This explains in great detail how TKO Boxing works.
It is not necesary to completely
understand these rules, but you might be a more successful manager
if you do.
TKO Boxing is an internet boxing league in which each player
creates fictional fighters
and plays the role of their manager. A manager's goal is to create
champions and to
make them reign for as long as possible.
Each bout consists of a sequence of rounds. The following occurs in each round:
1.Each fighter lands a certain number punches.
2.Each fighter loses a certain number of "endurance points".
3.If either fighter has lost all of his endurance points,
a Technical Knockout (TKO)
occurs and the bout ends.
4.If either fighter loses too large a portion of his endurance
points, a Knockout (KO)
occurs and the bout ends.
5.Each fighter regains a portion of his lost endurance
points for resting between
rounds, and for any resting he may have done
during the round.
If neither a KO nor a TKO occurs, then points are awarded to each round
based on the
10 point must system. We have three simulated judges who do not score
the round with
perfect accuracy, and who do not always agree.
If no KO or TKO has occurred after twelve rounds, the judges vote on
a winner, each
according to his own scoring of the rounds. If either fighter receives
two or three votes,
he is declared the winner. Otherwise the bout is declared a draw.
To view a complete fight report using the TKO Simulator, click here.
Abilities and Tactics
Each round is simulated using the fighters' natural abilities and tactics
for the round. A
fighter's natural abilities are not under the control of the fighter's
manager, whereas a
fighter's tactics are completely determined by the fighter's manager.
Natural Abilities, Weight, and Endurance
Each fighter has five natural abilities --- speed, agility, strength,
toughness, and height.
For brevity, we refer to these abilities as SPD, AGL, STR, TGH, and
HGT respectively.
These abilities are interpreted as follows:
STR The fighter's ability to hurt his opponent.
SPD The fighter's ability to land punches.
AGL The fighter's ability to avoid punches.
TGH The fighter's endurance and his ability
to take punishment.
HGT The fighter's height and reach.
Each ability has a numeric value, with 10-11 being average, and higher
numbers being
more desirable. Every fighter is "born" with randomly selected abilities
that total 53.
A HGT of 10 is interpreted as a height of six feet. Each point of HGT
above or below 10
is one inch. For example, a fighter with HGT 9 would be five feet and
eleven inches tall.
Each fighter also has a "weight" which is computed (in pounds) by the
following formula:
WGHT = (62+HGT) * (62+HGT) * (62+HGT) * (1 + (STR-AGL)*0.015) / 2000
Finally, a fighter's weight is slightly randomized, usually varying
by 1-3 pounds from the
above computation.
Weight and Strength
At the beginning of a bout, the two fighters' weights are compared.
Suppose that fighter
A has weight W1 and fighter B has weight W2 and that W1 > W2. Then
fighter A has
((W1/W2) - 1)*10added to his STR and fighter B has the same amount
subtracted from
his STR>
For example, if fighter A weighs 220 pounds and his opponent weighs
200 pounds, then
A would have ((220/200) - 1) * 10 = 1 point added to his STR, while
his opponent loses
one point of STR.
Important Note: For purposes of calculating strength advantage due to
weight,
the maximum weight used is 230 lbs. i.e. If your fighter weighs 300
lbs his
weight will not give him any strength advantage over a 230 lb. fighter.
This is
done to discourage the creation of 400 lb. freaks.
Each fighter also has a certain number of endurance points. A fighter
begins the bout
with 10 endurance points for each point of toughness. For example,
a fighter with a
toughness of 10 (which is average) would begin the bout with 100 endurance
points. A
fighter tends to lose endurance points as the bout progresses due to
damage and
fatigue.
Weight Divisions and Dieting
Every fighter can lose up to 7% of his body weight to make a weight
limit. This is the
fighter's ability to diet and make weight. For example, the welterweight
division's weight
limit is 147 pounds, a 155 pound fighter can lose 7% of his body weight
(155 * .93) to
get down to as low as 144 pounds to make the welterweight weight limit.
Why does this? Well, not only does it simulate fighters dieting and
making weight in real
life, if you can weigh in at a high weight than your opponent, you
gain a weight advantage.
This would give the 155 pound fighter a slight advantage over a natural
147 pound fighter.
Please note, all of this dieting takes place automatically. The manager plays no role in this.
