Segment Simulation
Segment Simulation
The segment simulation engine allows you to watch your booked events come to life, complete with dynamic commentary, ratings, and real-time consequences.
Overview
When you navigate to a Live Event, you can simulate each segment one by one. The simulation system:
- Generates commentary and action moments based on the segment type
- Calculates crowd reaction and segment ratings
- Tracks show-level performance metrics
- Can cause injuries that affect your roster
- Provides detailed feedback on segment quality
Starting a Simulation
- Navigate to a Live Event from your booked shows/PPVs
- Click "Simulate Segment" on any segment
- Review participant information in the simulation dialog
- Click "Start Simulation" to begin
Simulation Events
Event Generation
- Frequency: At least 1 event per 5 minutes of segment duration
- Context-Aware: Events are tailored based on:
- Segment type (match, interview, promo, brawl, ambush)
- Match type (for match segments)
- Participant finisher types
- Number of sides/teams
Event Types
Generic Match Events
- Standard wrestling action (strikes, reversals, pins)
- High-risk maneuvers
- Momentum shifts
- Near falls
Finisher Events
Special events based on wrestler finisher types:
- Strike: Knockout attempts and close calls
- Submission: Hold applications and rope breaks
- Power: Devastating slams and displays of strength
- Aerial: High-flying spectacular moves
- Counter: Reversal-based finishing moves
Tag Team Events
For multi-participant matches:
- Tag in/out sequences
- Double team maneuvers
- Fresh competitor entries
Hardcore/Violent Match Events
For no-DQ, deathmatch, and extreme matches:
- Weapon usage
- Bleeding
- Environmental destruction
Non-Match Events
- Interview: Tough questions and bold statements
- Promo: Crowd reactions and challenges
- Brawl: Trading blows and security involvement
- Ambush: Surprise attacks and vicious assaults
Draw Events
Low-probability events that result in draws:
- Time limit reached
- Double count-out
- No-contest rulings
Injury System
During match segments, there's a chance of injury occurring:
Injury Probability Factors
- Match Type: High-violence matches (deathmatches, TLC, Hell in a Cell) have higher injury risk
- Injury Proneness: Wrestlers with higher injury-prone stats are more likely to get hurt
- Base Probability: Each match type has a base injury risk percentage
When Injury Occurs
- An injury event appears during simulation with a ⚠️ warning
- The injured wrestler is shown in a red-bordered injury report
- A notification is added to your inbox
- The wrestler is updated with injury status (days to recover)
- A toast notification alerts you immediately
Injury Details
- Type: Randomly selected (Sprain, Strain, Contusion, Laceration, etc.)
- Recovery Time: 7-30 days randomly assigned
- Impact: Injured wrestlers cannot compete until recovered
Rating System
Crowd Reaction (0-100)
Measures audience engagement based on:
- Average Charisma: Higher charisma = better crowd connection
- Average Popularity: More popular wrestlers draw stronger reactions
- Face/Heel Dynamics: Bonus for traditional face vs. heel matchups
- Active Storylines: Segments involving storyline participants get bonuses
Segment Rating (0-100)
For Match Segments
Calculated using:
- Ability (50%): Wrestler skill level
- Condition (30%): Physical state
- Injury Risk (20%): Inverse of injury-prone stat
- Match Type Modifiers:
- Violence bonus for hardcore-style matches
- Injury risk penalty for dangerous match types
- Event Prestige: Higher prestige events get slight bonuses
- Event Size: Larger venues provide small boosts
For Non-Match Segments
Calculated using:
- Mic Skills (40%): Speaking ability
- Charisma (30%): Personality and presence
- Popularity (30%): Star power
- Hardcore Ability: Bonus for brawl/ambush segments
Overall Score (0-100)
Weighted combination:
- Crowd Reaction (45%)
- Segment Rating (55%)
Show Ratings
As you simulate segments, the show-level metrics update:
Show-Level Metrics
- Crowd Reaction: Running average of all segment crowd reactions
- Show Rating: Running average of all segment ratings
- Overall Score: Running average of all segment overall scores
- Audience: Dynamic audience level based on card quality and wrestler popularity
Audience Dynamics
Initial Audience
Calculated based on:
- First segment wrestler popularity
- Event prestige
- Event size/capacity
Audience Ramping
The audience changes as the show progresses:
Low-Card Opener (Starting with less popular wrestlers):
- Show starts with lower audience
- Good performances grow the audience
- Audience peaks when top stars appear
Top-Card Opener (Starting with popular wrestlers):
- Show starts near maximum audience
- Maintains high levels if quality is good
- Can drop if undercard segments underperform
Factors Affecting Changes:
- Segment overall score vs. 50 (baseline)
- Wrestler popularity vs. 50 (baseline)
- Combined performance + popularity modifier (±5% per segment)
Simulation Flow
- Click "Simulate Segment": Opens dialog with participant info
- Start Simulation: Events appear every 2 seconds
- Event Display:
- Regular events: Blue border
- Injury events: Red border with ⚠️
- Completion: Ratings meters appear
- Injury Report: If applicable, shows injured wrestler details
- Next Actions:
- "Simulate Next Segment": Continue to next unsimulated segment
- "Close": Return to event overview
- All Segments Complete: "Leave Arena" button appears to return to dashboard
Best Practices
Booking for Better Ratings
- Face/Heel Balance: Mix alignments for crowd engagement
- Storyline Integration: Feature active storyline participants
- Card Structure:
- Start with mid-card to build audience
- Place top stars in featured spots
- End with main event
- Match Type Selection: Balance safe matches with risky spectacles
- Segment Duration: Allow enough time for quality event generation
Managing Injuries
- Check wrestler injury-prone stats before booking dangerous matches
- Avoid booking injured wrestlers
- Keep medical staff ready for high-risk events
- Consider injury implications for ongoing storylines
Maximizing Show Quality
- Book wrestlers with complementary styles
- Ensure participants are in good condition
- Match segment types to wrestler strengths:
- High mic skills for promos/interviews
- Hardcore ability for violent segments
- Ability for technical matches
Gorilla Position
The Gorilla Position panel gives you real-time control during live match simulations, allowing you to make dynamic booking decisions on the fly—just like a head booker calling the shots through their headset.
