Originally posted by aaasahi
Funny, now GLB isn't sim for NFL, and we are not customer??
Well back to the issue, what is "sim for NFL"?
To me it's there are pre-designed team or player you can choose, you control your own team or own player.
See the difference?
You come to GLB to build your own player, not pre-designed.
This why GLB isn't NFL.
And further more, NFL is a result.
People who love American football play together, then people will create new tier for more competition, and the top tier is NFL.
Follow this, WL is the "NFL" of GLB.
So what are you arguing for?
I am arguing for game results that are realistic, which means match ups in terms of physical capabilities that are realistic. Good players can be better than Bad Players, that IS a part of the NFL (or NCAA or any other football league). But they should not be as glaringly different as they are in GLB.
The way to fix this is to do the following.
1) Modify the build system so that the most badly built player will still be good enough to be on a professional football field. Lots of ways to do this. My favorite is linking related stats so that if you are raising speed you are also raising stamina, for instance, or if you are raising strength you also raise tackling and blocking to lesser degrees. That way any building will improve the dot more broadly preventing build ruining gaps.
2) Modify the stat ranges so that the lower ends represent levels of performance that a professional football player would have. Lower end here would mean the lower end someone with that stat as a major in its build attain with ALGs and some reasonable but not perfect SP spending would get it to be. For key stats you can add the basic 40 Equipment boosts as well for this measure. So figure roughly 100 for strength on an O Lineman. 100 should then give strength about the same as the lighter NFL linemen. 165 the beefiest. Figure performance ranges from there. Same same speed and speedy and slowest wide receivers and so forth.
3) Modify the percentage chances to cause game effects so that those game effects are not happening more often than they would happen on an NFL field. The chance to cause a fumble, intercept the ball, cause a non-play non coverage sack, break a tackle etc etc etc all should be within the range of what actually happens. Include in this the effects of SAs and VAs upon such chances.