Originally posted by Bort
Originally posted by snoridr16
Originally posted by Bort
Fakes happen when a defender is getting in position to try and make a tackle, and its in a fairly random order as to who gets picked first amongst those in range, based on which defender is acting first against the carrier.
"which defender is acting first against the carrier" = biggest threat IMO.
Not sure where "fairly random order" fits in if it's "based on which defender is acting first against the carrier"... but we can accept the unnecessarily fuzzy description.
Perhaps there can be some sort of differential range where players can juke more than 1 player per tick... for if a defender rolls VERY pooly or the ball carrier rolls VERY well. So anytime a ball carrier rolls 50+ (totally arbitrary) higher than the defender, the defender fails, regardless of whether or not another player fails, and his fail does not count toward the single fail-per-tick limit.
i.e.,
Play1 - HB rolls 95, Def1 rolls 60, Def2 rolls 90, Def3 rolls 20. -> All defenders failed the check. Def1 (differential 35) and Def3 faked (differential 75). Def2 is not faked because Def1 was the one faked player. (Def2 doesn't count because he was blown out of the water.)
Play2 - HB rolls 65, Def1 rolls 60, Def2 rolls 90, Def3 rolls 20. -> Def1 (differential 5) OR Def3 (differential 45) is faked. Def2 is not faked because he passed the check.
Thoughts?
Like a "critical hit" fake or something?
Sort of, but more "critical difference"... so if the defender rolls REALLY poorly or the carrier rolls REALLY well, or a combination of the 2, the defender is faked regardless of whether another player is faked.
Originally posted by snoridr16
Originally posted by Bort
Fakes happen when a defender is getting in position to try and make a tackle, and its in a fairly random order as to who gets picked first amongst those in range, based on which defender is acting first against the carrier.
"which defender is acting first against the carrier" = biggest threat IMO.
Not sure where "fairly random order" fits in if it's "based on which defender is acting first against the carrier"... but we can accept the unnecessarily fuzzy description.
Perhaps there can be some sort of differential range where players can juke more than 1 player per tick... for if a defender rolls VERY pooly or the ball carrier rolls VERY well. So anytime a ball carrier rolls 50+ (totally arbitrary) higher than the defender, the defender fails, regardless of whether or not another player fails, and his fail does not count toward the single fail-per-tick limit.
i.e.,
Play1 - HB rolls 95, Def1 rolls 60, Def2 rolls 90, Def3 rolls 20. -> All defenders failed the check. Def1 (differential 35) and Def3 faked (differential 75). Def2 is not faked because Def1 was the one faked player. (Def2 doesn't count because he was blown out of the water.)
Play2 - HB rolls 65, Def1 rolls 60, Def2 rolls 90, Def3 rolls 20. -> Def1 (differential 5) OR Def3 (differential 45) is faked. Def2 is not faked because he passed the check.
Thoughts?
Like a "critical hit" fake or something?
Sort of, but more "critical difference"... so if the defender rolls REALLY poorly or the carrier rolls REALLY well, or a combination of the 2, the defender is faked regardless of whether another player is faked.






























