Minor change to amateur rules: A fight is stopped when
one fighter has an advantage of 20 punches (rather than 15).
Changes Implemented on August 2, 2004
- Less penalty for targeting cuts. The penalty has
been reduced from -20% damage and -20% scoring to -10% damage and scoring.
- More value to using cut resistance of 2 or 3.
Cut resistance of 2 makes it unlikely for a single
cut to "blow up" by more than 2 levels in a single round.
Cut resistance of 3 makes it unlikely for a single
cut to "blow up" by more than 1 level in a single round.
- Change to weight rules. There will be no CHN advantage
for a heavier fighter, but the STR advantage is doubled.
- No penalties for unintentional foul unless
there has already been a warning for an intentional foul.
- Changes to graduated region: The number of rounds will start with
4 and increase by 2 rounds every three rating points - . 6 rounds
when the two fighters are at rating 3, 8 rounds at rating 6, 10 rounds
at rating 9, 12 rounds at rating 12. Fights will be 15 rounds at
rating 15 and above.
Changes to be Implemented on September 29, 2003
- Reduction in Randomness
- The standard deviation used to randomize the number of punches
landed and the damage inflicted is reduced form 7.5% to 5%.
- Recovery in Bare Knuckles Rules
- Endurance recovery between rounds under the bare knuckles rules is
reduced to 5% (from 10%). This should eliminate some of the draws.
- TKOs in Amateur (Olympic) Rules
- To better follow actual olympic rules, if a fighter fighting under
Amateur rules falls behind by 15 or more punches, the fight is stopped
and a TKO is declared. The timing within the round is proportional to
the punch differential for that round. For example, if a fighter
starts a round 5 points behind, lands 3 punches in that round while
his opponent lands 23 punches, the fight will be topped at the 1:30
mark. This is calculated by dividing the # of additional punches needed to get
the TKO (10, in this case) by the total punch differential for that
round (20) and multipling by the length of the round (3 minutes).
Changes implemented on October 29, 2002
Summary
- More realistic scoring of knockdowns.
- Less influence of luck on stuns and knockdowns.
- Small changes to inside and outside style.
Details
- Scoring Improvements
-
The round scoring is somewhat modified when a fighter wins by stun
or knockdown. As before, a fighter who scores
the most knockdowns automatically wins the round, with a stun treated
as half a knockdown. However:
- Each knockdown scores gives the winner one
additional point. A fighter who wins by a knockdown typically wins
the round 10-8. A fighter who wins by two knockdowns typically wins
10-7.
- A stun counts as half a knockdown, and a fighter who outpunches his
opponent by a ratio of 4-1 or more gets credit for an additional half
a knockdown. So a fighter who stuns his opponent and severely outpunches
him wins round 10-8. A fighter who scores a stun, a knockdown,
and severly outpunches his opponent wins 10-7. A half a knockdown is
not, in itself, worth a point, so a fighter who wins by a knockdown and
a stun only wins 10-8.
- Each stun or knockdown scored by the loser negates one stun or knockdown
by the winner, and the loser also gets credit for a stun if he (somehow)
outpunches the winner 4-1. Thus, a fighter who knocks down his opponent
twice but is stunned or knocked down himself once himself wins the round
10-8 rather than 10-7.
- As a cosmetic change, a fighter who knocks out his
opponent will not be knocked down more than twice in that
same round.
- In bare knuckles, in the event of a tie, the referee
will award the bout to the fighter who has stunned his opponent
the most.
- In the regular simulator the effect of luck on stuns and
knockdowns is doubled.
This makes certain fights into a "dice roll" and so has been
eliminated in the experimental simulator.
- Style Rules.
- The automatic SPD and AGL bonus for fighting outside is changed
from +1/+1 to +0.5/+0.5 to be commensurate with other styles. Outside
was formerly given an extra point bonus because the 20% POW penalty
was so severe, but fighting with POW of 1 or 2 has become much more
common, and the 20% POW penalty is not signicant in that case.
- The penalty for fighting inside is changed from a 10% AGL
penalty to a 10% damage bonus for the opponent. (A 10% AGL
penalty is really an 11% increase in damage, and a slight
scoring disadvantage.)
Changes implemented on July 2, 2001
Summary
- High rating fighters should consider training SPD.
Fighters will need to increase their SPD with rating to keep
landing the same percentage of punches. The diminishing value of SPD
as rating increases is corrected. AGL also has slightly more
effect on scoring.
This change is by far the most important, as most fighters currently
have nearly identical SPDs at the highest status levels and various
tactical options are closed to them (more SPD is nearly useless).
- Fighters with very low CND need to train CND
Fighters are penalized for having very low CND.
A fighter who uses 4/8/8 tactics (for example) needs a CND of 8
to avoid any penalty, and a fighter who uses 5/10/5 needs a CND
of 10.
This change eliminates the type of fighter who must win in
the first round or lose the fight. This is the first time we have
intentionally eliminated any type of fighter, but the overwhelming
opinion seems to be that it's no fun to face this kind of fighter
-- winning or losing is usually just a coin toss.
- Improvements to Practice Fights This version of the simulator
also has some enhancements for the practice fights page, such as
showing endurance levels for the sparring partner and an option to turn
off randomnesss in damage and punches landed. There is also support
for another feature which I'm keeping secret :)
Details
Percent of Punches Landed
SPD is made more important at higher rankings.
