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Forum > Suggestions > Epic Suggestions > Gigantic Morale Change
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Originally posted by Rage Kinard
I like the general principle of this but don't want to give it a yes vote in it's current form.

I think 75 and 25 boundaries for losing and winning are too stringent and don't take into account other factors.

For instance, if you are down by 3 points with the ball inside the other team's 5 yard line with 1;00 minute left and 6 minutes earlier you were down by 13, then your morale should be higher than the team who is ahead. You should be on cloud 9 thinking you are about to steal a game Meanwhile the other team should be down thinking they are about to steal defeat from the jaws of victory.

Originally posted by cptafw163

I think stamina is tied into morale. If a player gets really tired, his morale will go down. Then you are fatigued and have no heart. That could be a reason for the big swings in momentum.



I think you are correct, and I think that the effects of energy on morale probably need to be reduced.


Excellent point

Perhaps the morale effects can scale to be larger as the game goes on? In a reasonably close game, we could have minor morale effects for the first 45-50 minutes of the game, unless a dot turns over the ball a bunch or something radical. Then, in crunch time, morale could play a bigger role. It wouldn't impact games that much through spirals, but it would separate the teams with confidence from the teams that don't have it in close games.
 
curpipe4
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Originally posted by Ronnie Brown 23
Making any football play (e.g. deflecting passes, getting a hurry or sack, breaking a tackle, catching a ball) results in a morale change. This isn't any different from how it is now. However, when the EFFECT of that football play should modify the morale gained/lost. For example, consider a rusher. Gaining 3 yards and a first down should be worth more than just gaining 3 yards. Gaining 25 yards should be worth more than gaining 15 yards. As you'll see with my morale changes below, when a player does something extremely positive for the team (e.g. receive a TD), there should be no way the player has lower morale the next play. Confidence directly affects how big or small the bonuses/penalties are. This might be how Bort has it set up now.


I don't know if it have been brought up (didn't read every pages).

Take a player A as a RB for exemple and 2 guys on defense, player B and player C.
If the player A gets the ball and breaks the tackle of player B, than gain some yards face player C and breaks the tackle of player C and finally goes for TD.

I think that the player C should get a bigger morale penalty than the penalty for player B. Why ? Because if the player B miss his tackle he do have support up there (since C tries to tackle A) but C is the last guy standing between A and the TD zone so C HAVE to brings A down. Therefore, player C sould get a bigger penalty (not that much but more). I don't know the sim that much so I don't know if it's already like this.

Just my opinion though.
 
Time Trial
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My biggest problem with morale is that it really doesn't reward an investment in confidence. Your morale goes down because dots are plain better than yours. An investment in confidence will help mitigate the negative effects, bit not as much as investing in speed and strength to stop the need for morale rolls in the first place.

Morale serves to continue spirals and make coming back in the game harder. It does not reward an investment in confidence.

We can continue to use the morale system as it is, but with two changes that are easier to code:

1. Make teams that are up roll a confidence roll.

Teams that are winning by a few scores don't usually play with the same intensity as teams in a close game. Instead of an automatic cruise control at 50 point leads, there should be a confidence roll at the start of every play. This roll gets tougher and tougher to throw based on how far you are up.

A successful roll means no penalty. A failed roll means a penalty of anywhere from 1 to 15% based on how badly you missed the roll. Dots that fail the roll have a presnap animation of a yawn or something. Badly failed rolls might get a sleepy dot.

2. Make a confidence roll to overcome low morale.

Morale will negatively affect the base attributes of your dots. 100 morale, no penalty. Ever 5 points of morale you lose, your base attributes take a 1/2% hit: except for confidence.

Prior to the snap, you roll to see how many % points you can regain. An extremely successful roll will give a bonus to your base stats for one play AND will restore up to five points of morale.

Adding these two together will make confidence more important, help prevent morale death spirals, and will make for more exciting games.
 
WhodamanB
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Would be nice to see multiple people in on tackles and getting credit. this would also play a role in the PI
 
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Originally posted by curpipe4
Originally posted by Ronnie Brown 23

Making any football play (e.g. deflecting passes, getting a hurry or sack, breaking a tackle, catching a ball) results in a morale change. This isn't any different from how it is now. However, when the EFFECT of that football play should modify the morale gained/lost. For example, consider a rusher. Gaining 3 yards and a first down should be worth more than just gaining 3 yards. Gaining 25 yards should be worth more than gaining 15 yards. As you'll see with my morale changes below, when a player does something extremely positive for the team (e.g. receive a TD), there should be no way the player has lower morale the next play. Confidence directly affects how big or small the bonuses/penalties are. This might be how Bort has it set up now.


I don't know if it have been brought up (didn't read every pages).

Take a player A as a RB for exemple and 2 guys on defense, player B and player C.
If the player A gets the ball and breaks the tackle of player B, than gain some yards face player C and breaks the tackle of player C and finally goes for TD.

I think that the player C should get a bigger morale penalty than the penalty for player B. Why ? Because if the player B miss his tackle he do have support up there (since C tries to tackle A) but C is the last guy standing between A and the TD zone so C HAVE to brings A down. Therefore, player C sould get a bigger penalty (not that much but more). I don't know the sim that much so I don't know if it's already like this.

Just my opinion though.


That would be pretty realistic, but extremely tough to code. If there's a way we can do it easily and consistently, I'm all for it.
 
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Originally posted by Time Trial
My biggest problem with morale is that it really doesn't reward an investment in confidence. Your morale goes down because dots are plain better than yours. An investment in confidence will help mitigate the negative effects, bit not as much as investing in speed and strength to stop the need for morale rolls in the first place.

Morale serves to continue spirals and make coming back in the game harder. It does not reward an investment in confidence.

We can continue to use the morale system as it is, but with two changes that are easier to code:

1. Make teams that are up roll a confidence roll.

Teams that are winning by a few scores don't usually play with the same intensity as teams in a close game. Instead of an automatic cruise control at 50 point leads, there should be a confidence roll at the start of every play. This roll gets tougher and tougher to throw based on how far you are up.

A successful roll means no penalty. A failed roll means a penalty of anywhere from 1 to 15% based on how badly you missed the roll. Dots that fail the roll have a presnap animation of a yawn or something. Badly failed rolls might get a sleepy dot.

2. Make a confidence roll to overcome low morale.

Morale will negatively affect the base attributes of your dots. 100 morale, no penalty. Ever 5 points of morale you lose, your base attributes take a 1/2% hit: except for confidence.

Prior to the snap, you roll to see how many % points you can regain. An extremely successful roll will give a bonus to your base stats for one play AND will restore up to five points of morale.

Adding these two together will make confidence more important, help prevent morale death spirals, and will make for more exciting games.


These two ideas are awesome and would be easy to add. I still think it could work in conjunction with the system we're proposing in this thread. If you're okay with it, I'd like to add them to the OP.
Edited by Ronnie Brown 23 on Nov 12, 2010 14:35:32
 
Coley23
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This was a very good idea to start with, but is evolving in to something that would in many ways bring this game to life.

Got to be a yes.
 
InRomoWeTrust
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