Out of a possible 32 slots for the 4 "Top Player Threats" in the top 8 teams, 28 are occupied by some kind of offensive lineman. 5 teams have 4 out of 4 O-lineman, including the two #1 seeds; Porto is the only team that doesn't have a majority (2 out of 4).
If there is one thing that is consistent about GLB with real football, it's that the O-line is BY FAR the most important unit in football. Screw skill players, LB's, the 3-4, the Cover 2... it's the offensive line. This cannot be argued.
Not at all, actually... I'm just saying that whatever methodology is used to determine this mimics real football in a rather interesting way. I used to dismiss it because I thought it was just higher levels, but that doesn't seem to be the case.
Originally posted by judnnc in this game, tactics and builds are everything.
Not sure I follow you, I agree 100%... I'm saying that, all things being equal, then the quality of an O-line will bear itself out stronger than other positions.
edit: The above statement is in relation to real football... Seeing as how GLB intends to mimic real football, I thought it was cool that it did in this sense.
Not at all, actually... I'm just saying that whatever methodology is used to determine this mimics real football in a rather interesting way. I used to dismiss it because I thought it was just higher levels, but that doesn't seem to be the case.
Levels only matter in that at a higher level you most likely have more skill points spent. A badly built level 20 player is not better then a well built level 10 player.
From there it's a matter of multilevel TicTacToe with the little weirdnesses in the sim largely preventing stalemates from happening.
Personally I'd love to see the individual advanced tactics changed so they was a bit more depth there. IE a DT set his Rip vs Swim vs Bull percentages, and a G sets his redirect outside vs redirect inside vs stand up percentages where each has advantages and disadvantages vs the others, something like Bull + vs Inside, - vs outside, Swim + vs outside, -vs stand up, rip + vs stand up, - vs inside.
Originally posted by fnordish Originally posted by wallysmith
Not at all, actually... I'm just saying that whatever methodology is used to determine this mimics real football in a rather interesting way. I used to dismiss it because I thought it was just higher levels, but that doesn't seem to be the case.
Levels only matter in that at a higher level you most likely have more skill points spent. A badly built level 20 player is not better then a well built level 10 player.
From there it's a matter of multilevel TicTacToe with the little weirdnesses in the sim largely preventing stalemates from happening.
Personally I'd love to see the individual advanced tactics changed so they was a bit more depth there. IE a DT set his Rip vs Swim vs Bull percentages, and a G sets his redirect outside vs redirect inside vs stand up percentages where each has advantages and disadvantages vs the others, something like Bull + vs Inside, - vs outside, Swim + vs outside, -vs stand up, rip + vs stand up, - vs inside.
That is actually an incredible idea; you should post this in the Suggestions forum. It allows greater involvement at the level of the player and gives even more customization options at all levels.
Plus, something like this wouldn't be *too* hard to program at Bort's side; the effects could be smaller than the Wrap up/Balanced/Power options and he can just tweak those current formulas to accommodate the new options.