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What is Global Combat Championships?

This is a sim based/role play hybrid fictional MMA promotion utilizing the best and most up to date simulation available in it's genre. This sim will take into account your fighters strengths, weaknesses and fighters personality to create a fun and interactive experience. What sets us apart from any other fictional sim based MMA company is role playing and how we plan to use it to help shape your characters future and success. Essentially, our world has been built for  both the hardcore and casual MMA fan to role players and efedders who have as little as 10 to 15 minutes a week to spare. In this article, we will detail exactly how GCC brings it all together.

Choose your fighting style

Each fighter has a total of four main fight disciplines Striking, Clinch, Wrestling and Submissions. Each fighter will list in order of which skills they are best at. Within each category a fighter may select one specialization within the class that will provide a relative boost to the fighters stats in those specific areas. 

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Primary - Your main stat. You can select one specialization that will scale between 90-100 and all other stats related to your primary skill will scale from 90 to 80 points. 

 

Secondary skill - Your secondary stat. You can select one specialization that will scale between 80 to 70 points and all other stats related to your secondary skill will scale from 70 to 60 points.

 

Third skill - Your third stat. You can select a specialization that will scale between 70 to 60 points and all other stats related to this skill will scale from 60 to 50 points.

 

Fourth skill - Your last stat. You can select a specialization that will scale between 50 to 40 points and all other stats related to this skill will scale from 40 to 20 points.

 

There is also a Jack of All Trades: Master of None option which will scale a fighters stats randomly across all skills at a rate of 50 to 70 points per category. These selections are made by filling out the form on the Create of Fighter page.

Physical stats

There are 7 physical stats and they are as follows: cut immunity, Strength, Chin, Mobility, Flexibility, Reflexes and Stun Recovery.

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While creating your fighter, you will be asked to list these stats in the order of most to least important. 

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Top two selections will scale from 100 to 90.
The following three selections will scale from 90 to 70.
The bottom two selections will scale from 70 to 50.

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Each one of these stats are vital in their own ways  and benefit some fighters more than others depending on their style. Strength for example, will help wrestlers take their opponent down on a shot while flexibility will allow a fighter to lock in or escape certain submissions more easily.

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Note: Conditioning and Consistency are also considered physical stats but scale dynamically fight to fight. See camp reports further down below for more information.

Stat caps and rolls

Stat caps are in place to ensure that there is an equal balance within the sim. Stats in Striking, Wrestling, submissions and Clinch are offered with defined caps due to the level of detail listed in this sim. To elaborate further, there are over 60 specific sliders between these four categories alone and it is unrealistic to allow players to individual tweak each individual stat while keeping the sim balanced and fair for everyone.

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With this  stat cap format, it has allowed for weeks of testing the builds under a relatively controlled environment. Random rolls will allow a certain level of degree of realism as everyone will have their own ''bad'' and ''good'' rolls while still allowing their fighting style to shine within the sim.

                  Roleplaying & Fight strats

As important as your stats maybe the biggest game changer comes in the form of fighter traits that will be explained a little more soon. These traits (currently max 3 per fight) are rewarded to those who those submit a fight report before their fight and are awarded based on real fighting logic. These traits act as a game-plan or in some cases will serve as a stat boost in specific actions or behaviors within the sim. So how do you earn these traits?

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First thing to note is that role playing and submitting strats is not a requirement and it is possible that one fighter beats another having not done so. This is due to the sim aspect of the game and completely within it's balance; however, testing has been done to tip the scale favorably on the side of better or more active role-players so that they are awarded more often then not with combat traits that will cause their fighters to approach the fight in specific ways to implement game plans giving them a relevant advantage over an opponent that has none or even the wrong one's applied.

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Due to the depth of the sim, each fighter has a high AI system in place and will automatically fight according to their strengths but traits will allow them to become more focused in their approach increasing your fighters chance at success.

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Plus role playing in our game has been made super easy.

                Camp Reports - Strats

The main form of role playing is done in the form of a camp/ training report. A training report is essentially a fight strat that is done in character. The report does not have to be fancy nor is it judged on a scale that role play efeds are. In fact every effective training report should answer the following questions:

 

- What are my opponents strengths or weaknesses and what within my skill set can I effectively use against them in the fight?

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- What is my overall game plan against my opponent and why?

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- What have I done within training camp to prepare and allow me to implement these particular strategies for this fight and how much will I weigh on fight night?

 

Based on your answers here, we will assign a max of 3 traits that will help you enforce your game plan. These traits will also be granted to you on the basis that it makes sense for your character and the opponent you are up against. For example, if submissions aren't your primary or secondary stats and you are up against a BJJ black belt with submissions as his specialty, then it is not a reasonable game plan to try to go into the cage trying to submit him instead. This will be seen as an ineffective game plan and no traits will be awarded. Occasionally, you might even opt for a strategy that your fighter is capable of implementing but later find out that your opponent implemented their own strategy which counters it. 

