Post by Mistah Showtime on Jan 19, 2011 15:24:36 GMT -5
I'll be sharing a few things I would do in order to improve upon the SvR series. I'll add more and make modifications/tweaks to my ideas as time goes by. Feel free to do the same by sharing your own ideas and such in this thread. Post your thoughts/comments as well!
3-Part Submission System
Let's say Wrestler A (WA from here on out) puts Wrestler B (WB) into a submission. From here, there are 3 options that should work for all 3 systems. This will involve the right stick (as it does now with SS moves), the left stick, and the reversal (R2/RT) button. WB has 3 ways of getting out of the submission applied by WA. WB can twirl the right stick to ESCAPE just like you can now with SS moves. Nothing changed there at all, so this system is included. WB can also twirl the left stick to try and crawl to the ropes. During both of these, WA can do one of two things. WA can twirl the left stick to drag WB back to the center of the ring OR use the right stick to apply pressure on the submission hold. Again, this is just like how the SS moves are now in the way it is implemented. If both WA and WB are twirling the left stick, whoever is winning the struggle will determine whether WB is crawling to the ropes or if WA is pulling them back to the center of the ring. This will replace the button mashing Sub A system essentially which would allow you to either crawl for the ropes or escape the submission. Also, WB could be twirling the left stick while WA is using the right stick to apply pressure. This will cause WB to crawl to the ropes slightly slower, but still allows them to do so. If WB is twirling the right stick to escape, WA could still be twirling the left stick to pull them to the center of the ring so they are unable to reach the ropes. Now for the last part, using the R2/RT button to reverse. If WB times the button press correctly while WA switches between applying pressure with the right stick or dragging WB back to the center of the ring with the left stick, WB will reverse the submission into one of their own, switching from defense to offense and vice versa for WA. The reversal button must be pressed when WA is applying pressure or is dragging WB back to the center of the ring. You will be able to see when WA is taking a step toward the center of the ring or when they begin to apply an extra bit of pressure to the submission. This is when you will need to press the reversal button to try and turn the tables. This will be all about timing, which is exactly what the Sub B system was about, only this time you don't stop a tiny ball inside a box. You use the action going on to time the reversal correctly, which makes it more realistic since those are the "critical" times of the submission and the best opportunity for a reversal. On the contrary, WA is also able to reverse WB on a couple of occasions. When WB fills up the escape meter by twirling the right stick, there will be a very small window during the escape animation where WA can press R2/RT to reverse the escape and keep the submission hold locked in. Also, when WB reaches the ropes there will be a cutscene (only plays during 1-on-1 matches) of sorts showing WB with their hand in the air before a dramatic rope grab animation. There will be a very small window here, just before WB drops their hand to grab the ropes, where WA can press R2/RT to reverse the rope grab and drag them away from the ropes.
Alright, to sum it up, I'll do a quick rundown to make it as simple as possible.
WB is able to escape by twirling the right stick, crawl to the ropes by twirling the left stick, or reverse the submission using R2/RT at the correct time.
WA is able to apply pressure using the right stick or pull WB back to the center of the ring by twirling the left stick.
WB can try to crawl to the ropes by twirling the left stick while WA applies pressure using the right stick.
WB can try to escape by twirling the right stick while WA pulls WB back to the center of the ring by twirling the left stick.
WB and WA can both twirl the left stick at the same time to cause a back and forth struggle with WB crawling to the ropes and WA pulling them back to the center of the ring.
WB and WA are still able to have a struggle submission battle just like on the current games with WB twirling the right stick and WA using the right stick to apply pressure.
WB can perform a reversal into a submission of their own with a timed button press of R2/RT during the animation of WA applying pressure on the submission or stepping toward the center of the ring while dragging WB away from the ropes.
WA can perform a reversal of WB escaping the submission during the escape animation or as WB reaches for the ropes during the animation.
As the match continues, it will be much harder for WB to reach the ropes, escape, or reverse. The likelihood of these happening will depend on the damage WB has received to the appendage in the submission hold. The damage done to WA will also factor into this. If WB has been dominate and WA is very hurt, it will be much easier for WB to escape than if both were equally damaged. Last, but not least, the submission will continue until one of the above scenarios happens OR WA chooses to manually let go of it. This will allow WA to choose if they just want to wear down the opponent or make them tap out using the submission. This is my idea and, IMO, a good way to implement all 3 submission systems and having all the excitement that button mashing and a timely escape brings when desperately trying to get out of a submission.
