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Forum > Suggestions > Epic Suggestions > A Solution to Many Problems: The Weight Factor
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bigfatguy64
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Originally posted by "OP"
--My Thoughts: I like this, but at the same time I don't like this idea. The reason I'm not fond of it, it due to gaining weight during the season. It's very tough to GAIN weight while actually in a competitive season. Weight loss is much less difficult, so that I could see, but weight GAIN is usually achieved during the offseason. If we could move this to then, and reduce the cost (or even add a different option), that would be ideal


actually...players gain weight during the actual season.

they put on muscle weight in the offseason workouts, burned off a lot of weight in the preseason practices, then once the season kicks in gain weight


this is just coming from my buddy who was a 3 year starter for a bcs school and now plays in the nfl. every year he'd go into camp around 320 drop down to 300 during the workouts then once the season started would jump back up to about 330. lotta the guys do. some on purpose or some just because most teams dont work out as hard during the season...just enough to not get weaker.
 
aird88
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Originally posted by aird88
Heavier guys does not equal slow. Muscle weighs more than fat and the stronger your legs are the more muscle you have making you faster yet stronger and heavier. How does this make much sense at all, it doesn't. Think of a new idea because this is just so unreal. There should be maybe something like this.

This is what we should do, is give everyone these options for their players build type.
HEAVY SET, STOCKY, or SLIM.
*Heavy Set would mean that the player is going to take a 5 percent hit to their agility but a 5 percent bonus to strength.
*Stocky would mean that the player takes no hit to any attributes or gain any bonuses.
*Slim would mean that the player is going to take a 5 percent hit to strength but get the 5 percent to agility.

However Bort should keep the other weight factors in as well.
I don't feel that speed should play any factor to the weight scenario at all, as I have seen some fatties run just as fast as the dinky ones. Running is about leg strength, height, and heart condition not weight. Speed and jumping could be determined by height somehow.

Players who want to keep their players the same can just pick the stocky type and be done with it. Anyone who likes this idea please +1 it because this is an epic idea out of my tiny little brain.


Bumping this idea to see what others think.
 
DL24
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Originally posted by aird88
Originally posted by aird88

Heavier guys does not equal slow. Muscle weighs more than fat and the stronger your legs are the more muscle you have making you faster yet stronger and heavier. How does this make much sense at all, it doesn't. Think of a new idea because this is just so unreal. There should be maybe something like this.

This is what we should do, is give everyone these options for their players build type.
HEAVY SET, STOCKY, or SLIM.
*Heavy Set would mean that the player is going to take a 5 percent hit to their agility but a 5 percent bonus to strength.
*Stocky would mean that the player takes no hit to any attributes or gain any bonuses.
*Slim would mean that the player is going to take a 5 percent hit to strength but get the 5 percent to agility.

However Bort should keep the other weight factors in as well.
I don't feel that speed should play any factor to the weight scenario at all, as I have seen some fatties run just as fast as the dinky ones. Running is about leg strength, height, and heart condition not weight. Speed and jumping could be determined by height somehow.

Players who want to keep their players the same can just pick the stocky type and be done with it. Anyone who likes this idea please +1 it because this is an epic idea out of my tiny little brain.


Bumping this idea to see what others think.


I'm pretty sure that height and weight are already factored into the sim in a way like this^.

Just watch Dooley run compared to Baggins-you can notice that Dooley is 20 pounds lighter.
 
Staz
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Originally posted by aird88
Heavier guys does not equal slow. Muscle weighs more than fat and the stronger your legs are the more muscle you have making you faster yet stronger and heavier. How does this make much sense at all, it doesn't. Think of a new idea because this is just so unreal. There should be maybe something like this.

This is what we should do, is give everyone these options for their players build type.
HEAVY SET, STOCKY, or SLIM.
*Heavy Set would mean that the player is going to take a 5 percent hit to their agility but a 5 percent bonus to strength.
*Stocky would mean that the player takes no hit to any attributes or gain any bonuses.
*Slim would mean that the player is going to take a 5 percent hit to strength but get the 5 percent to agility.

However Bort should keep the other weight factors in as well.
I don't feel that speed should play any factor to the weight scenario at all, as I have seen some fatties run just as fast as the dinky ones. Running is about leg strength, height, and heart condition not weight. Speed and jumping could be determined by height somehow.

Players who want to keep their players the same can just pick the stocky type and be done with it. Anyone who likes this idea please +1 it because this is an epic idea out of my tiny little brain.


Muscle does not weigh more than fat. However, muscle is more DENSE than fat, so the same volume of each would yield different numbers.

However, seeing those "Fatties" run just as fast as the dinky ones doesn't mean anything. I'm 150lbs, but when I was in high school, I often put up similar squat and deadlift numbers as our 250+lb offensive linemen. Just because there are exceptions, doesn't mean that THAT is the rule.

Plus, there are skinny people who are slow. It's a fact. That doesn't mean it's just as easy for a heavy person to BE fast. It takes a lot more power to move a semi truck than it does to move a VW Beetle. However, the Semi truck can hit a HELL of a lot harder, and has a LOT more strength. See my analogy?
 
Staz
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Originally posted by DL24
Originally posted by aird88

Originally posted by aird88


Heavier guys does not equal slow. Muscle weighs more than fat and the stronger your legs are the more muscle you have making you faster yet stronger and heavier. How does this make much sense at all, it doesn't. Think of a new idea because this is just so unreal. There should be maybe something like this.