What is Gorilla Position?
In professional wrestling, "Gorilla Position" refers to the area behind the entrance curtain where producers and bookers communicate with performers during the show. In Booker Blitz, this feature lets you intervene during simulations to:
- Adjust match outcomes in real-time
- Call for finisher spots
- Trigger interference
- Create surprise storyline moments
Accessing Gorilla Position
The Gorilla Position panel automatically appears when you start simulating a match segment. It displays between the participant portraits and the live events feed, showing all available intervention options.
💡 Note: Gorilla Position is only available during match segments. Interview, promo, and other non-match segments don't display the panel.
Gorilla Position Actions
1. 🔄 Change Outcome (Audible Calls)
Dynamically change who wins the match while it's in progress.
How to Use
- Click "Change Outcome" during the simulation
- Select the winning side from the dropdown (or choose "Draw")
- The match continues with the new ending in mind
Limitations & Penalties
- Maximum: 2 outcome changes per match
- First change: -5 rating penalty
- Second change: -10 rating penalty (cumulative)
- Overuse message: "Too much confusion regarding the match outcome took a hit on the overall match rating"
When to Use
- Last-minute booking changes due to crowd reaction
- Protecting a wrestler from a loss
- Creating unexpected upsets
- Adjusting for storyline needs
2. ⚡ Call Finisher
Signal a wrestler to hit their signature finishing move during the match.
How to Use
- Click "Call Finisher" to expand wrestler options
- Each participant shows two buttons:
- Call: Execute their own finisher (+3 rating bonus)
- Swap: Hit opponent with opponent's finisher (+2 rating bonus)
- Click the desired action
Example Events
- Finisher Call: "John gets the signal - time for the big move! John hits Stone Cold Stunner!"
- Finisher Swap: "Wait! John just hit Steve with Stone Cold Stunner! That's Steve's own finisher!"
Limitations & Effects
- Maximum: 3 total finisher actions per wrestler (calls + swaps combined)
- Well-timed: First finisher gives +3 rating bonus
- Second finisher: +2 rating bonus
- Overuse (>2 total or >1 swap per wrestler): -3 rating penalty
- Overuse message: "Too many finishers are making this match feel predictable. The audience seems frustrated."
Strategic Tips
- Use finishers at critical moments to elevate match quality
- Finisher swaps add disrespect/storyline heat
- Don't spam finishers—diminishing returns apply
- Save finisher calls for near the end of longer matches
3. 🚑 Early Ending
Stop the match immediately when a wrestler gets injured.
How to Use
- When injury occurs: The "Early Ending" button highlights with a pulse animation
- Click "Early Ending"
- Select the winner (or draw) from the dropdown
- Match ends immediately with the selected outcome
Effects
- Injury time reduced: 20-30% decrease in recovery days
- Rating penalty: -2 points (per remaining simulation event)
- Prevents further damage: Stops additional rating loss from injured wrestler's poor performance
When to Use
- A key wrestler gets injured and you want to protect them
- The injury happens early and would tank the remaining match rating
- You need to preserve the injured wrestler for upcoming shows
When NOT to Use
- Minor injuries late in the match (penalty may outweigh benefit)
- If the match is nearly over anyway
- When you can afford the rating hit
4. 👥 Interference
Trigger run-ins by team members, managers, or other roster members not in the match.
How to Use
-
Click "Interference"
-
Select Interferer: Choose from:
- Team Members (shown with 👥 badge): Wrestlers on the same team(s) as participants
- Managers (shown with 🎩 badge): Wrestlers who manage participants
-
Select Target: Pick which wrestler gets attacked/distracted
-
Choose Interference Type:
- Run-In (+4 rating): Direct attack on a participant
- Distraction (+2 rating): Distracts referee/wrestler
- Weapon Spot (+3 rating): Introduces a foreign object
- Manager Interference (+2 rating): Manager gets involved
-
Click "Execute"
Availability
- Button highlights with blue border when team members/managers are available
- Disabled if no eligible interferers exist
- Can only be used once per segment
Example Events
- Run-In: "Music hits! Kane is here and they have bad intentions!"