The system should apply to all submissions. But, so that there can be an option to have a submission as either a wear down move or being able to make the opponent submit, I think submissions should be available for any move slot. If they are placed in a normal move slot, like Right Analog Grapple Up, then Left, this should be a wear down move. It will act just like a normal submission move, but you can not make the opponent tap out to it. However, if it is place in a Struggle Submission slot, like Right Analog Grapple Up, click the Right Analog, it should be able to make the opponent submit. This should also apply to the submission being placed in a Signature or Finisher slot.
There is also another issue I have with it. Some submission moves should not make people tap out, such as a Sleeper Hold, Cobra Clutch, and Full Nelson. There are more, these are just a few examples. For these types of holds, the system used for the sleeper hold on SvR 2006 needs to be brought back in some form. The ref would raise the hand of the person having the submission done on them 3 times. The person in the hold would have to stop a falling ball in a small box with a timely button press. If they were unsuccessful in doing this 3 times, they would pass out and unable to continue, meaning the match would be over. This needs to be in the game again instead of tapping out to moves that are supposed to make someone pass out.
High-Flying Moves
Since day one in this series, high-flying moves have never really been high-risk. The only time those doing the moves take damage is when jumping off a cage, HIAC, and, in the pre-SvR games, various other places you were able to climb up on. If someone jumps off a turnbuckle to missile dropkick me, but I move and they miss, they should pay for it, not get up immediately like nothing happened. Damage should be done to them for going for a big move and missing as well as a drop in momentum. That's realistic and would make the game more authentic. Make them truly be high-risk moves instead of an easy way to spam for large momentum boosts.
Taunts
Taunts are another issue in the game. I don't know why someone would have 7 taunts, but only able to use 4 of them. I'm not saying to remove the extra 3, but find a way to make it so we can use all 7 without having to switch them out in their moveset. Also, make it so there are more places to use taunts like in No Mercy. If I'm near the turnbuckle and taunt while holding the left stick toward it, I should use a taunt in the corner such as Orton getting up on the second rope and spreading his arms, HHH getting on the second rope and doing his signature corner taunt, or HBK starting to "tune up the band" or laying on the top ropes like he's on a couch. If I'm by the ropes, I want to see Batista grabbing them and stomping, then shaking this profusely before doing his thumbs down taunt. If I'm on the apron, I want to see Rey Mysterio pointing to the air before I springboard back in on top of an opponent. If I'm Justin Gabriel on the top rope, I want to see him squatting down and looking around the arena slowly with a sinister look on his face before I press the finisher button to hit his 450 splash. These all add a lot to the presentation, gameplay, and aunthenticity of the game and should be selectable in the movesets. There should be AT LEAST 4 available from each of these positions, even if some are just the same taunt in each direction.
Abilities
Abilities are great, but some should be things already applied to everyone. I shouldn't need an ability to reverse a pin into one of my own or to dive to the outside of the ring or springboard off the ropes. I don't expect to see Mark Henry or Big Show doing a phoenix splash springboard, so obviously there should be weight restrictions. I do, however, expect to see Undertaker jumping over the top rope onto people. So, this is where Speed and possibly a new attribute, which could be deemed as Athleticism, should be implemented. The more athletic someone is, the more moves they should be able to do, especially when it comes to dives, springboards, and running up a turnbuckle to catch a perched opponent off guard.
CAW Call Names
I say take the call names out and do like EA does in a lot of their games where the announcers actually recognize the name you input for your created player and say that name. For instance, if I input the name Kurt Angle as the first and last name and The Olympic Hero as a prefix nickname, the announcer would say "The Olympic Hero, Kurt Angle!" during my entrance or if the nickname were input in the middle it would be "Kurt "The Olympic Hero" Angle!" when the announcer introduced him. Also, having the announcer say the height, weight, and hometown (which should be input just like the names are and announced just the same) of CAWs would be a big improvement as well.
Importing
Simply put, the ability to import our CAWs, paint tool designs, created finishers, and future create mode items (here's hoping for create-a-belt and create-an-arena) from past games onto the new game. This would save avid CAW makers a HUGE amount of time by not having to manually go back and remake everything they previously created in the previous game(s). That time could be used for many other things, such as playing the game itself!
Creations Saved to Hard Disk
This would make things much easier if we could save our creations to the Hard Disk. What I mean by that is, we do not save it to a "slot" on the game itself. Instead, we save them directly to the system HDD. This would allow us to have an ALMOST unlimited amount of slots for CAWs, PT Designs, CAFs, CABs, and whatever other creations we can make. These would take up space on our hard drives, vastly expanding the amount of each we can have. The only problem you would have is running out of room on the system HDD itself instead of not having anymore pre-determined slots to save your creations in.
Targeting
The targeting system from SvR 2006 and before was the best IMO. I don't know why it was changed. Being able to press a button to cycle through each person (including your teammates and the ref) OR hold down the button to look at the nearest person was simple and effective. There was nothing wrong with it and is something I think should be brought back into the series.
