Damage Infliction.


Copyright Jerod Underwood Park 1997
All rights reserved

Based upon the kind of hits delivered and thrown, all the fighters will have their limits that they can take and give before tiring. And when a fighter tires, it will show. For example: a fighter continues to receive blows around the head and face. Their vision may blur and their hearing may start to ring. Their balance may start to waiver, or their concentration on the fight itself may start to drift. Powerful blows to the legs may force the fighter to hobble. A lot of hits to the arms and hands may make a fighter's hit effectiveness with that hand weak. Blows to the spinal cord or back of the neck could KO a weakened fighter completely. And body blows will always make a fighter feel down. After all, shattered rib cages never do a body good.
All this information will be registered in a graphics form up in the left corner of both players stations in semi-transparent form. It will show exactly what is in a weakened state and what is ready. And since one player can't see what the other's fighter physical state is, it can make bluffs a much easier trick to pull off. Just make your fighter "appear" ready for the hospital, and when the fool comes in with a finishing maneuver, (leaving their defenses down) give that idiot a blow that they may never recover from.

Click here to return to the last page.

Copyright Jerod Underwood Park 1997
All rights reserved