- Distraction: "Paul Heyman appears at ringside! The referee is distracted!"
- Weapon: "Shane McMahon just slid a chair into the ring! The referee did not see it!"
Strategic Uses
- Build team/stable dynamics
- Protect a wrestler from a clean loss
- Create storyline heat
- Set up future feuds
- Make matches feel unpredictable
5. 👑 Booking Swerve
Create shocking storyline moments during the match.
How to Use
-
Click "Booking Swerve"
-
Select Participant 1: First wrestler involved
-
Select Participant 2: Second wrestler involved
-
Choose Swerve Type:
- Betrayal (+8 rating): One wrestler turns on their partner/ally
- Alliance (+6 rating): Former enemies team up
- Heel Turn (+7 rating): Face wrestler turns heel
- Face Turn (+7 rating): Heel wrestler turns face
-
Click "Execute"
Example Events
- Betrayal: "NO! John just turned on his partner! What a shocking betrayal!"
- Alliance: "Wait... John and Steve are working together?! This is unexpected!"
- Heel Turn: "The crowd is in disbelief! John has shown his true nature!"
Limitations
- Maximum: 2 swerves per segment
- Each swerve provides significant crowd reaction bonuses
Strategic Planning
- Use betrayals to break up teams and start feuds
- Alliances can unite rivals against a common enemy
- Turns should align with long-term storyline plans
- Major swerves work best on big shows (PPVs)
Rating Impact Summary
| Action | Max Uses | Positive Impact | Negative Impact |
|---|---|---|---|
| Outcome Change | 2 | None | -5 per change (cumulative) |
| Finisher Call | 3 per wrestler | +3 (first), +2 (second) | -3 (overuse) |
| Finisher Swap | 1 per wrestler | +2 | -3 (>1 swap) |
| Early Ending | 1 | Reduces injury time 20-30% | -2 per remaining event |
| Interference | 1 | +2 to +4 crowd reaction | None |
| Booking Swerve | 2 | +5 to +8 crowd reaction | None |
Best Practices
Strategic Usage
- Plan Ahead: Don't use all actions immediately—save them for critical moments
- Read the Room: If ratings are high, you may not need interventions
- Emergency Use: Save early ending for genuine injury crises
- Story First: Use swerves and interference to advance storylines, not just boost ratings
- Limit Spam: Overusing finisher calls makes matches feel choreographed
Combination Strategies
The Dusty Finish (Classic Wrestling Booking)
- Interference from heel team member
- Change outcome to heel victory
- Sets up rematch
The Shocking Turn
- Booking swerve (betrayal) mid-match
- Finisher swap (hitting partner with their own move)
- Change outcome to favor the betrayer
The Injury Angle
- Wrestler gets injured
- Early ending called
- Sets up "revenge" storyline
The Hot Finish
- Call finisher when crowd reaction dips
- Interference to add chaos
- Elevates otherwise average match
Keyboard Shortcuts
| Shortcut | Action |
|---|---|
Space | Start simulation / Fast forward / Next segment |
💡 Tip: There are currently no dedicated keyboard shortcuts for Gorilla Position actions. All interactions are mouse/touch-based for precision control.
Learning Gorilla Position
For Beginners
Start with these low-risk interventions:
- Finisher Calls: Safe way to boost ratings without penalties
- Interference: Adds excitement with minimal downside
- Swerves: Use sparingly for big moments
Avoid early on:
- Outcome changes (rating penalties)
- Early endings (unless necessary for injury)
- Finisher spam (overuse penalties)
For Advanced Players
Master the art of live booking:
- Anticipate: Use outcome changes when you see ratings lagging
- Layer: Combine actions (interference → finisher → outcome change)
- Protect: Use early ending strategically to save injured stars
- Tell Stories: Every intervention should serve the larger narrative
Troubleshooting
Q: Gorilla Position panel doesn't appear
- A: Only available during match segments, not interviews/promos/etc.
Q: Interference button is disabled
- A: No team members or managers are available. Interferers must be on the same team(s) or manage participants.
Q: Can't call more finishers
- A: You've reached the 3-action limit for that wrestler (calls + swaps combined).
Q: Early Ending button not highlighted
- A: No injury has occurred yet. The button only highlights when a wrestler gets injured.
Q: Rating went down after using Gorilla Position
- A: Some actions have penalties (outcome changes, finisher overuse, early endings). Check the Rating Impact Summary above.
Future Enhancements
Planned Features
- Keyboard shortcuts for quick Gorilla Position actions
- Advanced Events: More sophisticated action and commentary variations
- Commentary Styles: Different commentary based on show type
- Crowd Chants: Specific chants for popular wrestlers
- Post-Match Attacks: Optional continuation segments
In Development
- More finisher-specific events
- Tag team combination moves
- Additional interference variations
- Referee involvement scenarios
- Title change celebrations