These are just a few of the "major" things for me. I'll add more to it later.
3-Part Submission System
Let's say Wrestler A (WA from here on out) puts Wrestler B (WB) into a submission. From here, there are 3 options that should work for all 3 systems. This will involve the right stick (as it does now with SS moves), the left stick, and the reversal (R2/RT) button. WB has 3 ways of getting out of the submission applied by WA. WB can twirl the right stick to ESCAPE just like you can now with SS moves. Nothing changed there at all, so this system is included. WB can also twirl the left stick to try and crawl to the ropes. During both of these, WA can do one of two things. WA can twirl the left stick to drag WB back to the center of the ring OR use the right stick to apply pressure on the submission hold. Again, this is just like how the SS moves are now in the way it is implemented. If both WA and WB are twirling the left stick, whoever is winning the struggle will determine whether WB is crawling to the ropes or if WA is pulling them back to the center of the ring. This will replace the button mashing Sub A system essentially which would allow you to either crawl for the ropes or escape the submission. Also, WB could be twirling the left stick while WA is using the right stick to apply pressure. This will cause WB to crawl to the ropes slightly slower, but still allows them to do so. If WB is twirling the right stick to escape, WA could still be twirling the left stick to pull them to the center of the ring so they are unable to reach the ropes. Now for the last part, using the R2/RT button to reverse. If WB times the button press correctly while WA switches between applying pressure with the right stick or dragging WB back to the center of the ring with the left stick, WB will reverse the submission into one of their own, switching from defense to offense and vice versa for WA. The reversal button must be pressed when WA is applying pressure or is dragging WB back to the center of the ring. You will be able to see when WA is taking a step toward the center of the ring or when they begin to apply an extra bit of pressure to the submission. This is when you will need to press the reversal button to try and turn the tables. This will be all about timing, which is exactly what the Sub B system was about, only this time you don't stop a tiny ball inside a box. You use the action going on to time the reversal correctly, which makes it more realistic since those are the "critical" times of the submission and the best opportunity for a reversal. On the contrary, WA is also able to reverse WB on a couple of occasions. When WB fills up the escape meter by twirling the right stick, there will be a very small window during the escape animation where WA can press R2/RT to reverse the escape and keep the submission hold locked in. Also, when WB reaches the ropes there will be a cutscene (only plays during 1-on-1 matches) of sorts showing WB with their hand in the air before a dramatic rope grab animation. There will be a very small window here, just before WB drops their hand to grab the ropes, where WA can press R2/RT to reverse the rope grab and drag them away from the ropes.
Alright, to sum it up, I'll do a quick rundown to make it as simple as possible.
WB is able to escape by twirling the right stick, crawl to the ropes by twirling the left stick, or reverse the submission using R2/RT at the correct time.
WA is able to apply pressure using the right stick or pull WB back to the center of the ring by twirling the left stick.
WB can try to crawl to the ropes by twirling the left stick while WA applies pressure using the right stick.
WB can try to escape by twirling the right stick while WA pulls WB back to the center of the ring by twirling the left stick.
WB and WA can both twirl the left stick at the same time to cause a back and forth struggle with WB crawling to the ropes and WA pulling them back to the center of the ring.
WB and WA are still able to have a struggle submission battle just like on the current games with WB twirling the right stick and WA using the right stick to apply pressure.
WB can perform a reversal into a submission of their own with a timed button press of R2/RT during the animation of WA applying pressure on the submission or stepping toward the center of the ring while dragging WB away from the ropes.
WA can perform a reversal of WB escaping the submission during the escape animation or as WB reaches for the ropes during the animation.
As the match continues, it will be much harder for WB to reach the ropes, escape, or reverse. The likelihood of these happening will depend on the damage WB has received to the appendage in the submission hold. The damage done to WA will also factor into this. If WB has been dominate and WA is very hurt, it will be much easier for WB to escape than if both were equally damaged. Last, but not least, the submission will continue until one of the above scenarios happens OR WA chooses to manually let go of it. This will allow WA to choose if they just want to wear down the opponent or make them tap out using the submission. This is my idea and, IMO, a good way to implement all 3 submission systems and having all the excitement that button mashing and a timely escape brings when desperately trying to get out of a submission.
The system should apply to all submissions. But, so that there can be an option to have a submission as either a wear down move or being able to make the opponent submit, I think submissions should be available for any move slot. If they are placed in a normal move slot, like Right Analog Grapple Up, then Left, this should be a wear down move. It will act just like a normal submission move, but you can not make the opponent tap out to it. However, if it is place in a Struggle Submission slot, like Right Analog Grapple Up, click the Right Analog, it should be able to make the opponent submit. This should also apply to the submission being placed in a Signature or Finisher slot.
