I feel like these two things need to be brought up again. I know how these threads can have things get lost like crazy
Originally posted by Staz
Have any of the people in that discussion paid attention to this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=4066692 ?
There is a few things that should be taken seriously
1. There needs to be a value for almost EVERY. SINGLE. ACTION. In my opinion, having an INT should yield a certain value, and then modifiers based on length of the return, whether it scores or not, how big of an impact this has on the game, etc.
On top of that, small actions like a three yard run will have very different impacts based on situations, what the team needs, score of the game, etc. A three yard run on 1st and 10 is no big deal. A 3 yard run on 3rd and 2 is good. A 3 yard run on 4th and 1 is bigger. A 3 yard run for a touch down is bigger yet. A 3 yard run for a TD to tie the game is huge. A 3 yard TD to take the lead is even bigger. Etc.
DO NOT JUST SAY "THIS ACTION IS WORTH THIS MANY POINTS", PLEASE. Each action should have some value assigned to it, yes, but based on your confidence, game situation, etc. there should be a modifier applied to everything. EVERYTHING.
Confidence should reduce the morale loss (%), whether it be via direct action, or the player just "deteriorating" by sitting on the bench.
2. There needs to be "intimidation". The intimidation SAs are in the game, and they need to have some sort of separate effect than just reducing overall morale. Morale = Momentum. Being afraid of a certain player doesn't directly impact your momentum, just generally influence the way you deal with things. The thread linked above gets into that, and if you'd like to read a discussion on the specific concept, go here: http://goallineblitz.com/game/forum_thread.pl?thread_id=3950794 Bort already mentioned that he liked the concept, and the idea of a player v player value being kept. This would also only impact rolls and would play a small role in player performance and morale loss/gain.
3. Two key thing needs to be addressed:
- The bigger the game, the bigger the morale swings. Playoff games are a bigger deal than game 1 of the regular season. Also, being in Week 16, NEEDING to win this game to make the playoffs is a bigger deal than being in Week 16 and being 15-0 at that point. This needs to be addressed some how.
- The closer the game, the bigger your morale should be impacted. A TD run in a 75-3 blow out isn't that big of a deal. A TD run in a 13-10 game is. Especially late in the game.
4. Remove the effect of morale on physical skills, mostly. Allow morale to affect ROLLS as a modifier, not directly to their physical skills. Perhaps, if a player's morale gets so low that he "gives up", then possibly reduce his physical skills. Otherwise, we need to have morale only affect the player's roles, not actual skills. Then, if this entire point (#4) is added, we could see a use for a VA allowing a player to "fight" longer, causing him to go longer without giving up.
Originally posted by Staz
Offense:
Offensive "Running"
Carrying the ball
- Bigger gains = bigger morale gains, +% for each yard, can go negative for TFLs
- First Downs = Bigger gains, +% for 1st Down gain.
- Touchdowns = +%, % is based on game situation, down, etc. covered later
Breaking Tackle/Faking a Defender
- The bigger the broken tackle/fake, the bigger the value (lower the shoulder is less "big" than power through and/or spin, Head Fake is less impressive than Juke, etc.). ALL are included in this, even CF and PF
- Consecutive broken tackles is +% each tackle broken
Fumbles
- Loss of morale, +% of impact based on situation
Catching the Ball
Catch in Traffic
- The more defenders near you during the catch, +% for "risk"
Catching a Deflection
- +% for the severity of the deflection
Catching a Pass
- +% for being hit after the pass, each tick should change the value of this aspect, with the highest value being at the exact moment the catch is made, and reducing each tick, eventually bottoming out at whatever value is set.
- Consecutive catches +%, with value growing as the streak climbs.
- Any "special" catch has a +% associated with it, growing with difficulty of the catch (1 handed, diving, jumping)
- Just like carrying the ball, bigger gains = bigger morale gains
Passing
Completing a Pass
- Consecutive completions is +% for each completion.
