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Post by on_the_edge on Jul 22, 2022 21:17:31 GMT -5
You could take the tag rule a step further and factor in if a frequent team vs a casual tagging plus how your booking goes ie a face team can make the hot tag easier than the heel team.
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Post by Swarm on Jul 22, 2022 22:09:06 GMT -5
Wouldn't this make it a little too easy for tagging? They are on defense! 2-6 seems reasonable for a dazed opponent. Just my opinion? I agree Justin Case, it should be HARD to tag out when you're down. 1 - 2-6 2 - 2-5 3 - 2-4 I feel like 2-6 is hard enough. 2-4 is nearly impossible. I think you’ll just end up using your PIN saves and interference/Distractor ratings a lot sooner and more often in tag matches installing a rule like this. Would definitely speed up the game if that’s the goal.
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Post by Shane Sullivan on Jul 23, 2022 3:03:50 GMT -5
Ok..slow the party. I fully love this, why didn't I think of this??? Probably too much crack in high school...I didn't take crack high school just reaching for an excuse.
That is very logical. I will play test this and see how it does.
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Post by Pariah on Jul 23, 2022 4:35:30 GMT -5
Big Bri and I (among others, I am certain) have been using this pw/ag rule for several years as we discussed HERE back in 2017... With the only difference being that I don't roll at all when the offensive wrestler has the better rating - I just assume the move automatically works... I even started calling it the Titan Tristan rule because (for me) it was inspired by Tristan's 2119 Level 1 Offense... What is the point of a (pw) move when your power is +4? It's going to be an automatic reversal almost every time. I've also used varying defensive tag rolls for a long time... 2-7 on L1D, 2-6 on L2D and 2-5 on L3D... My only reason was to try shortening up tag matches a little bit. I stick with the 2 PIN saves per match for official teams and 1 PIN save for casual tag partners... But, I do roll AFTER a wrestler has been successfully pinned, not before. Just started playing my Impact Pro indy fed and I'm absolutely LOVING the Regional Promotion Hometown adjustments... Chad Olson and Cory Olson did a phenomenal job with those... With a valuable assist by Vegas , if I recall correctly.
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Post by Justin Case on Jul 23, 2022 5:30:08 GMT -5
Wouldn't this make it a little too easy for tagging? They are on defense! 2-6 seems reasonable for a dazed opponent. Just my opinion? I agree Justin Case, it should be HARD to tag out when you're down. 1 - 2-6 2 - 2-5 3 - 2-4 This is how I've been doing it, and it should be hard, as they are in the defensive. I'm pretty sure it was either you or Trav that got me doing it this way. In case of Rob, if it's too hard? Why not adjust the roll 2-7 2-6 2-5 ?
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Post by Swarm on Jul 23, 2022 6:43:50 GMT -5
I agree Justin Case, it should be HARD to tag out when you're down. 1 - 2-6 2 - 2-5 3 - 2-4 This is how I've been doing it, and it should be hard, as they are in the defensive. I'm pretty sure it was either you or Trav that got me doing it this way. In case of Rob, if it's too hard? Why not adjust the roll 2-7 2-6 2-5 ? That seems more reasonable if you’re going to do it. The pay off (the partner coming into the match on L1O) is just so small that lowering the chances of them tagging out successfully seems - I’m just not sure the juice is worth the squeeze there. I get the the theory. A guy who is down should maybe have a harder time tagging out than when he’s hurt or down than dazed, but I feel like the game already takes that into account w the number of tags on each level. Level 1 defense typically offers more (tag) opportunities than level 2 defense and obviously much more than level 3 defense. So it’s already built in that tagging out becomes harder when you’re hurt and down than when you’re dazed, simply based on the opportunities available at each level. Basically, I feel like Tom already has this covered. The pw/ag stuff is interesting though.
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Post by Pariah on Jul 23, 2022 7:19:09 GMT -5
This is how I've been doing it, and it should be hard, as they are in the defensive. I'm pretty sure it was either you or Trav that got me doing it this way. In case of Rob, if it's too hard? Why not adjust the roll 2-7 2-6 2-5 ? That seems more reasonable if you’re going to do it. The pay off (the partner coming into the match on L1O) is just so small that lowering the chances of them tagging out successfully seems - I’m just not sure the juice is worth the squeeze there. I get the the theory. A guy who is down should maybe have a harder time tagging out than when he’s hurt or down than dazed, but I feel like the game already takes that into account w the number of tags on each level.
Level 1 defense typically offers more (tag) opportunities than level 2 defense and obviously much more than level 3 defense. So it’s already built in that tagging out becomes harder when you’re hurt and down than when you’re dazed, simply based on the opportunities available at each level.
Basically, I feel like Tom already has this covered.The pw/ag stuff is interesting though. Completely agree with this sentiment... I do think the game already takes the difficulty of tagging out on defense by reducing the number of opportunities as the wrestler goes from dazed to hurt to down... And to be honest, I was never really concerned about the difficulty anyhow since my feds are always a work. I adopted the rule simply because I found tag matches were consistently running too long... Disproportionately so when compared to singles matches... And this has made a real difference for me, bringing tag match runtimes more in line with the singles matches on the card.
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Post by Swarm on Jul 23, 2022 7:27:49 GMT -5
That seems more reasonable if you’re going to do it. The pay off (the partner coming into the match on L1O) is just so small that lowering the chances of them tagging out successfully seems - I’m just not sure the juice is worth the squeeze there. I get the the theory. A guy who is down should maybe have a harder time tagging out than when he’s hurt or down than dazed, but I feel like the game already takes that into account w the number of tags on each level.
Level 1 defense typically offers more (tag) opportunities than level 2 defense and obviously much more than level 3 defense. So it’s already built in that tagging out becomes harder when you’re hurt and down than when you’re dazed, simply based on the opportunities available at each level.
Basically, I feel like Tom already has this covered.The pw/ag stuff is interesting though. Completely agree with this sentiment... I do think the game already takes the difficulty of tagging out on defense by reducing the number of opportunities as the wrestler goes from dazed to hurt to down... And to be honest, I was never really concerned about the difficulty anyhow since my feds are always a work. I adopted the rule simply because I found tag matches were consistently running too long... Disproportionately so when compared to singles matches... And this has made a real difference for me, bringing tag match runtimes more in line with the singles matches on the card. I can definitely see how the house rule would speed up tag matches. If you’re looking to increase the speed of tag matches even further, roll your PIN saves, Distractor Ratings and Outside Interference before rolling a PIN. It always gets the heart racing when a big +4 or +5 tag finisher is rolled, and I know that the team on defense is really up against it and that the match could end right now. Then if I get that 7-10 roll where the tag partner is stopped - oh boy. BIG dice roll coming next on the PIN. Had a team getting beat up badly come back and win w their big tag finisher recently in a scenario just like this. Match ended with just one PIN save between the two teams.
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Post by TTX on Jul 23, 2022 7:33:19 GMT -5
I'd only be for the lower numbers if your partner starts on a higher level offense. Otherwise, it's just better if you have a (lv) option to do that as then you'd at least be on level 3 offense.
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Post by Deleted on Jul 23, 2022 9:03:14 GMT -5
That's what makes this game so great, IT'S UP TO YOU PROMOTER, IT'S YOUR FED!
You can play as you want and not have to worry about the COTG police showing up and taking your game away for playing wrong or should I say - playing with house rules.
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