There will be a summary of this discussion posted sometime this week by the Q & A group.
We've spent significant time looking at and figuring out a way to improve the way that players are developed and have come up with a player archetype system that will do just this. This is going to be a long post so I am going to stick around and answer questions for the next couple of hours. Don't turn it into a bitch session - if you have a legitimate concern, voice it in a constructive manner and we'll discuss it. This is a huge game changing system and while we've tried to address everything, it is possible we missed something - this is why we're opening it up for discussion now rather than just introducing the improvement.
For every position there are several archetypes that a player will be able to choose from when creating a player. Depending on the archetype there will be different Automatic Level Gains (ALG's) and Special Abilities (SA's) that receive a bonus or penalty. In addition, there are height/weight ranges depending on archetype that we've tried to line up with realistic values.
An agent can add one bonus SA to each player. This SA cannot already be in the player's normal SA Tree. The bonus SA is in a tree by itself and has the 1-2-3-4-5 skill point cost progression. This must be selected at player creation.
We're also going to be working on a special SA for each archetype - will add more info on these later (we're going to create a Suggestions thread for these and figure out which ones will work best). This will be in addition to the bonus SA. This idea is not guaranteed to happen but if we can come up with SA's that make sense and are balanced, we'll attempt to add this.
These archetypes and their associated ALG's and SA's are as follows:
IMPORTANT NOTE - THIS LIST IS NOT FINAL AND IS SUBJECT TO CHANGE/REVISION BASED ON DISCUSSION AND TESTING
Refer to http://goallineblitz.com/game/forum_thread.pl?thread_id=3768138 for the updated details on the archetypes.
An excellent quote from Daudy explaining how this system is MORE flexible than the current player building system and gives players many more choices:
Originally posted by Daudy
It gives us more diversity than the current system because we're able to modify how each position now levels up naturally. So, instead of ALL HBs majoring in a certain skill (say speed), you now have the option to choose something else - as long as it fits within one of the Archetypes available.
For example, if I build a HB now, each level up between level 1-21 would give me 0.33 each in Agility, Speed, Strength, vision, confidence and carrying and also 0.20 in blocking, catching, jumping, stamina and THROWING.
So in essence, EVERYBODY who builds a HB would level up the same at the moment.
With this new system, you get the choice between Agility Carrying Confidence Strength (+.5) and Catching Speed Stamina Vision (+.25) or Agility Carrying Speed Vision (+.5) and Catching Confidence Jumping Stamina (+.25) or Agility Catching Speed Vision (+.5) and Carrying Confidence Jumping Stamina (+.25) or Carrying Speed Strength Vision (+.5) and Agility Catching Confidence Stamina (+.25)
Thus, with this new system, you should theoretically be able to build players more specifically tailored towards your intended role for them. AND, you no longer have the same level gains as EVERYBODY ELSE IN THAT ENTIRE POSITION.
See where it's a bit more flexible now?
We've spent significant time looking at and figuring out a way to improve the way that players are developed and have come up with a player archetype system that will do just this. This is going to be a long post so I am going to stick around and answer questions for the next couple of hours. Don't turn it into a bitch session - if you have a legitimate concern, voice it in a constructive manner and we'll discuss it. This is a huge game changing system and while we've tried to address everything, it is possible we missed something - this is why we're opening it up for discussion now rather than just introducing the improvement.
For every position there are several archetypes that a player will be able to choose from when creating a player. Depending on the archetype there will be different Automatic Level Gains (ALG's) and Special Abilities (SA's) that receive a bonus or penalty. In addition, there are height/weight ranges depending on archetype that we've tried to line up with realistic values.
An agent can add one bonus SA to each player. This SA cannot already be in the player's normal SA Tree. The bonus SA is in a tree by itself and has the 1-2-3-4-5 skill point cost progression. This must be selected at player creation.
We're also going to be working on a special SA for each archetype - will add more info on these later (we're going to create a Suggestions thread for these and figure out which ones will work best). This will be in addition to the bonus SA. This idea is not guaranteed to happen but if we can come up with SA's that make sense and are balanced, we'll attempt to add this.
These archetypes and their associated ALG's and SA's are as follows:
IMPORTANT NOTE - THIS LIST IS NOT FINAL AND IS SUBJECT TO CHANGE/REVISION BASED ON DISCUSSION AND TESTING
Refer to http://goallineblitz.com/game/forum_thread.pl?thread_id=3768138 for the updated details on the archetypes.
An excellent quote from Daudy explaining how this system is MORE flexible than the current player building system and gives players many more choices:
Originally posted by Daudy
It gives us more diversity than the current system because we're able to modify how each position now levels up naturally. So, instead of ALL HBs majoring in a certain skill (say speed), you now have the option to choose something else - as long as it fits within one of the Archetypes available.
For example, if I build a HB now, each level up between level 1-21 would give me 0.33 each in Agility, Speed, Strength, vision, confidence and carrying and also 0.20 in blocking, catching, jumping, stamina and THROWING.
So in essence, EVERYBODY who builds a HB would level up the same at the moment.
With this new system, you get the choice between Agility Carrying Confidence Strength (+.5) and Catching Speed Stamina Vision (+.25) or Agility Carrying Speed Vision (+.5) and Catching Confidence Jumping Stamina (+.25) or Agility Catching Speed Vision (+.5) and Carrying Confidence Jumping Stamina (+.25) or Carrying Speed Strength Vision (+.5) and Agility Catching Confidence Stamina (+.25)
Thus, with this new system, you should theoretically be able to build players more specifically tailored towards your intended role for them. AND, you no longer have the same level gains as EVERYBODY ELSE IN THAT ENTIRE POSITION.
See where it's a bit more flexible now?
Edited by Catch22 on Feb 15, 2010 10:30:29
Edited by Catch22 on Feb 10, 2010 22:57:19
Edited by Catch22 on Feb 10, 2010 22:29:50
Edited by Catch22 on Feb 10, 2010 21:55:27
Edited by Catch22 on Feb 9, 2010 16:46:38