- Just like with catching a pass/carrying the ball, longer gains = bigger morale gains
- Tougher the throw (higher risk value) the higher the completion morale gain is (+% for risk of throw)
- Touchdown provides +% based on score, time left, importance of the TD, etc.
- Incomplete passes follow basically "opposite" rules of completions, with a few exceptions - Risk of throw. The riskier the throw, the less morale you lose on an incompletion (easier it is, the more you lose on an inc throw) and "throwing it away" is a small morale loss.
- Poor throws = morale loss based on how poor it was
- Completions while scrambling = bigger gains
Pressure
- Longer the sack, the more morale loss
- More sacks = bigger losses (+% for each sack, consecutives get another +%)
- Hurries cause small morale loss
- If the QB tucks the ball to run, it follows "carrying the ball" morale points with small modifier, since a QB scrambling for a gain is more "impressive" than a typical run
Interceptions
- Bigger the return on the pick, the bigger the morale loss (+% for each return yard)
- Multiple INTs = Bigger morale (+% for each pick)
Blocking
Holding Blocks
- Longer the block is held, +% morale (per tick? Second?). Should be relatively small value, though
- Broken Blocks = morale loss. The quicker the break, the more the value (Assign max value, and reduce possible value per tick/second/whatever)
- If the player who sheds the block makes a play, blocker receives +x% of the ball carrier or QBs lost morale (whoever got hit/hurried/fumbles/etc.)
Pancakes
- Pancaking a defender = +%, consecutives get a slight bonus %
- Revcakes = morale loss, consecutives get +% value
Defense
Making a tackle
- Consecutive made tackles w/o a miss = +% per consecutive make. Missed tackle resets to original make tackle % boost. Consecutive misses also has a growing morale loss
- The bigger the hit, the more the morale gain (+% for big hits, monster hits and consecutives, diving tackles are lowest)
- TFL gets a gain, bigger losses = bigger morale gains (+% per yard of TFL)
Breaking a Block
- Quicker you break the block, the higher the value (see Holding Blocks under Blocking)
- If you do not break the block, morale loss is dictated by time (See Holding Blocks)
Pressure
- Hurries, consecutives get +% per.
- Sacks, same rules apply. Bigger the sack (distance) the higher the gain (small variance). Big Sack also gets a boost.
Disrupting a Pass
- Bigger the deflection, bigger the gain (+% for higher rolls), modifier for it leading to INT
Turnovers
- Forcing a fumble gets a value, and is modified by who recovers it (team). If offense does, it reduces the value, if defense does, it raises it.
- INT gets a value, and is modified by length of return (+% per yard)
- Defensive TDs are huge, so big gain there
Special Teams
Returns
- Counts as carries, but should have a slightly reduced modifier for the yards gained
- TDs get a value, more than a passing, receiving or carrying, in my opinion. Maybe same as defensive TD?
Field Goals
- Longer the FG, the bigger the gain (+% per yard)
- Misses reduce morale, the shorter the miss the more the effect (-% per yard from GP)
- Consecutive misses reduce morale, opposite with makes
Should we do something for punts?
Team Modifiers
The team, in general, should get a smaller morale impact for anything happening. If the offense scores a rushing TD, they should get a percentage of what the ball carrier's morale gain was. Being on the field = bigger impact. Being on the bench is a smaller impact.
Situational Modifiers
Score
- The closer the game, the bigger the impact. Assign a max value, and -% per point difference, with 0 as your min value for no effect based on score. This will simulate players getting more excited for a big play in a close game than a big play in a huge blow out.
Time
- Later in the game, the bigger the impact on morale. Should only kick in at the end of each half, with the 4th quarter being even bigger. I'd say 6 minutes or less, start a +% for each second, doubling the effect inside two minutes.
Game Importance
- Like mentioned previously, the bigger the game is for this team, the more the morale should be impacted. Not sure how we touch this one, though.
