EWB V: Rules governing Momentum - EWB V

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Rules governing Momentum also about gimmick ratings Rate Topic: -----

#1 User is offline   nWoStyle 

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Posted 22 November 2009 - 12:04 AM

Hi, i am new here, but i've been a long time EWR player and recently have gotten into TEW05 seeing that it's now freeware.
There are a couple of questions i have regarding the momentum and gimmick rating systems that i couldn't find answered when i tried a topic search.

1. What are the 'rules' regarding the raising and falling of momentum. i understand that amassing a large win streak will raise momentum, but this is pro wrestling, and people inevitably must lose. Is there a way to have a wrestler take a fall without completely derailing their momentum, say to drop a mid-card title while they graduate to the main event? I have had a few instances where getting a win over anybody with high momentum (A or more) completely derails the person with high momentum, falling from A to C+ in 1 match, even though the ending was screwy/tainted, they look strong in the loss, the match was open, the person they lost to was more popular than them, and had roughly the same amount of momentum (B+). I had Bryan Danielson defending the PURE title of my fed for months and now he's over enough to be in the main event and i want him to drop the PURE title without completely derailing his momentum and making him 'just another guy' like i had happen to me with Aj Styles and Chris Jericho, who i tried to put into the main event, but the match they lose their mid-card titles in completely derail them and make no one interested in wanting to watch them compete anymore.

2. is the absolute only want to increase momentum is to win matches? i've had guys spinning their wheels killing jobbers while their momentum is permanently stuck at C+, after they took 1 loss that somehow destroys their credibility. I put these guys in high rated interviews as well, hyping themselves up to no apparent increase in Momentum.

3. What are the guidelines that govern what makes a gimmick have a high rating or not? there doesn't seem to be any specifics in the editor. a gimmick requires weak, good, or excellent stats in something, but are actual numerical guidelines to what makes the gimmick good. I changed CM Punk to a straightedge gimmick and he was F compatible with the straight edge gimmick. WTF? Basically, how would i know if a gimmick is good for a wrestler outside of their 'performance' attributes. 'unique' gimmicks should'n't really even factor into the performance attributes but they always come out terrible. Every wrestler i try to have 'freshened up' with new gimmicks based around roughly what their old gimmick was, with attention paid to their compatibility through performance attributes (cool, cocky, etc), they usually end up with terrible ratings, and there doesn't seem to be a conceivable reason why.

4. After playing TEW05, i still prefer EWR because i found the road agent notes were alot more descriptive, even if you could only put 1. While EWR had purposes of the match/angle set put as a straight up question, TEW doesn't have the option to define a purpose for a match/angle. If i want the match to put over my new debuting monster, EWR would facilitate that with purpose 'put *** over'. Does TEW have any way of setting a 'purpose' for a match/angle? even if i stack '*** to dominate', '*** to be protected', '*** to be kept strong' does it do anything? I also think certain notes don't stack and after the first one are ignored. i'm sure all the 'finish' notes are non-stackable, even if you want the match to end with a table break AND a pinfall. does 'Keep strong' stack or does it only affect the first person mentioned?

5. The FAQ that comes with TEW05 doesn't clarify alot of the road agent notes, their meanings are ambiguous at best. how does an 'open match' differ from not selecting the option at all, does it even add any tangible benefit to the match rating? Same goes for 'all out', 'overbook' or 'work the crowd'. they never seem to have any tangible benefit that i can see.

as you can see it's alot of questions. but if they can be answered, i will be most grateful.
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#2 User is offline   Zeel1 

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Posted 22 November 2009 - 08:24 PM

Well, I haven't really played the 05 version, and the momentum/gimmick systems have likely been tweaked a good bit, but,


2. In 08 atleast, momentum typically rises and falls via the consistancy of wins, and the popularity of those that are beaten, but certain angles grading well could do wonders as well. For example, in my 08 game/diary, I had Brent Hill as just at Upper Midcarder, that I wanted to turn face and break away from The Syndicate as a singles star. Hee gets pinned at Malice In Wonderland, to lose the tag titles. His momentum was close to C+, around there.

Two nights later, him and the rest of The Syndicate come out - and they end up betraying, and destroying him, similarly to how Randy Orton was booted from Evolution. The angle graded well, and his face turn was a "complete success". Next in-game day, I look at him on the roster...A* momentum.

So to answer that question, momentum can also be significantly risen by fine turns, and I predict perfectly executed gimmick changes could have the same effect. Not sure if that's the case in '05, though.
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