I know that this year, the attributes can be raised / lowered in increments of (1). This gives us good variety. I also think with the added attributes (recovery, strike defense, etc), this will affect gameplay time (length of matches). A rule of thumb I follow, is like we did last year... Main eventers, mid carders, jobbers.
Also, rate them according to how they would fair against the highest rated wrestler. So the Santinos would be lowered by about 20 pts (example) in each category. He might beat the Undertaker on a RARE occasion, but for the most part, he's not going to win much at all. Basically you're creating a hierarchy of wrestlers and basing the attributes off that. I did this last year, and it worked really well.
Don't be afraid to drastically change a wrestler's ratings. You'd be surprised how "realistic" it can be.
Just thoughts for now.
ATTRIBUTE DEFINITIONS:
Strike Power (STP) Determines the level of damage caused by strike attacks. Higher equals more damage.
Grapple Power (GRP) Determines the level of damage caused by grapple attacks. Higher equals more damage.
Submission (SUB) Determines the level of damage caused by the offensive application of Breaking Point submission moves.
Strike Defense (STD) Determines the level of difficulty for reversing strike attacks. The higher equals easier to reverse.
Grapple Defense (GRD) Determines the level of difficulty for reversing grapple attacks. The higher equals easier to reverse.
Speed (SPD) Determines the quickness of a Superstar's movement.
Charisma (CHA) Determines the amount of momentum a Superstar earns for attacking successfully and performing taunts uninterrupted. Charisma also determines the maximum number of finishing move icons that a Superstar can store. Superstars with a high rating (90-100) can store a maximum of 3 finishers.
Adrenaline (ADR) Determines the length of time that a Superstar can run wihtout interruption. The higher equals the longer the Superstar can run.
Recovery (RCV) Determines the speed in which a Superstar is able to recover from an incapacitated state. The higher equals quicker recovery time.
Durability (DUR) Determines the level of difficulty for participating in Royal Rumble mini-games and escaping out of Breaking Point Submission moves. The higher equals less likely to be elminated from the Rumble or submitted.
Agility (AGL) Determines the Superstars srange for performing attacks off the turnbuckle as well as the speed in which the Superstar is able to mount the turnbuckle. The higher equals more distance the Superstar is able to cover and mount the turnbuckle.
Tag Team (TAG) Determines the level of damage caused by double team grapple moves. The higher equals more damaging your double team moves will be.
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