Regions in WeBL

Geographical Regions

Most managers compete in public regions based on geography, like based, like USA Northeast, Canada, Europe, etc. These regions are open to anybody but a manager may play in only one of these regions. Every manager has a home region where his fighters normally compete.

Contenders

When a fighter wins two titles in his geographical region, he is promoted to the Contenders region, where he can compete for a world title.

Special Public Regions

Three "special" regions have been created to give managers more variety in their matchups. Currently, fighters from these special regions are not promoted to contenders and may never leave their region.

Professional

The Professional region is a "pay to play" region. It costs $7 to create your first fighter and $2 for each fighter thereafter. Gyms may also get fighters if they have won world titles, participated in the staff, or made other major contributions to the game.

The differences between the professional region and the regular region are as follows:

  1. Fighters are randomly generated. The goal is not to create an "ideal" fighter, but to take what you get and try to shape his career.

    This also makes a more realistic population of fighters -- the region is not full of 7'1" giants, super-strong dwarves, 1-round KO artists who collapse in round 2, or super-agile "sissies".

    You do get a couple of retries when creating a fighter so you can throw away fighters with no chance, but your third try is final.

  2. Every fighter in this region has been paid for or earned, so there should be no "auto-pilot" fighters.
There are also a few differences in game mechanics:

  1. Only 8 weight divisions are in use - Fly, Bantam, Feather, Light, Welter, Middle, Light-Heavy, and Heavy.

  2. Managers are able to input their own text for fighter taunts and sneers. (This isn't permitted in free regions because of greater problems with abuse.)

  3. There is an additional conditional opptiring that can only be used in the professional region. (This will tend to make professional fight plans a little more complex.)

  4. When a fighter loses by KO he incurs 100 injury points.

  5. A fighter always gains a single AP for gaining a status point.

  6. The simulator is changed in small but significant ways.

    A point of POW costs only 1/3 point of fatigue rather than 1/2, which is fairer for "sluggers".

    The formula for the number punches landed is changed slightly to PERCENT = SPD*SPD / (SPD*SPD + 20 * sqrt(16*opp(AGL))) This is equivalent to the formula used for fighters at rating "12" in other regions.

In the future, managers in the professional region will elect their own moderator.

Join the professional region.

Unsanctioned

The Unsactioned region is open to any manager who wants to fight managers from outside his geographical region.

Rookies

A manager may create fighters in the Rookie region only while his earnings are less than $100K. This gives new managers a chance to play against other new managers and get some easier matchups. Managers may not activate retired fighters in this region.

Variant Regions

Special regions also exist (or will soon exist) to allow fighters to compete using variations of the WeBL simulator. These variants may require entirely different tactics than the standard simulator.

Graduated

Normally, all WeBL bouts are 12 rounds long. With the graduated simulator the duration of a bout depends on the rating of the fighters involved. Low rating fighters fight for 4 rounds, and this is gradually increased to 15 rounds. The combined status of the two fighters involved, decides how many rounds the bout will last:
Total Rating Rounds
0-5 4
6-11 6
12-17 8
18-23 10
24-29 12
30+ 15

Bare Knuckles

A more apt name for this variant would be "old-time boxing", but "Bare Knuckles" sounds better :) There are many differences:

Amateur Rules

This variant is based on the rules of modern amateur boxing as held in the olympics.

Experimental

This region uses an "experimental simulator", which uses any changes under consideration. The Experimental region is not intended for competitive play and no issues or problems with fighters in this region are ever addressed.

Invitational

This region is used for "official" tournaments. It is run tournament style (no draws). Managers cannot create fighters in this region without receiving an "invitation" from a staff member. Newly created fighters are inactive (retired) and only staff members can activate fighters in this region.

EKO Style

This variant is intended to recreate the old EKO-style of play which had a very different "feel" with more extreme tactics. Because other changes from WeBL are incorporated, the rules here will be subject to change to balance the game.

The EKO variant uses the experimental simulator. This means that you must check the "experimental simulator" option on the practice fights page, and that any changes under discussion are active in the EKO variant. However, this situation is only temporary.

The current differences from WeBL include

  1. KP, CHN, and CND There is no "KO Punch" as such. In the EKO variant, KP is simply added to STR (except when determining weight). Similarly, there is no "CHN" as such. In the EKO variant, CHN and CND are added together and are used interchangeably.

  2. Stun Damage Since there is no KP or CHN, stun damage is computed exactly like endurance damage.

  3. Scoring All punches are treated alike for scoring purposes, so the fighter who lands the most punches usually takes the round, but there is no "jab bonus". This makes scoring almost entirely dependent on AGG rather than POW.

  4. Fatigue Fatigue is based entirely on AGG, not on POW. In addition, there is no "fatigue absorption" for high CND. Every point of AGG costs one point of fatigue and it cannot be avoided.

  5. Punches Landed The number of punches landed increases linearly with SPD, so it is much easier to land 100% of your punches, but a wider range of SPD is practical. The EKO-style formula is PCT = SPD/sqrt(3*opp(AGL)*(DEF+opp(DEF))) There is no SPD bonus for jabbing.

  6. Using the Ring Rather than earning +1 fatigue for using the ring, a fighter has his damage decreased by 15%. Thus, ring is a pure boxing style.

  7. Feinting When using the feint style, a fighter has his AGG reduced by 1 point (rather than taking the extra point of fatigue.)

  8. Counter-Punching The counter-punching style is quite different. First, HGT is not involved in counter-punching at all, it is only based on SPD. Second, rather than losing 20% of AGG, a fighter who is counter-punching automatically has his AGG reduced to 1 point below the AGG of his opponent. If both fighters counter-punch, then both fighters have their AGG reduced by 1.

    Private Regions

    If a group of friends wants to compete with each other, one of them can create a private region when creating a new gym on the registration page. This region will have a password so nobody can join unless invited. Private regions work exactly like public regions, except that fighters in that region can only fight each other. Private regions have their own rankings, press releases, etc.

    To use a private region, a player must create a new gym and enter the name and password for that region on the registration page. It is acceptable to create multiple gyms if they are only in private regions. But no user should have more than one gym in public regions.

    Note that fighters in a private region can never interact with fighters or gyms in other regions. A private region is completely isolated from all other regions. Furthermore, gyms in private regions cannot "pickup" abandoned fighters. Fighters in a private region will never be promoted to "Contenders". (Otherwise we would see many fixed fights in private regions to create contenders.)

    Private regions that are not used for a period of time may be deleted, along with all fighters and gyms, at the Commissioner's discretion (to save disk space).

    Tournament Regions.

    To run a tournament, create a private region as described above and choose the tournament option. This prevents any fight from being a tie. In the event of a tie, the referee awards the fight to the fighter who inflicted the most damage.

    The number of fighters in a division should be a power of 2 (i.e. 4, 8, 16, 32, etc.). This, unfortunately, requires coordination among the participants. But if you do this, the first champion in each division can be declared the winner of the tournament. It will not be necessary for anybody to retire their fighters or make any other adjustments while the tournament is running.