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Aeir
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Originally posted by Stobie
I would have to agree with this. Plays and results of plays dictate on field morale not some trash talker or some jumping catch.


I can see some good catch or big hit increasing morale on the catching/hitting team. But the morale loss is kind of a bummer.
 
Fumblerooski
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Originally posted by Aeir
I can see some good catch or big hit increasing morale on the catching/hitting team. But the morale loss is kind of a bummer.


Morale would be more fun if it made your guys play better and let you catch up when you're behind, like with the old school NBA Jam "CPU Assistance" setting, but because it makes them play worse instead, to the point where your dudes can't even make simple awareness check or catch wide open passes, it only leads to frustration.
 
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Originally posted by Fumblerooski
like with the old school NBA Jam "CPU Assistance" setting,


Oh please God no...not that.
 
DeeVee8
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I think we're on to something here guys...

Maybe a baseline of 50 moral and make having 50+ moral allows your player to play above their abilities?
 
Aeir
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Originally posted by DeeVee8
I think we're on to something here guys...

Maybe a baseline of 50 moral and make having 50+ moral allows your player to play above their abilities?


Kind alike it... 100 morale would mean your players are "on fire" and get a (x%) boost to abilities... while 1 morale your players are in a slump and may lose (x%) of abilities.
 
TyDavis315
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Originally posted by Aeir
Kind alike it... 100 morale would mean your players are "on fire" and get a (x%) boost to abilities... while 1 morale your players are in a slump and may lose (x%) of abilities.


Let's push for it man.

Originally posted by DeeVee8
I think we're on to something here guys...

Maybe a baseline of 50 moral and make having 50+ moral allows your player to play above their abilities?


50 is too low for boosts. Mabye somewhere between 80-100 morale.
 
Zaranthuul
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0-30 is reduction
31-69 is baseline
70-100 is boost

This would reward teams able to build,or,maintain high morale while,lesson the chances of spirals because you don't get negative impact unless under 30.
 
Galithor
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The issue with morale is it's a force multiplier for the team that's winning.

I think it should be renamed something like "focus/character/resolve" or something. The "starts at 50" thing I like. Then, it should work opposite of how it does now.

The more bad stuff happens, the more focused your player/team gets. So their bar increases slightly. On the opposite, the team that's winning loses some focus and relaxes a bit. The more good stuff that happens, the more they relax.

Then, you can invest in whatever the renamed skill for Heart is to help prevent this "loss of focus". Likewise, it'll help a team that's given up a play gain focus.

Then, from 50, you either gain or lose some skills based on how close to zero or how close to 100 you are as has been mentioned. SAs like Trash Talk, Prime Time, Celebration, etc... all still make a ton of sense. They're things that can cause your player to lose focus or resolve. They'd need a balance pass for sure still so they're not so powerful.

Changing morale in this way would generally help the teams that are losing and slow down the teams that are winning. Then choosing to invest into heart(renamed?) or intimidation/toughness would enhance your ability to leverage/avoid this effect depending on your situation.

Summary: Morale shouldn't be a force multiplier for the winning team, it should be a mechanic that assists the losing team in catching up. Superior teams would want to invest into the appropriate skills to guard against it's impact. Inferior teams would invest in those skills to try and leverage further it's impact.
Edited by Galithor on Nov 19, 2014 07:36:28
Edited by Galithor on Nov 19, 2014 07:36:14
Edited by Galithor on Nov 19, 2014 07:34:27
 
peeti
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Like a grumpy old man screaming at children playing on the streets, I have to say I dislike the idea. I would just leave it as it is and players should simply start investing points into things to avoid (or cause) morale spirals. The good teams prolly already do that.

The main reason for the current system is prolly to simulate "momentum" I totally like this shit. Its like in real football IMO. The only thing that could change is the impact itself. If you are way down and you mange a turnover or crucial 3rd and long then it should instant go way up again.

So no...stop trying to change what I got used to. And for faggs sake, play quiet!
 
bhall43
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Originally posted by Galithor

SAs like Trash Talk, Prime Time, Celebration, etc... all still make a ton of sense. They're things that can cause your player to lose focus or resolve. They'd need a balance pass for sure still so they're not so powerful.


They don't make sense though. Because they are never going to be balanced in the game as long as people have widely different levels of Heart/Toughness/Intimidation. They are already skills so pushing their power through SA's is too much. Same thing happened in GLB1 and it took the running game from already OP to stupid OP.
 
bhall43
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Originally posted by peeti
Like a grumpy old man screaming at children playing on the streets, I have to say I dislike the idea. I would just leave it as it is and players should simply start investing points into things to avoid (or cause) morale spirals. The good teams prolly already do that.

The main reason for the current system is prolly to simulate "momentum" I totally like this shit. Its like in real football IMO. The only thing that could change is the impact itself. If you are way down and you mange a turnover or crucial 3rd and long then it should instant go way up again.

So no...stop trying to change what I got used to. And for faggs sake, play quiet!


I don't want to change the system because like you said that is momentum. But momentum changing throughout a game for reasons such as player taunts QB pre snap without touching him or player makes random jump catch is beyond silly. All these morale SA's provide huge positives and negatives to morale for petty things.
 
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