PRELIMINARY STEP – Type selection
In Wrestling game, there are 3 finisher types: Submission, Direct damage and pin. Every type has its flaws and its merits, and must be selected according to your strategy and to your wrestler skills.
Submission: In this finishing manoeuvre, you’re trying to submit your opponent, forcing him to give up. It is strongly recommended to set a fairly high submission bonus to make this finisher effective, because its success depends more on bonus than in damage. This type of finisher works best when performed by a Technical wrestler, but may be brutal as well on other classes, according to your skill setup.
Direct Damage: In this finishing manoeuvre, you just deal as much damage as you can to your opponent. Basically, you’re channelling your adrenaline into damage, therefore there’s little left for anything else, even if the featured Bleeding Bonus allows for more subtle strategies. This kind of Finisher works good on every class, and it is especially effective on Strong wrestlers for obvious reasons.
Pin: In this finishing manoeuvre, you’re trying to end the match right away by pinfall. A Feature Pin Bonus should be set: the higher bonus, the greater chance to pin your opponent’s shoulders for a three count. This kind of finisher goes well when coupled with a high baseline pinning bonus, so its recommended on Speedy wrestlers; then again, it all depends on your strategy.
Once Finisher type is selected, you move to next step.
STEP 1 of 5- Name Choice
This step doesn’t affect any feature of your Finisher, it is just a matter of customizing your own move, adding a flavour. You can insert any name, up to 45 characters (even if shorter names are advised, to make match reports readable), and respecting fairness (do not pick offending names, read regulations for more on this). Try to use consistency and imagination. Every Finisher name is unique, so there won’t be two wrestlers with the same finisher’s name.
STEP 2-3 of 5 –Finisher General Parameters
This is the most important step when building your Finisher. Let’s see how many things you’ll be able to set:
- Name: This is the Finisher name you have previously inserted. It can be changed, but only by moving back to step 1
- Article: You can select the article be used with your Finisher name, to make reports more realistic and enjoyable.
- Position required to perform the Finisher: Now let’s start with business: you have to set the position that your opponent must be in so that your Finisher would trigger. Some positions (Bent Down, Groggy, Grounded) that are much easier to occur during a match will require a bigger Adrenaline cost. On the other hand, if the required position is unlikely to happen (Both Wrestler Running) , the Adrenaline cost will be greatly discounted. You can do the math very easily looking at the numbers between brackets.
- Position suffered if missing: Should your opponent avoid your attack (because, for example, your Bonus was too low) , you get to decide your own fate: this will affect the overall Adrenaline cost as well, as some positions are more harmful than others: for example, choosing Stunned as the position suffered will greatly decrease the Adrenaline cost, but will put you in a very unfavourable status, that may very well cost you the match. The opposite goes for the Bent Down position: greater cost but lesser risk.
- Maximum Damage, Minimum Damage: You have to set your Finisher damage range, between two values, a minimum and a maximum: just like every other move, Finishers have a damage range that is affected by ordinary damage modifiers, such as skills. As you can understand, the higher you set the damage, the bigger amount of Adrenaline is required. Don’t underestimate the importance of setting a proper Minimum Damage: even though you might be tempted to set it very low, or even 0, to reduce the Adrenaline cost, you might find yourself regretting it later, when your Finisher would gain some levels.
- Attack Bonus: This value will affect your Finisher “to hit” chance, plain and simple. Setting it too low would result in your opponent avoiding your move and putting you in the Suffered Position. Of course, the higher the Bonus, the bigger amount of Adrenaline will be required.
- Special Bonus (BLEEDING): This is the special bonus you’ll get to set if you selected the Direct Damage Finisher, and sets the chance to make your opponent bleed after receiving your Finisher. Bleeding triggers some very severe drawbacks so it is very important. Obviously, the higher the Bonus, the bigger the Adrenaline cost.
- Special Bonus (PIN): Selecting a Pinning Finisher will enable this special bonus: it affects the chance to successfully pin your opponent for a three count, after receiving your Finisher. Note that a pinfall victory needs some other conditions in order to happen, other than a high Pin Bonus.
- Special Bonus (SUBMISSION): Submission Finishers feature this bonus, that determinates the chance to make your opponent give up while being tortured in your Crossface, or Ankle Lock, or whatever; to see your opponent tap, you need a high bonus, but of course you’ll have to make him meet more requirements, such as low health and low stamina.
- Adrenaline Cost: When you’re done setting, you’ll see the estimated Adrenaline Cost of your Finisher, and you can tweak it by setting different value on each parameter. You need to find a balance between cost and efficiency: please refer to http://www.thewrestlinggame.com/public/forum/viewtopic.php?f=1&t=17
STEP 4 of 5-Finisher Description:
This is the description of the execution of your finisher, divided into two sub-steps, preparation and finalization. As for the Name, this step doesn’t affect any feature of your Finisher, it is just a matter of customizing your own move, adding a flavour. Try not to stick on Dragonball powerballs and Naruto Jutsu…this is wrestling after all. And check on Regulations to avoid offending content, if you don’t want your finisher to be deleted.
STEP 5 of 5 – Finisher Confirmation:
Last step, you’ll see all that you’re set, and if you’re happy with it, proceed and buy your Finisher.
If you’re not, this is your last chance to take it back and modify, before you spend your money.
Finisher Level Increasing:
After 100 executions at first level, your Finisher level increases. Then, you have to decide which one of its parameters should be increased: damage, or one of the two bonuses. This value will increase by 8%. Any subsequent level, which would require more executions, will increase by 8% on the last value: which means that your finisher parameters will start slow but end up greatly increased over time. So, keep in mind that setting a value to 0 will prevent it from increasing at all.
Have fun!! |