Also, keep in mind, if you can't make your division's weight limit, you must forfeit the fight.
Fight Plans
During a bout, each fighter selects his tactics at the beginning of
each round. The
fighters' tactics and natural abilities are used to determine the result
of the round. A
manager may send a fight plan for his fighter any time before the bout
is resolved. This
fight plan is used each round to determine the fighter's tactics. (Instructions
for sending
fight plans are given in a separate document.)
There are three parts to choosing a fighter's tactics for a round.
Energy Points
First, every round a fighter divides 20 energy points between aggressiveness
(AGG),
power (POW), and defensiveness (DEF). The general effects are as follows:
AGG determines how many punches the fighter
will throw in that round.
POW indicates how much power the fighter is
putting into each blow, and how
carefully the fighter is placing those blows
to maximize damage.
DEF indicates how much effort the fighter
is taking to protect himself (ducking,
moving around, etc.)
If a manager does not provide a fight plan for his fighter, the fighter
will use maximum
defense and minimum aggression and power. The fighter is very unlikely
to win. Every
manager should therefore submit some kind of fight plan for his fighter,
even if it very
simple. Dividing energy points evenly between aggressiveness, power,
and
defensiveness is often a reasonable fight plan.
Training
A manager may train his fighter for a particular ability. This determines
the first ability
point gained in each session. For example, if a fighter who is training
for strength gains
two ability points in a session, that fighter will gain one point of
strength and one
additional point in a randomly chosen ability. A fighter's training
is specified when the
manager submits a fight plan for that fighter.
Fighting Styles
Third, a fighter may choose any of the following fighting styles:
Fighting Inside
Clinching
Feinting
Counter-Punching
Using the Ring
Fighting Outside
Fighting Normal
The effects of these styles are described below.
How a Bout Is Resolved
Each round is resolved as follows in the following sequence:
1.Each fighter regains a portion of the endurance points
he has lost. For instance, if
the fighter started the bout with 120 endurance
points and has 90 endurance
points remaining at the end of round 3, then
he has lost 30 endurance points. He
will regain some of that lost endurance between
rounds and begins round 4 with
less than 120 but more than 90 endurance points.
2.The effects of each fighters' fighting style is computed
as follows:
Fighting
Inside -- The fighter moves in close to throw powerful uppercuts
and hooks. The
fighter's strength is increased and any strength advantage
he has over
his opponent is increased by 50%. However, the fighter's agility
is decreased
slightly.
Also note that
when a taller fighter fights inside he loses some of the benefit
of being taller,
as described below.
Clinching:
The fighter holds his opponent to avoid being hit. This has a
number of effects:
1.The fighter gains +1 AGL.
2.If the fighter has more agility than his opponent, half of his agility
advantage is lost (since he is holding rather than moving.)
3.If the fighter has less agility than his opponent he receives a very
small
agility bonus.
4.If the fighter is stronger than his opponent, half of his strength
advantage is added to his agility.
5.Because a clinching fighter is less active, the fighter's aggression
is
reduced by 1 point (but never below 1). These lost points are used for
resting and increase his endurance point recovery. [A clinching fighter
is an inactive fighter.]
6.If the fighter uses a defence greater than 10 he may be penalized for
not breaking a clinch.
Also note that
when a taller fighter clinches he loses some of the benefit of
being taller,
as described above.
Feinting:
In this style, the fighter tries to confuse his opponent to land better
blows. The fighter's
speed is increased marginally and any speed
advantage he
has is increased by 50%.
However, a fighter
using this style loses 1 point of aggression. Unlike the
clinching style,
the lost point is not used for resting and the fighter fatigues
as if he had
used the point of agression. [The fighter is wasting effort trying
to confuse his
opponent.]
Counter-Punching
In this style, a fast fighter waits for his opponent to attack
and then counter-punches.
If the fighter has a higher speed than his
opponent, then
25% of his speed advantage is added to his agility (for
"striking first")
and 25% is subtracted from his opponent's agility -- to a
maximum of 50%
of the opponent's AGL. However, if counter-punching is
used against
an opponent with a higher SPD, then counter-punching
backfires [he
hits you first] and the fighter's agility is decreased by an
amount equal
to half his speed disadvantage.
