Wrestling Organization Online Gameplay
With our upcoming presale on March 16th, we've decided it's a great time to show everyone how gameplay will work and the mechanics behind it. In this post, we will discuss the following.
- Wrestler's attributes
- Wrestling styles
- Moves
- Managers
- Match Types
- Winning Matches
Let's get into it!
Wrestler's Attributes
We have touched on wrestler's attributes slightly in this post, but let's get a little more in-depth. Wrestlers have the following attributes.
- Cost
- Speed
- Damage
- Health
Let's discuss each of these attributes separately, starting with
Cost
Cost represents how expensive a wrestler is to book for a show and ultimately if they are worth using on a show with a lower budget.
The cost has no direct impact in a match but is very important for strategic planning of choosing which wrestlers are best for a show.
Speed
Speed is essential for getting the upper hand in a match. You don't have to worry about how much damage your opponent can do if you evade all of their moves. With that being said, let's look at the different outcomes speed changes.
- Order of attack
- Likelihood of evasion
First, speed is used to determine which player strikes first every round. In the case of a tie, a player will randomly be chosen to attack first in each round. This is crucial since you will be able to use your finishing move earlier than your opponent, allowing the player to secure the win.
Second, speed determines the likelihood of a wrestler evading an attack. This is determined by a ten percent evasion chance for every one-point difference between the defender's speed and the attacker's speed. Here is an example. The attacking player has one speed and attempts to hit a defender that has 6 speed. The defender will have a 50% chance of evading the attack. 6-1=5; 5*10%=50%
Remember, if an attacking player misses a move, they revert to using their first move the next round. You can see how important this becomes. If a player evades a finishing move, they have to wait for 3 more rounds to use their finisher, giving their opponent ample time to win the match.
Damage
Damage represents how much pain a wrestlers moves inflict on an opponent. Damage is only done to an opponent if the move successfully connects, and in the case of finishing moves, damage output is doubled. Damage reduces an opponent's health in full unless they resist the attacker's wrestling style; more on that later.
Health
The final attribute a wrestler has is health. Health represents how much punishment a wrestler can take before they are pinned or forced to submit. Health directly impacts the likelihood of being able to kick out of a pin or submission attempt in the following ways.
If a player has 0 health, there is a 99% chance they will be pinned or submit when an opponent connects with a pin or submission move.
If a player has 1 health, there is a 75% chance they will be pinned or submit when an opponent connects with a pin or submission move.
If a player has 2 health, there is a 50% chance they will be pinned or submit when an opponent connects with a pin or submission move.
If a player has 3 health, there is a 25% chance they will be pinned or submit when an opponent connects with a pin or submission move.
If a player has 4+ health, there is a 1% chance they will be pinned or submit when an opponent connects with a pin or submission move.
As you can see, there is a significantly greater chance of being pinned or submitted as your health is reduced.
Wrestling Styles
Wrestling Organization Online has 3 different wrestling styles for their #NFT wrestlers, which include:
- Powerhouse
- High Flying
- Technical
These styles work in a rock/paper/scissors style of resistance where 1 style is resistant to one other style. This resistance halves the damage done by a wrestler rounded up. This increases strategic play immensely and provides more depth to the game. The resistances are as follows:
- Technical is resistant to High Flying.
- High Flying is resistant to Powerhouse.
- Powerhouse is resistant to Technical.
Here is an example of how resistance works:
A Technical wrestler with 2 damage connects with its finisher on a High Flying wrestler. The High Flying wrestler takes 4 damage from the finisher. 2 damage doubled due to the finisher. This is done in full since there is no resistance.
A Technical wrestler with 2 damage connects with its finisher on a Powerhouse wrestler. The Powerhouse wrestler takes 2 damage from the finisher. 2 damage doubled due to the finisher, then halved due to resistance.
As you can see, it is essential for players to correctly determine which wrestlers an opponent will use and attempt to counter their opponent's wrestlers' styles.
Wrestlers Moves
Each wrestler has three moves they will use within a match. Moves are attempted once each round, and these moves are done in order, all leading up to the finishing move. If a move is evaded, the attacking wrestler reverts to their first move next round.
Moves can have one of four variables attached to them. These include:
- Normal
- Pinning Combination
- Submission
- Finishers
Normal moves are just that. They do normal damage and do not attempt a pin or submission if they successfully connect.
Pinning Combination moves attempt a pin after the move connects, and damage/resistance is accounted for. This pin attempt will have between a 1% - 99% chance of success, depending on the opponent's current health.
Submission moves attempt a submission after the move connects and damage/resistance is accounted for. This submission attempt will have between a 1% - 99% chance of success, depending on the opponent's current health.
Finishers do 2x damage before any resistance is accounted for and attempt a pin or submission after the damage is dealt. Depending on the opponent's current health, the finisher's pin/submission attempt will have a 1% - 99% chance of success.
Managers
Managers are optional and aren't needed to run a show, but managers are crucial for a player's success. Only one manager can be used in one match per show, and the managers come with various benefits; these include, but are not limited to
- Boosting attributes of managed wrestlers
- Distracting opponents causing them to miss moves
- Distracting the referee during a pin or submission attempt
- Damaging opponents by using foreign objects
- Passing foreign objects to managed wrestlers for use in the match
- And much more!
Stay tuned for more information on Managers to be released later.
Match Types
In Wrestling Organization Online, there are two different types of matches and four matches in total for every show. These match types include:
- Undercard matches
- Main event matches
Undercard Matches
There is a total of three undercard matches on every show. These include 1 male singles match, 1 female singles match, and 1 tag team match. The undercard matches have normal rulesets and are worth 1 victory point for the winning player.
Main Event Matches
There is only one main event match on every show. The main event will randomly be either a male singles match, a female singles match, or a tag team match. The main event is worth 2 victory points for the winning player. Main events also have special main event rulesets that can be but are not limited to one of the following:
- Normal Match - Normal ruleset
- Dog Collar Match - Moves never miss
- Hardcore Match - Moves do 2x damage.
- Cage Match - No managers
- First Blood match - First to 0 health losses.
- Iron Man Match - Wrestlers start with an additional 10 health
- And more to come!
Winning Matches
Players must win matches to run a successful show. The player with 3 victory points at the show's end is the winner and will win $WOO.
As you can see, strategy is essential for winning matches. Players will have to choose cards that fit the budget, have the best attributes, resist opponents' wrestlers, maximize combat by including managers, and account for main event rules.
We hope this has been informative to our players, and we look forward to creating a fun game that offers plenty of strategies to keep players engaged.
Learn about our pack presale HERE! Get whitelisted HERE!
Check out our WHITEPAPER!
Ok, this is amazing. I'm binging on all your posts at the moment and looking forward to the WOORAVEN sale in a couple of weeks. Missed the WOOALPHA unfortunately.
We have a lot of posts lol you will be busy for a bit. Make sure to join us on our Raven sale. That is an amazing entry point.
this is going to be great, loved seeing how many possible variations of wrestlers there'll be.
i thought there may be a charisma factor that would allow you to earn more $WOO, but after seeing how the point system works it doesnt look necessary. i cant wait to see a full card play out from how its setup and how it works in the end. great fkn work. 🥳
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Following and please keep me in the loop. Loving this idea.
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This is going to be a fun game. 🙂
Really awesome ... sounds crazy and cool. Love the graphic ...