All situational modifiers stack onto the final value of the action
Originally posted by Staz
Have any of the people in that discussion paid attention to this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=4066692 ?
There is a few things that should be taken seriously
1. There needs to be a value for almost EVERY. SINGLE. ACTION. In my opinion, having an INT should yield a certain value, and then modifiers based on length of the return, whether it scores or not, how big of an impact this has on the game, etc.
On top of that, small actions like a three yard run will have very different impacts based on situations, what the team needs, score of the game, etc. A three yard run on 1st and 10 is no big deal. A 3 yard run on 3rd and 2 is good. A 3 yard run on 4th and 1 is bigger. A 3 yard run for a touch down is bigger yet. A 3 yard run for a TD to tie the game is huge. A 3 yard TD to take the lead is even bigger. Etc.
DO NOT JUST SAY "THIS ACTION IS WORTH THIS MANY POINTS", PLEASE. Each action should have some value assigned to it, yes, but based on your confidence, game situation, etc. there should be a modifier applied to everything. EVERYTHING.
Confidence should reduce the morale loss (%), whether it be via direct action, or the player just "deteriorating" by sitting on the bench.
2. There needs to be "intimidation". The intimidation SAs are in the game, and they need to have some sort of separate effect than just reducing overall morale. Morale = Momentum. Being afraid of a certain player doesn't directly impact your momentum, just generally influence the way you deal with things. The thread linked above gets into that, and if you'd like to read a discussion on the specific concept, go here: http://goallineblitz.com/game/forum_thread.pl?thread_id=3950794 Bort already mentioned that he liked the concept, and the idea of a player v player value being kept. This would also only impact rolls and would play a small role in player performance and morale loss/gain.
3. Two key thing needs to be addressed:
- The bigger the game, the bigger the morale swings. Playoff games are a bigger deal than game 1 of the regular season. Also, being in Week 16, NEEDING to win this game to make the playoffs is a bigger deal than being in Week 16 and being 15-0 at that point. This needs to be addressed some how.
- The closer the game, the bigger your morale should be impacted. A TD run in a 75-3 blow out isn't that big of a deal. A TD run in a 13-10 game is. Especially late in the game.
4. Remove the effect of morale on physical skills, mostly. Allow morale to affect ROLLS as a modifier, not directly to their physical skills. Perhaps, if a player's morale gets so low that he "gives up", then possibly reduce his physical skills. Otherwise, we need to have morale only affect the player's roles, not actual skills. Then, if this entire point (#4) is added, we could see a use for a VA allowing a player to "fight" longer, causing him to go longer without giving up.
Originally posted by Staz
Offense:
Offensive "Running"
Carrying the ball
- Bigger gains = bigger morale gains, +% for each yard, can go negative for TFLs
- First Downs = Bigger gains, +% for 1st Down gain.
- Touchdowns = +%, % is based on game situation, down, etc. covered later
Breaking Tackle/Faking a Defender
- The bigger the broken tackle/fake, the bigger the value (lower the shoulder is less "big" than power through and/or spin, Head Fake is less impressive than Juke, etc.). ALL are included in this, even CF and PF
- Consecutive broken tackles is +% each tackle broken
Fumbles
- Loss of morale, +% of impact based on situation
Catching the Ball
Catch in Traffic
- The more defenders near you during the catch, +% for "risk"
Catching a Deflection
- +% for the severity of the deflection
Catching a Pass
- +% for being hit after the pass, each tick should change the value of this aspect, with the highest value being at the exact moment the catch is made, and reducing each tick, eventually bottoming out at whatever value is set.
- Consecutive catches +%, with value growing as the streak climbs.
- Any "special" catch has a +% associated with it, growing with difficulty of the catch (1 handed, diving, jumping)
- Just like carrying the ball, bigger gains = bigger morale gains
Passing
Completing a Pass
- Consecutive completions is +% for each completion.
