOL. No, I know a few programmers that work outside of the gaming industry. I've been told that real life physics are extremely hard to put into a computer, because you have an almost infinte set of actions and reactions. It's one of the reasons video game boxing seems so unreal.

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