In addition,
when a fighter counter-punches his aggression is reduced below
that of his
opponent (but never below 1). The lost energy points are used for
resting, just
as with the clinching style. So, for example, if a counter-puncher
uses an AGG
of 6 and his opponent uses an AGG of 5, the
counter-puncher's
AGG is reduced to 4, and the two missing energy points
are used for
resting.
If a counter-puncher's
opponent uses feinting or clinching, then the
counter-puncher's
AGG reduction takes place after his opponent's AGG
reduction.
If both fighters
counter-punch, then each fighter has his AGG reduced by 1
point.
Using the Ring
The fighter defends himself using movement and footwork.
His AGL is increased
by 1.5 and any AGL advantage he has over his
opponent is
increased by 50%. However, the fighter's STR is decreased by
15%. (This is,
in effect, the inverse of fighting inside.)
It is important to note that all of these
effects are computed simultaneously. For
example, suppose that fighter A fights inside,
gaining 3 points of STR and losing
1.5 points of AGL. If his opponent uses the
ring, his AGL bonus is computed
before subtracting 1.5 from A's AGL.
Fighting Outside
1.The fighter gains +0.5 AGL and +0.5 SPD.
2.Any HGT advantage he has over his opponent is increased by
50% (which further increases both his SPD and his AGL).
3.The fighter's POW is reduced by 20%.
In addition, no fighter's STR, AGL, or SPD
is ever reduced below "1" by the
effects of these styles.
3.The effect of height is determined. The taller fighter
has his SPD and AGL
increased by half the difference in heights.
So a fighter with a HGT of 13 fighting a
fighter with a HGT of 10 would have his SPD
and AGL each increased by 1.5
points.
This "height bonus" may be altered by fighting styles, as follows:
Taller fighter
fighting "inside" or "clinching":
bonus is halved.
Taller fighter
fighting "outside":
bonus is increased by 50%.
Shorter fighter
using an "all-out" style:
Entire HGT advantage is added to SPD, none to AGL.
For example, if fighter A with HGT 12 fights
an opponent with HGT 8, then
fighter Awould ordinarily gain 2 points of
SPD and 2 points of AGL. If, however,
fighter Afights outside, he will gain 3 points
of SPD and 3 points of AGL. If he
fights inside or clinches he will only gain
1 point of SPD and 1 point of AGL. If his
opponent uses an all-out style, then A would
gain 4, 6, or 2 points of SPD and no
points of AGL (since his opponent is rushing
him).
4.Each fighter's STR, SPD, and AGL are reduced in proportion
to the number of
endurance points he has lost. For example,
suppose a fighter began the bout with
100 endurance points but begins the round
with 80 endurance points. Then the
fighter's STR, SPD, and AGL are each multiplied
by 0.8. These values are used
for the remainder of the round.
5.A DEF_RATE is calculated for each fighter according to the following formula:
DEF_RATE = DEF * AGL
where "*" stands for multiplication.
As a special case, however, the DEF_RATE is never lower than "1".
6.Each fighter throws 8 * AGG punches. However, not all
of these punches normally
score. The number of punches that land solidly
enough to be scored by a judge is calculated as
Each fighter lands a certain percentage of 8*AGG punches, calculated as follows:
PERCENT = SPD / (SPD + 3.5 * square_root(opponent's AGL))
Also, judges score punches with more power (Determined by your POW
in your strategy).
Finally, no fighter may land more than 8*AGG
punches. If the above number
exceeds 8*AGG, the number of punches landed
is reduced to 8*AGG.
The above calculation gives the number of punches
that land. The number of
punches actually scored by each of the three
judges is slightly randomized, to
simulate human error.
7.Each fighter does a certain amount of damage to his opponent.
This damage is
calculated as follows:
Damage = POW * STR * sqrt(AGG * SPD) / OPP(DEF_RATE)
This number is randomized slightly, but is normally within 10% of the above figure.
(8 * AGG * SPD) / sqrt(3 * OPP(DEF_RATE))
where "sqrt" is the square root, and OPP(DEF_RATE)
is the opponent's
DEF_RATE. This number is then randomized slightly,
but is usually within 10% of
the above figure.
The damage inflicted on each fighter is subtracted from his endurance points.
8.Either or both fighter may be injured.
The base chance of a fighter being injured
in a round is much greater if the fighter
is throwing head punches than if he is throwing
body blows.