This is what we should do, is give everyone these options for their players build type.
HEAVY SET, STOCKY, or SLIM.
*Heavy Set would mean that the player is going to take a 5 percent hit to their agility but a 5 percent bonus to strength.
*Stocky would mean that the player takes no hit to any attributes or gain any bonuses.
*Slim would mean that the player is going to take a 5 percent hit to strength but get the 5 percent to agility.

However Bort should keep the other weight factors in as well.
I don't feel that speed should play any factor to the weight scenario at all, as I have seen some fatties run just as fast as the dinky ones. Running is about leg strength, height, and heart condition not weight. Speed and jumping could be determined by height somehow.

Players who want to keep their players the same can just pick the stocky type and be done with it. Anyone who likes this idea please +1 it because this is an epic idea out of my tiny little brain.


Bumping this idea to see what others think.


I'm pretty sure that height and weight are already factored into the sim in a way like this^.

Just watch Dooley run compared to Baggins-you can notice that Dooley is 20 pounds lighter.


I haven't checked, but are their builds perfectly identical? If not, you can't really make that argument.
 
tet
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I agree that weight should be factored in more and as realistically as possible and could help solve some other problems with the sim

And players could be able to gain or lose weight over time.

It could be a training option just like shopping tokens.

1 training point could be maybe 1/4 pound, gained or lost. And maybe you could only use this option during the offseason when players normally bulk up or slim down.

You could go maybe +/– 5 or 10% from your original weight. (Or have a curve so the further you get from your original weight the more it costs to change it).

It seems like it would be pretty easy to implement this way, and would just add another option for building and specializing players that is very reflective of RL.

Of course players commonly buik up or slim down to better fit the position they're asked to play and achieving the desired weight it is part of any training program, and it could fit nicely as a training option here, especially if weight were more of a real factor.
 
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A quick problem I thought of off the top of my head is that the leagues would be full of 340 lb. DT's and 175 lb. RB's/WR's. Thoughts???
 
Staz
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Originally posted by MIA99
A quick problem I thought of off the top of my head is that the leagues would be full of 340 lb. DT's and 175 lb. RB's/WR's. Thoughts???


Maybe, but then you'd also see players trying to branch out and build bigger WRs to truck those tiny CBs. Mix this in conjunction with another suggestion of mine, http://goallineblitz.com/game/forum_thread.pl?thread_id=2582723 , and it'd be amazing, IMO.
 
tet
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Originally posted by MIA99
A quick problem I thought of off the top of my head is that the leagues would be full of 340 lb. DT's and 175 lb. RB's/WR's. Thoughts???


well, you could have a max that you can gain or lose, or make it more costly the further away you get from your original weight, so you can adapt some buy you can't completely get away from your base frame.

And it would cost training points, so the more you're putting into weight management training, the less you're putting into bonus tokens, shopping or normal training. the tradeoff would have to be balanced out so it would be worthwhile for certain positions and situations to put training points into it, but not automatic to ignore everything else just to bulk up or slim down.
 
tet
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also the tradeoffs of weight have to be real.

for example, a WR who slims down to 175 may be quicker and more elusive, but has to have a real blocking and break tackle penalty.
 
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Since players height/weight might have an influence on the simulation, it would be cool if we could modify our player weight by training. Obviously weight wouldn't change

We could to this by adding other options to Normal training
This would give us the choice between:
-No activity
-Go shopping (+1 shop token)
-Night out of town (+morale)
-Treadmill (lose 0.5 pounds)
-Protein Shake (gain 0.5 pounds)
Might not be the best names for the option, but you get my point

Then you limit it to about +/-10 pounds a year, within the position max/min weight

Thoughts?
 
VicJericho
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What about having these weight/height influences on your player page?

Lets say I have a 6' 4" CB, on my attribute page it should have something under the bonus portion.

Probably have the name be something along the lines of "Jumping Ath. Bonus" along with a percentage and the actual boost to your attributes.

The same could be done for Speed and a Center, except in reverse.

Suggesting it because I think agents would want to see something tangible on how height and weight effect their players.

 
Chaosunfolds
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Originally posted by Cadillac24
Since players height/weight might have an influence on the simulation, it would be cool if we could modify our player weight by training. Obviously weight wouldn't change

We could to this by adding other options to Normal training
This would give us the choice between:
-No activity
-Go shopping (+1 shop token)
-Night out of town (+morale)
-Treadmill (lose 0.5 pounds)
-Protein Shake (gain 0.5 pounds)
Might not be the best names for the option, but you get my point

Then you limit it to about +/-10 pounds a year, within the position max/min weight

Thoughts?


+1

 
Staz
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Originally posted by VicJericho
What about having these weight/height influences on your player page?

Lets say I have a 6' 4" CB, on my attribute page it should have something under the bonus portion.

Probably have the name be something along the lines of "Jumping Ath. Bonus" along with a percentage and the actual boost to your attributes.

The same could be done for Speed and a Center, except in reverse.

Suggesting it because I think agents would want to see something tangible on how height and weight effect their players.



I disagree wit this. Just because you're taller, doesn't mean you can jump higher. All height really means is that you are naturally father off the ground than somebody who is shorter. So, if you jump 34" off the ground, and you're 6'4", you're going to be able to REACH higher than somebody who is 5'9" and jumps 34" off the ground. You're both only 34" inches off the ground, though.
 
Staz
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I understand this has died, and there was a slight fix to the weight "bug", but I also feel that this could balance the sim out and make it more "realistic" even more than it currently is.
 
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