Currently, the formula as a built in "diminishing return" behavior
so that very high SPD becomes almost useless.
To fix this, a "fudge factor" is
introduced to keep the percentage of punches landed roughly
constant as fighters improve
The above change is certain to be implemented at some point.
In addition, however, the formula in the experimental simulator is
a little simpler and a little more sensitive to the defensive
fighter's AGL (fighters with high AGL also seem a bit weak at the
uppermost levels). That part may or may not become permanent.
The formula in the current simulator is
PERCENT = SPD*SPD / (SPD*SPD + 40 * square_root(opponent's AGL))
In the experimental simulator, the formula is
PERCENT = SPD*SPD / (SPD*SPD + k * AGL)
where k = 12 + (sum of ratings of two fighters)/3.
Also, the number of punches thrown per point of AGG is increased
from "8" to "9". This way, a fighter throws 3*POW power punches
and the mental arithmetic is a little easier. (In the current simulator
the number is 8/3).
Fatigue
In the current simulator, the effect of fatigue in one round
is always delayed
until the next round. In the
experimental simulator, if a fighter earns N points of
fatigue in a round, and N > CND (his conditioning), then N-CND
points of fatigue are applied *immediately*.
For
example, if a fighter with CND of 10 incurs 15 fatigue points in round
3, then under current rules there is no effect in round 3, but his
STR, SPD, and AGL are reduced by 10% ([15-10/2]/100) in round 4.
(Actually this is only 9% after recovery.)
In the XP simulator, his STR, SPD, and AGL would be reduced by 5%
([15-10]/100) in
round 3, and then reduced by the remaining 5% in round 4 (for a total of
9% after recovery).
However, this rule only applies to fatigue earned from AGG and POW,
and not to fatigue for extremely heavy fighters, or fatigue penalties
for using styles such as ring or feint.
This punishes fighters with absurdly low conditioning.
Bug Fix
The one fatigue point deduction for a nose injury, as described
in the rules, wasn't implemented. This has been fixed.
Changes implemented on March 5, 2000
What these changes mean to you
- If you have given up ever using AGG > POW in your fight plans,
reconsider. Jabing is given a "speed bonus" so that
high AGG scores a little better. The effect is
more pronounced if a fighter has a low SPD.
- The "ropes" style is a little more effective.
- If you have a heavyweight fighter who is between 200 and 210
pounds, he should either beef up a little (train STR) or slim down
to Cruiserweight (train AGL).
- Consider adding conditionals to "throw in the towel" if your
fighter is taking a beating and has no chance of winning the fight.
This may save him some injury points.
- Speed Bonus for Jabbing
- Jabs land at a higher rate than other punches, so that using a
high AGG is somewhat more effective (Based on a suggestion from
Riverside Boxing.) Many managers find that it is rarely useful to use
high AGG (jabbing). To remedy this, fighters will land a higher
percentage of jabs than other punches. A fighter now gets a 50%
increase in SPD when determining the percentage of jabs he lands.
This works out so that a fighter landing 50% of his power punches will
land 60% of his jabs. Fighters with lower SPD benefit a little more
from this and fighters with higher SPD benefit a little less.
- Variability
- The randomness in the number of punches landed and damage
inflicted is reduced somewhat.
- Reduced Penalty for Weighing over 200 Pounds
-
The penalty for weighing over 200 pounds is now based on a fighter's
minimum safe weight instead of on the fighter's fighting
weight. This is consistent with the way weight is handled in
other divisions, where there is never any disadvantage at fighting at
your minimum safe weight.
- Throwing in the Towel
-
There is a new fight plan command called towel
that causes your figher to "throw in the towel"
at the start of a round,
(well, actually fail
to make the bell for that round)
as in
if endurance_percent < 20 and opponent is strong then towel
This allows your fighter to avoid injury points
when he has no more chance of winning the bout.
Note however that throwing in the towel causes a loss by TKO,
which is an automatic +25 injury points.
[Note: The +25 Injury points was later removed.]
Also, throwing in the towel is ignored until the fighter has used
up at least 50% of his endurance points.
- Using the Ropes
- Using the ropes is made slightly
more effective by reducing the opponent's AGL towards 8 instead of
towards 10. This typically means an additional point of AGL lost
by the opponent, unless his AGL is 8 or less.
- Scoring rounds 10-8 and 10-7 made easier:
-
Judges now award 10-8 rounds for a stunning blow if the stunning
fighter also outpunches his opponent 4-1 (currently a knockdown is
required for a 10-8), and awards a 10-7 round for two knockdowns
unless the knocked down fighter somehow outpunches his opponent
(currently the round winner must outpunch his opponent 2-1 to win by
10-7).
- Double TKOs
- I took a stab at fixing the bug that occasionally makes it look like
the referee had to stop the fight twice.
- 12th Round TKOs
- The referee allows three knockdowns in the 12th round.
(If the guy can finish the round with a decision, he gets
to win the fight.)
- Small change to hiscuts and mycuts variables
- If one eye is swollen shut and the other eye is not swollen at all,
the eye that is swollen shut contributes nothing to "hiscuts" or "mycuts".
This is because the closed eye cannot be "aggravated", and without
swelling of the other eye there is little chance of a TKO on cuts.