There is also another issue I have with it. Some submission moves should not make people tap out, such as a Sleeper Hold, Cobra Clutch, and Full Nelson. There are more, these are just a few examples. For these types of holds, the system used for the sleeper hold on SvR 2006 needs to be brought back in some form. The ref would raise the hand of the person having the submission done on them 3 times. The person in the hold would have to stop a falling ball in a small box with a timely button press. If they were unsuccessful in doing this 3 times, they would pass out and unable to continue, meaning the match would be over. This needs to be in the game again instead of tapping out to moves that are supposed to make someone pass out.
High-Flying Moves
Since day one in this series, high-flying moves have never really been high-risk. The only time those doing the moves take damage is when jumping off a cage, HIAC, and, in the pre-SvR games, various other places you were able to climb up on. If someone jumps off a turnbuckle to missile dropkick me, but I move and they miss, they should pay for it, not get up immediately like nothing happened. Damage should be done to them for going for a big move and missing as well as a drop in momentum. That's realistic and would make the game more authentic. Make them truly be high-risk moves instead of an easy way to spam for large momentum boosts.
Taunts
Taunts are another issue in the game. I don't know why someone would have 7 taunts, but only able to use 4 of them. I'm not saying to remove the extra 3, but find a way to make it so we can use all 7 without having to switch them out in their moveset. Also, make it so there are more places to use taunts like in No Mercy. If I'm near the turnbuckle and taunt while holding the left stick toward it, I should use a taunt in the corner such as Orton getting up on the second rope and spreading his arms, HHH getting on the second rope and doing his signature corner taunt, or HBK starting to "tune up the band" or laying on the top ropes like he's on a couch. If I'm by the ropes, I want to see Batista grabbing them and stomping, then shaking this profusely before doing his thumbs down taunt. If I'm on the apron, I want to see Rey Mysterio pointing to the air before I springboard back in on top of an opponent. If I'm Justin Gabriel on the top rope, I want to see him squatting down and looking around the arena slowly with a sinister look on his face before I press the finisher button to hit his 450 splash. These all add a lot to the presentation, gameplay, and aunthenticity of the game and should be selectable in the movesets. There should be AT LEAST 4 available from each of these positions, even if some are just the same taunt in each direction.
Abilities
Abilities are great, but some should be things already applied to everyone. I shouldn't need an ability to reverse a pin into one of my own or to dive to the outside of the ring or springboard off the ropes. I don't expect to see Mark Henry or Big Show doing a phoenix splash springboard, so obviously there should be weight restrictions. I do, however, expect to see Undertaker jumping over the top rope onto people. So, this is where Speed and possibly a new attribute, which could be deemed as Athleticism, should be implemented. The more athletic someone is, the more moves they should be able to do, especially when it comes to dives, springboards, and running up a turnbuckle to catch a perched opponent off guard.
CAW Call Names
I say take the call names out and do like EA does in a lot of their games where the announcers actually recognize the name you input for your created player and say that name. For instance, if I input the name Kurt Angle as the first and last name and The Olympic Hero as a prefix nickname, the announcer would say "The Olympic Hero, Kurt Angle!" during my entrance or if the nickname were input in the middle it would be "Kurt "The Olympic Hero" Angle!" when the announcer introduced him. Also, having the announcer say the height, weight, and hometown (which should be input just like the names are and announced just the same) of CAWs would be a big improvement as well.
Importing
Simply put, the ability to import our CAWs, paint tool designs, created finishers, and future create mode items (here's hoping for create-a-belt and create-an-arena) from past games onto the new game. This would save avid CAW makers a HUGE amount of time by not having to manually go back and remake everything they previously created in the previous game(s). That time could be used for many other things, such as playing the game itself!
Creations Saved to Hard Disk
This would make things much easier if we could save our creations to the Hard Disk. What I mean by that is, we do not save it to a "slot" on the game itself. Instead, we save them directly to the system HDD. This would allow us to have an ALMOST unlimited amount of slots for CAWs, PT Designs, CAFs, CABs, and whatever other creations we can make. These would take up space on our hard drives, vastly expanding the amount of each we can have. The only problem you would have is running out of room on the system HDD itself instead of not having anymore pre-determined slots to save your creations in.
Targeting
The targeting system from SvR 2006 and before was the best IMO. I don't know why it was changed. Being able to press a button to cycle through each person (including your teammates and the ref) OR hold down the button to look at the nearest person was simple and effective. There was nothing wrong with it and is something I think should be brought back into the series.
These are just a few of the "major" things for me. I'll add more to it later.