I know it'll never happen, but an injury system would be pretty cool and would help league parity quite a bit. It would also force people to roster 2 QBs, which would also help less efficient teams.
Forum > Goal Line Blitz 2 > S32 Changelog Suggestions
McLovinCowboys
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Originally posted by Lemoncow
I know it'll never happen, but an injury system would be pretty cool and would help league parity quite a bit. It would also force people to roster 2 QBs, which would also help less efficient teams.
At first seems like a good idea, but it really isn't, if we were only owners with CPU players yeah it could happen, but we waste real money on players, boosts, cap boosts, S*s, also players have short careers.
I know it'll never happen, but an injury system would be pretty cool and would help league parity quite a bit. It would also force people to roster 2 QBs, which would also help less efficient teams.
At first seems like a good idea, but it really isn't, if we were only owners with CPU players yeah it could happen, but we waste real money on players, boosts, cap boosts, S*s, also players have short careers.
Lemoncow
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They wouldn't have to miss extended periods of time. Injuries could range from missing a quarter to a maximum of 2 games? Or you could have injuries strictly inhibit players, for example -5% to -10% for specific stats depending on the injury for a handful of games.
It would add a balancing element to the game and would certainly boost the value of 40+ player rosters. Maybe even factor stats like toughness and heart into it. Heart could play into diminishing the extent of the injury penalty, and toughness could reduce the chance of getting injured.
I don't expect this idea to get any real consideration. Talking about blood bowl made me think of how you could implement them in this game. Blood bowl is pretty much 50% trying to inflict or avoid injuries/50% actually trying to score. I mean, trying to successfully pick the ball up.
It would add a balancing element to the game and would certainly boost the value of 40+ player rosters. Maybe even factor stats like toughness and heart into it. Heart could play into diminishing the extent of the injury penalty, and toughness could reduce the chance of getting injured.
I don't expect this idea to get any real consideration. Talking about blood bowl made me think of how you could implement them in this game. Blood bowl is pretty much 50% trying to inflict or avoid injuries/50% actually trying to score. I mean, trying to successfully pick the ball up.
Edited by Lemoncow on May 16, 2018 08:07:26
Edited by Lemoncow on May 16, 2018 08:06:42
bhall43
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It would actually add a lot more needless randomness to gameplanning. Not to mention if you are an agent with just a single player and he gets injured for a few quarters or especially 2 games you just lost that agents attention span and he probably stops checking in.
eviltcat
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The only way it would work is if every player had a tab for a Backup, and you made your own Backups. Maybe they would be only 80% as effective.
But at that point I think it's just needlessly complicated.
But at that point I think it's just needlessly complicated.
DeVotchka
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Originally posted by Corndog
Was hoping to get stuff uploaded tonight for testing tomorrow. Haven't gotten a response from Bort so...
Can we pretty please get one extra day of offseason if any changes are made? That way we can respec or make any other changes based on the changelog.
Thanks.
Was hoping to get stuff uploaded tonight for testing tomorrow. Haven't gotten a response from Bort so...
Can we pretty please get one extra day of offseason if any changes are made? That way we can respec or make any other changes based on the changelog.
Thanks.
Myrik_Justiciar
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Originally posted by Corndog
Man, working with SAs makes me wish we made a Bloodbowl, monster football type game. So many possibilities. How awesome would like a "forcefield" skill be for a QB that stops nearby blitzers for a second. Or some kind of like Stoneskin ability that makes you super slow but other players just bounce off of you. Or teleportation skills that leave you dazed afterwards. Ground slam skill that slows down all nearby players.
Vipermaw and I play Blood Bowl 2 in a league on Steam that I run with a few guys. Anyone here is welcome to play once the new season starts.
I love BB, been playing it off and on for years.
Man, working with SAs makes me wish we made a Bloodbowl, monster football type game. So many possibilities. How awesome would like a "forcefield" skill be for a QB that stops nearby blitzers for a second. Or some kind of like Stoneskin ability that makes you super slow but other players just bounce off of you. Or teleportation skills that leave you dazed afterwards. Ground slam skill that slows down all nearby players.
Vipermaw and I play Blood Bowl 2 in a league on Steam that I run with a few guys. Anyone here is welcome to play once the new season starts.
I love BB, been playing it off and on for years.
Edited by Myrik_Justiciar on May 16, 2018 10:53:10
Sov.
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Originally posted by Sov.
- Need to free up enough salary to add a player on "medium" contract to add a new player (low contract gives you a notice they will put you above the salary cap even if its completely wrong)
- Even with "auto cut CPU" selected, adding a new players salary does not factor in the CPU players salary being cut as part of the transaction, so you have to essentially lower real players to low contract to make up room, then add the player all the way at medium contract, then cut the CPU player, then priv message DD begging him to fix the chemistry on all the players you had to drop to low contract. this could be done same day or 7 games into the season.
t
^ these two issues are literally putting me through hell right now lol
- Need to free up enough salary to add a player on "medium" contract to add a new player (low contract gives you a notice they will put you above the salary cap even if its completely wrong)
- Even with "auto cut CPU" selected, adding a new players salary does not factor in the CPU players salary being cut as part of the transaction, so you have to essentially lower real players to low contract to make up room, then add the player all the way at medium contract, then cut the CPU player, then priv message DD begging him to fix the chemistry on all the players you had to drop to low contract. this could be done same day or 7 games into the season.
t
^ these two issues are literally putting me through hell right now lol
TDiddy8701
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For GLBScout, there should be a column with Interception Percentage for each play when you do analysis
Especially if there's already a sack % column
Especially if there's already a sack % column
Edited by TDiddy8701 on May 16, 2018 16:05:17
rackhound
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Originally posted by Myrik_Justiciar
Vipermaw and I play Blood Bowl 2 in a league on Steam that I run with a few guys. Anyone here is welcome to play once the new season starts.