A fighter may be injured repeatedly in the
same round. If he is injured once, then
he has the same chance of being injured a
second time, and a third, and a fourth,
etc. until he "misses" one injury.
If a fighter sustained an injury in an earlier
round, there is a chance that the injury
will be aggravated. This chance is equal to
the chance of sustaining a new injury
that round, but is additional to the chance
of a new injury.
If a fighter sustains a new injury that is
identical to a previous injury, then the injury
is considered aggravated and is not treated
as a new injury.
The effects of injury are fairly complicated
and are discussed in a separate
section.
9.Depending on the damage done to each fighter during the round,
the fighter may
be knocked down or knocked out. The amount
of damage required to knock down
or KO a fighter is based on his starting endurance
points (i.e., 10*TGH) according
to the following:
15% of starting endurance -- fighter is knocked down.
20% -- fighter is knocked down twice.
25% -- fighter is knocked out.
For purposes of this rule, the damage done
is computed before taking into
account the effects of body blows or head
punches. That is the 1.15 multiplier (for
body blows) or 0.85 multiplier (for head punches)
is not applied until after
knockdowns and knockouts have been determined.
[Warning: This paragraph is confusing and not
very important.] Match reports
sometimes show a fighter being knocked down
and KO'd in the same round. This
happens because any damage in excess of that
required to KO a fighter is used
again to determine the number of knockdowns.
For example, if a fighter with 100
endurance points has 25 points of damage inflicted
by an opponent who is
throwing head punches, then only 15 points
of damage are required for a KO. The
remaining 10 points of damage are enough to
cause a knockdown. Thus, the
fighter is knocked down and then knocked out.
However, for technical reasons the
"knockdown" and the "knockout" are reported
in random order and, if the knockout
occurs first then the knockdown does not appear
on the match report.
10.If a fighter's endurance is reduced to 0 or less, then the
fighter cannot continue the
bout and a TKO occurs.
11.Each fighter loses one endurance point for each energy point
spent on AGG (due
to fatigue).
12.If no KO or TKO has occurred, we move on to the next round.
Note that it is possible for both fighters to be KO'd or TKO'd in the
same round. In that
case, we choose the winner by calculating, for each fighter, the ratio
of the damage
required to cause a KO or TKO to the damage actually done. This ratio
gives an
estimate of how early in the round a fighter was KO'd or TKO'd. A similar
comparison is
used when both a KO and a TKO are inflicted on the same fighter in
the same round.
How Decisions are Determined
Three simulated judges reside over each bout. If a bout ends without
a KO or TKO, each
judge may vote for a winner. If two or three judges agree on a winner,
that fighter is
declared by the winner by decision, otherwise the bout is declared
a draw.
If a knockdown occurs, the fighter who scores the knockdown automatically
wins the
round. Otherwise the fighter who lands the most punches normally wins
the round. But
judging can also be influenced by the following factors:
1.Although judging is primarily based on punches landed, judges
do favor fighters
who hit hard over fighters who hit softly.
Judges therefore count every point of
damage inflicted equal to one punch landed.
2.Judges frown on overly defensive fighters and subtract
one punch for every point
of DEF above 10.
TKO Boxing uses a "10-point must" system. At the end of each
round, each judge awards the
winner of a round 10 points and awards the other fighter between 7
and 10 points based
on the following criteria:
1.If a fighter knocks down his opponent twice without being knocked
down himself,
and and the fighter lands more punches than
his opponent does, then he wins the
round 10-7.
2.If a fighter knocks down his opponent without being
knocked down himself, then
the fighter wins the round 10-8.
3.If a fighter knocks down his opponent twice but is knocked
down once himself,
then he wins the round 10-9.
4.If neither fighter is knocked down, or each fighter
is knocked down the same
number of times, then the fighter who lands
the most punches wins the round 10-9.
Any other result is a 10-10 tie.
Bout Reports
A report is generated for each bout. There are actually three versions
of each report -- a
private version for each fighter's manager and a public version that
is available to
anybody as a "scouting report". This report is hopefully entertaining
to read, but it also
contains information about each fighter's abilities, tactics, and effectiveness.
It is
important to note that most of this information is partially randomized,
so it is not
perfectly reliable.
The report contains a round-by-round description of the bout. Here is
an example of a
fight report for one round using the TKO Simulator:
----------------------------------------------------------------------------
Round 7
----------------------------------------------------------------------------
Danny Wilson comes out feinting.