- Just like with catching a pass/carrying the ball, longer gains = bigger morale gains
- Tougher the throw (higher risk value) the higher the completion morale gain is (+% for risk of throw)
- Touchdown provides +% based on score, time left, importance of the TD, etc.
- Incomplete passes follow basically "opposite" rules of completions, with a few exceptions - Risk of throw. The riskier the throw, the less morale you lose on an incompletion (easier it is, the more you lose on an inc throw) and "throwing it away" is a small morale loss.
- Poor throws = morale loss based on how poor it was
- Completions while scrambling = bigger gains
Pressure
- Longer the sack, the more morale loss
- More sacks = bigger losses (+% for each sack, consecutives get another +%)
- Hurries cause small morale loss
- If the QB tucks the ball to run, it follows "carrying the ball" morale points with small modifier, since a QB scrambling for a gain is more "impressive" than a typical run
Interceptions
- Bigger the return on the pick, the bigger the morale loss (+% for each return yard)
- Multiple INTs = Bigger morale (+% for each pick)
Blocking
Holding Blocks
- Longer the block is held, +% morale (per tick? Second?). Should be relatively small value, though
- Broken Blocks = morale loss. The quicker the break, the more the value (Assign max value, and reduce possible value per tick/second/whatever)
- If the player who sheds the block makes a play, blocker receives +x% of the ball carrier or QBs lost morale (whoever got hit/hurried/fumbles/etc.)
Pancakes
- Pancaking a defender = +%, consecutives get a slight bonus %
- Revcakes = morale loss, consecutives get +% value
Defense
Making a tackle
- Consecutive made tackles w/o a miss = +% per consecutive make. Missed tackle resets to original make tackle % boost. Consecutive misses also has a growing morale loss
- The bigger the hit, the more the morale gain (+% for big hits, monster hits and consecutives, diving tackles are lowest)
- TFL gets a gain, bigger losses = bigger morale gains (+% per yard of TFL)
Breaking a Block
- Quicker you break the block, the higher the value (see Holding Blocks under Blocking)
- If you do not break the block, morale loss is dictated by time (See Holding Blocks)
Pressure
- Hurries, consecutives get +% per.
- Sacks, same rules apply. Bigger the sack (distance) the higher the gain (small variance). Big Sack also gets a boost.
Disrupting a Pass
- Bigger the deflection, bigger the gain (+% for higher rolls), modifier for it leading to INT
Turnovers
- Forcing a fumble gets a value, and is modified by who recovers it (team). If offense does, it reduces the value, if defense does, it raises it.
- INT gets a value, and is modified by length of return (+% per yard)
- Defensive TDs are huge, so big gain there
Special Teams
Returns
- Counts as carries, but should have a slightly reduced modifier for the yards gained
- TDs get a value, more than a passing, receiving or carrying, in my opinion. Maybe same as defensive TD?
Field Goals
- Longer the FG, the bigger the gain (+% per yard)
- Misses reduce morale, the shorter the miss the more the effect (-% per yard from GP)
- Consecutive misses reduce morale, opposite with makes
Should we do something for punts?
Team Modifiers
The team, in general, should get a smaller morale impact for anything happening. If the offense scores a rushing TD, they should get a percentage of what the ball carrier's morale gain was. Being on the field = bigger impact. Being on the bench is a smaller impact.
Situational Modifiers
Score
- The closer the game, the bigger the impact. Assign a max value, and -% per point difference, with 0 as your min value for no effect based on score. This will simulate players getting more excited for a big play in a close game than a big play in a huge blow out.
Time
- Later in the game, the bigger the impact on morale. Should only kick in at the end of each half, with the 4th quarter being even bigger. I'd say 6 minutes or less, start a +% for each second, doubling the effect inside two minutes.
Game Importance
- Like mentioned previously, the bigger the game is for this team, the more the morale should be impacted. Not sure how we touch this one, though.
All situational modifiers stack onto the final value of the action