Kid64
11-28-2008, 08:29 AM
Characters, clothes, accesorries and hairstyles In HSG:OT2
The accessories that are won and worn are used for character customization, stylization, etc. Correctly worn they can give some signicant boost to character stats and abilities. Some people just like to goof around and make bizaare outfits or wear stylishly correct clothes but they are in the minority. The majority of players are trying to find combinations of accessorries that will augment strengths, minimize weakness and above all, be able to hit the ball farther with more accuracy. And that is JUST like real golf.
So RD, in his FAQ was looking for combos that gave the max number of pip's, stars or pluses (I call them pips). That is certainly a useful way of approaching the problem of determing what clothing confers the most benefit without qualifying any of the stats. It also has the benefit of being very simple to assess, just count up the pips.
The fact is, some stats are worth more. In my hierarch I would put it:
1.Power
2.Spin
3.Impact
4.Sidespin
5.Control
And I would rate then point wise as:
1 = Power
.25 = Control
.50 = Spin
.50 = Impact
.50 = Sidespin
Also, for something that raises the abilities bunker and rough I would rate that as a 2. Rain I rate as a 1 and also extra powershot as a 1. And then there's Approach, which some of the mentally challenged characters are poor at. After an infintesimal amount of introspection I thought that those also should rate a 2 when they're used to erase a deficit.
So here how one version of Lee's eq. would be rated:
Alia's Hair, Japananese Punk, Frau Ada's Specs, Gargoyle Wings;
3.0 = Power 3
1.5 = Spin 3
.5 = Impact 1
2.0 = Bunker
==================
7 Total
As Lee is a popular character and is often seen dressed in this FAQ variant, so perhaps it's worth looking at:
Here Lee's eq would be rated:
Arabian Veil, Jungle Queen, Frau Ada's Specs, Large Shuriken;
2.0 = Power 2
.5 = Control 2
1.5 = Spin 3
.5 = Impact 1
1.0 = SideSpin
1.0 = Powershot
===================
6.5
Compared to the first the second is more focused on having and using the extra power shot and perhaps getting a little use out of the one more pip for SS and 2 more pips for control. Everyone plays their game a little differently. If the second player isn't worried at all about bunker play he's not going to try and raise that ability. OTOH, if the first player is excessively worried about bunker play then he may forgoe many other things in order to feel more secure from the bunkers.
So anyways, this is just an idea, a test. I thought I would propose the system that seemed the most reasonable to me based on my present experience, pull some numbers from a place where the sun don't a shine and then try it out on two different costume variations that I have found to be credible and/or popular.
Comments, critiques, and constructive criticism all welcomed.
The accessories that are won and worn are used for character customization, stylization, etc. Correctly worn they can give some signicant boost to character stats and abilities. Some people just like to goof around and make bizaare outfits or wear stylishly correct clothes but they are in the minority. The majority of players are trying to find combinations of accessorries that will augment strengths, minimize weakness and above all, be able to hit the ball farther with more accuracy. And that is JUST like real golf.
So RD, in his FAQ was looking for combos that gave the max number of pip's, stars or pluses (I call them pips). That is certainly a useful way of approaching the problem of determing what clothing confers the most benefit without qualifying any of the stats. It also has the benefit of being very simple to assess, just count up the pips.
The fact is, some stats are worth more. In my hierarch I would put it:
1.Power
2.Spin
3.Impact
4.Sidespin
5.Control
And I would rate then point wise as:
1 = Power
.25 = Control
.50 = Spin
.50 = Impact
.50 = Sidespin
Also, for something that raises the abilities bunker and rough I would rate that as a 2. Rain I rate as a 1 and also extra powershot as a 1. And then there's Approach, which some of the mentally challenged characters are poor at. After an infintesimal amount of introspection I thought that those also should rate a 2 when they're used to erase a deficit.
So here how one version of Lee's eq. would be rated:
Alia's Hair, Japananese Punk, Frau Ada's Specs, Gargoyle Wings;
3.0 = Power 3
1.5 = Spin 3
.5 = Impact 1
2.0 = Bunker
==================
7 Total
As Lee is a popular character and is often seen dressed in this FAQ variant, so perhaps it's worth looking at:
Here Lee's eq would be rated:
Arabian Veil, Jungle Queen, Frau Ada's Specs, Large Shuriken;
2.0 = Power 2
.5 = Control 2
1.5 = Spin 3
.5 = Impact 1
1.0 = SideSpin
1.0 = Powershot
===================
6.5
Compared to the first the second is more focused on having and using the extra power shot and perhaps getting a little use out of the one more pip for SS and 2 more pips for control. Everyone plays their game a little differently. If the second player isn't worried at all about bunker play he's not going to try and raise that ability. OTOH, if the first player is excessively worried about bunker play then he may forgoe many other things in order to feel more secure from the bunkers.
So anyways, this is just an idea, a test. I thought I would propose the system that seemed the most reasonable to me based on my present experience, pull some numbers from a place where the sun don't a shine and then try it out on two different costume variations that I have found to be credible and/or popular.
Comments, critiques, and constructive criticism all welcomed.