I love BB, been playing it off and on for years.
Id be iterested in that. How do I find it?
Vipermaw and I play Blood Bowl 2 in a league on Steam that I run with a few guys. Anyone here is welcome to play once the new season starts.
I love BB, been playing it off and on for years.
Id be iterested in that. How do I find it?
Sov.
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A bunch of Signature Ability changes/additions:
- YAC Attack now completely regains balance
- Pick Six has a much, much better chance of firing, also regains balance
- Chase Down changed to Cover Expert, which fires when more than 4 yards from target
- Inspire Fear duration doubled
- Opportunist values increased across the board
- Slot Machine now also works for WR4 and WR5
- Quick Hitter no longer lowers Pass Power, greatly increases receiver's ability to catch in traffic
- Stiff Arm now increases your Balance for its duration
- Added new SA: Sure-footed. Greatly increases ability to regain balance, based on footwork
- Added new SA: Resolute. Shrug off the effects of stuns and fakes, based on toughness
- Added new SA: Rough Cover. Knock nearby receivers off balance once per play, based on intimidation
- Added new SA: Line Crasher. Blitzes from non-lineman causes wide spread balance loss, based on Pass Rush Power
Other changes:
- Reduced defender bonus from play guessing update added last season (when defensive play type matches the offensive play)
- Play knowledge thresholds reduced a bit to require fewer instances of seeing a play to gain the next tier of knowledge
- Added "Shotgun Spread" formation with some initial plays. This is a 4WR formation from a shotgun set.
- This off season will be one extra day in length.
great update as far as the SAs go, but none of the SAs will be used by vet players as they didnt offer the full re-spec? also rushing will still suck due to no changes to block pathing or changes to fix HB's being slower than defenders
hopefully 1 more changelog update to come?
- YAC Attack now completely regains balance
- Pick Six has a much, much better chance of firing, also regains balance
- Chase Down changed to Cover Expert, which fires when more than 4 yards from target
- Inspire Fear duration doubled
- Opportunist values increased across the board
- Slot Machine now also works for WR4 and WR5
- Quick Hitter no longer lowers Pass Power, greatly increases receiver's ability to catch in traffic
- Stiff Arm now increases your Balance for its duration
- Added new SA: Sure-footed. Greatly increases ability to regain balance, based on footwork
- Added new SA: Resolute. Shrug off the effects of stuns and fakes, based on toughness
- Added new SA: Rough Cover. Knock nearby receivers off balance once per play, based on intimidation
- Added new SA: Line Crasher. Blitzes from non-lineman causes wide spread balance loss, based on Pass Rush Power
Other changes:
- Reduced defender bonus from play guessing update added last season (when defensive play type matches the offensive play)
- Play knowledge thresholds reduced a bit to require fewer instances of seeing a play to gain the next tier of knowledge
- Added "Shotgun Spread" formation with some initial plays. This is a 4WR formation from a shotgun set.
- This off season will be one extra day in length.
great update as far as the SAs go, but none of the SAs will be used by vet players as they didnt offer the full re-spec? also rushing will still suck due to no changes to block pathing or changes to fix HB's being slower than defenders
hopefully 1 more changelog update to come?

bhall43
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I know defense has some upgrades through SA's and what not but how about a couple of these to help develop the playbook a bit? Would be nice to put some additional plays in and mix things up a bit.
Originally posted by Sov.
- New defensive plays:
- DE Flat plays that also use deep zones (Just like the Dime DE Flat and Quarter DE Flat plays)
- DE Flat Weak/Strong on all the formations
- DE Flat weak/Strong plays that blitz from the other side (Like 4-3 Strong Shift with the RDE Flat)
- 3-4 Cat Blitz Weak
- 3-4 WR2 Smother
- 4-4 Big SS Tiger Blitz
- Nickel C1 WR2 Smother
- Nickel 3-3-5 C1 Lurk Under Fire Weak Blitz
- Nickel 3-3-5 DE Flat plays
- Dime Weak Overload Blitz
- Dime 3 Man Deep (Or Strong/Weak Clouds)
Originally posted by Sov.
- New defensive plays:
- DE Flat plays that also use deep zones (Just like the Dime DE Flat and Quarter DE Flat plays)
- DE Flat Weak/Strong on all the formations
- DE Flat weak/Strong plays that blitz from the other side (Like 4-3 Strong Shift with the RDE Flat)
- 3-4 Cat Blitz Weak
- 3-4 WR2 Smother
- 4-4 Big SS Tiger Blitz
- Nickel C1 WR2 Smother
- Nickel 3-3-5 C1 Lurk Under Fire Weak Blitz
- Nickel 3-3-5 DE Flat plays
- Dime Weak Overload Blitz
- Dime 3 Man Deep (Or Strong/Weak Clouds)
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