 

Also, you will want to be clear and very specific with your game plans. Instead of telling us how you plan to work on your boxing for the fight, tell us that you plan to work the body or look to throw more combinations in the fight. If your a grappler, tell us what sorts of specific submissions you will look for against your opponent. If your a wrestler, tell us what you plan to do with your opponent once you take the legs out from underneath them! The more detailed you are the better here. There are even some situations that you might want to STOP doing something you are good at and normally would do against other fighters; remember this report is essentially your  game plan so put some thought into it, scout your opponent and then reap the rewards!

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Finally, the effectiveness of your reports are tied directly with your stamina and consistency stats which are the two biggest factors in a fight.  Those who don't train will enter the fight unprepared and will suffer stat decreases and will step into the cage with more than half the gas tank someone against a fighter who is better prepared and well trained. This scales as follows:

 

No camp report = 20 stamina, 0 consistency rating, no traits.

Poor camp Report = 50 stamina, 40 consistency, no traits. 

Average camp report = 70 stamina, 60 consistency, one trait.

Great camp report  = 90 stamina, 80 consistency, two traits.

Amazing camp report  = 100  stamina, 89 consistency,  three traits.

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While a fighter who does not submit a report at all is at a big disadvantage, they have a small chance of winning against someone who submits an amazing camp report. There are no guaranteed wins in GCC. You can learn more about what a good vs. poor training report would look like by clicking: HERE

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            Traits and personalities

There are many traits that encompass virtually every fight strategy you could think up so rather then post the entire list, we've decided to let your creativity run wild and instead allow your strengths and your opponents weakness to come up with a game plan and we will let you know before the fight what traits you've earned and how they will help your fighter during the fight!

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Please note there are a few traits that are considered to be freebies to any fighters who may need them and do not effect the overall balance of the sim. These traits are as follows:

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- Never kicks

- Pulls guard

- Rubber guard

- Never shoots takedowns

- Never fights takedowns

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If any of these options are selected on your app, they cannot be removed/added after the fact unless it's specified in your camp report and will count towards your max of 3 traits to do so.

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Personality traits are provided to every character created depending on the information they provide in their bios and may change throughout their careers in the promotion depending on their character development arch. These personality traits will effect how your fighter acts within the sim. Ex. A cocky fighter may taunt an opponent during or after a fight. A respectful fighter will offer to touch gloves or show respect to their opponents after the fight. Other fighters may call other fighters out after winning fights if that's their style and it's all built into the sim.

Fighter Popularity 

To further encourage role playing we are using something called popularity. Popularity is also based on role playing but will not provide any additional bonuses to the fight sim itself. Instead, hyping fights on twitter, doing interviews or character development pieces will score you popularity points instead. You do not need to do all of these things to gain popularity (ex. you can be popular within the sim and not have a twitter account)  but the general idea is that you are participating in hyping the fight or building your character in a relevant way.

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Those with higher popularity will get more favorable match ups (as they do in real life), will rank higher in comparison to fighters with similar records and will be granted title opportunities depending on their overall ranking and maybe featured more prominently on advertisements and posters. In turn, these fighters will often make more money and have bigger contracts within the sim world. Since these do not effect the core results there is no scale for how much popularity a fighter earns by doing any of these things and thus will be at the sole discretion of the fed head to determine what fighters are most popular within the sim.

Fog of War

Fog of war is a game mechanic within the sim that obscures a specific fighters stats. In turn, this will give you a general idea of what your opponents strengths and weaknesses are but not an exact number or stat attached to any particular skill. The more a fighter fights in GCC the more categories will be available to scout on that particular fighter in the future. You can scout an opponent by clicking on their picture on the roster page.

                   Shows and Events

Every PPV cycle there will be two major events leading up to the show itself. 

 

The first are press conferences. Press conferences done in character at the start of each event. These are used to hype the fight and add some flavor to your character and interactions. These are optional and will not effect the outcome of the fight however it will bring a significant increase your fighters popularity by attending.

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The second major event are open workouts. Open workouts occur a few days before the event and where we will find out what traits (if any) a specific fighter had obtained during their training camp as well as share any other relevant information that was contained within the reports. 

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The final major event is the show itself. The shows will be presented on YouTube as the sim will be done live in one single recording providing complete transparency within the results. In the description section, timestamps will be posted so that anyone who cannot or does not wish to view the entire sim can quickly observe their own results on the show. 

                  Our mission

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The mission of GCC is to give a platform for role players interested in MMA to create their own characters and complete in a fair and balanced sim while rewarding participation and activity while making the process as time friendly as possible. Our format and the detail within the simulator will allow everyone to create a balanced build that expresses their characters and is accurately represented within the sim. 

 

So go on and create your fighter, we'll see you in the cage.

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