Mike Rodriguez comes out clinching.
You have 43 endurance points left.
Your strategy: Aggressiveness = 8 Power = 4 Defense = 8
...
...
+Mike Rodriguez taps Danny Wilson with a soft hook to the head.
+Danny Wilson taps Mike Rodriguez with multiple body shots.
...
...
Mike Rodriguez throws a right hook but Danny Wilson ducks out
of the way.
Mike Rodriguez can't land with a hard left hand.
...
...
...
...
+Danny Wilson lands a big roundhouse right.
...
...
...
...
...
...
Danny Wilson throws a right hook but Mike Rodriguez ducks out
of the way.
...
...
...
...
+Danny Wilson lands a big roundhouse right.
Mike Rodriguez misses with a heavy left uppercutt.
+Danny Wilson lands a devastating uppercutt on Mike Rodriguez.
Danny Wilson is wild with a deadly cross.
...
...
Danny Wilson landed 46 of 48 punches.
Mike Rodriguez landed 33 of 56 punches.
Danny Wilson is obviously tired.
Mike Rodriguez looks exhausted.
Your fighter took approximately 2 damage points. He has
accumulated
approximately 24 damage points in this fight.
Judge Gabehart scores the round: Danny Wilson 10
Mike Rodriguez 9
Judge Gabehart has the fight scored: Danny Wilson 65
Mike Rodriguez 68
------------------------------------------------------------------------------------
The round begins with a rough characterization of each fighter's tactics
for the round.
This characterization is primarily based on each fighter's fighting
style, though it will also
be altered if a fighter commits more than 10 energy points to AGG,
POW, or DEF.
The significant events of that round are then reported. Each line beginning
with a +
describes an event in which one or both fighters attacked and scored
points. The
description is intended to give a rough impression of the damage the
fighter is doing to
his opponent. Each line beginning with a "-" indicates that a fighter
attacked but failed to
score any points.
The number of times each fighter is reported to have attacked is proportional
to his
AGG (subject to some randomization). Similarly, the number of times
each fighter
scores or misses is determined by the proportion of his punches that
score or miss,as
described above, subject to some randomization. Exception: If a fighter
is using a
clinching style, then some of his opponent's punches are not reported
at all (because he
can't get his hands free to throw them).
Of course, if a fighter's tactics for the round call for him to throw
body blows, then most
(but not necessarily all) of his attacks will be reported as "body
blows", "blows to the
ribs", etc. Similarly, if a fighter is throwing head punches then most
of his attacks will be
reported as such. If a fighter is fighting opportunistically, then
both types of blows will be
reported.
Lines of the form "..." represent periods of time where nothing is happening.
Knockdowns and knockouts are also reported. A fighter may be knocked
down in the
same round that he is KO'd or TKO'd. For technical reasons, however,
when a KO or
TKO occurs in a round a random fraction of the knockdowns in that round
do not get
reported.
At the end of the round a bell is rung and the condition of each fighter
is described. The
"condition of each fighter" is chosen from the following list
can't remember which corner is his.
receives medical attention from his trainer.
collapses limply onto his stool.
looks exhausted.
is slowing down.
is obviously tired.
grabs a water bottle and rests on his stool.
remains standing while the trainer wipes him down.
doesn't even want to rest!
doesn't want to stop fighting!
based on the number of endurance points the fighter has remaining. There
are ten
descriptions in the list so, for example, a fighter with between 50%
and 60% of his hit
points remaining would probably be described as "obviously tired".
However, the choice
is slightly randomized. Also note that the condition of a fighter is
described at the end of
the round, before he recovers hit points for the next round.
Finally, the number of points recorded by each judge is reported. Aso,
"commentators"
estimate the number of punches actually thrown and landed by each fighter
during the
round. Note that both the commentators' scoring is somewhat randomized
and not
perfect. (So are the judges' estimates).
A private report is much like a public report, but the manager is told
exactly how many
endurance points his fighter has at the beginning of each round and
exactly what tactics
his fighter is using each round. He is not not given any additional
information about his
opponent's fighter.
**Note - About 95% of TKO Boxing is based on Electronic
Knockouts including our
fight simulator. Electronic Knockouts is a copyright of Logical Systems.