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Forum > Suggestions > Epic Suggestions > A Solution to Many Problems: The Weight Factor
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johnbarber
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if you replace 42" with 55 in the equation above you get-

180 lb/6 ft

70 jumping= 42.35"
100 jumping= 60.5"

240lb/6 ft
70 jumping= 38.5"
100 jumping=55"

310lb/6ft

70 jumping= 33.92"
100 jumping=48.46"
 
johnbarber
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I probably should tone down the strength equation. change 350 down to 300.
 
TheInfinity
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Make an elusive back that's 180 pounds. Make him 100 speed.

Laugh at all the defensive linemen and linebackers that:

1) Have to spend SPs on Strength to be effective and thus can't really have 100 speed.
2) Are further slowed down and made less agile thanks to the fact that they are naturally heavy.

Have I shown how this will break the system horribly yet?
 
johnbarber
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Originally posted by TheInfinity
Make an elusive back that's 180 pounds. Make him 100 speed.

Laugh at all the defensive linemen and linebackers that:

1) Have to spend SPs on Strength to be effective and thus can't really have 100 speed.
2) Are further slowed down and made less agile thanks to the fact that they are naturally heavy.

Have I shown how this will break the system horribly yet?


you could say that about the sim now.
 
freakyp
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Originally posted by Staz

, there are players who break this mold in real life, and that's something we can't always emulate.






Like the idea and was thinking about something to do with 'extraordinary' players in every generation. This would allow the odd player to 'break the mold'...at least a little bit.

If every 356th player who is created got an extra set of Skill Points that would create the potential for an 'extraordinary' player. I suggest the 356th player so it's almost a lottery and because player owners sometimes build totally random players, not every one of them will be the 'extraordinary' player they could be.

This has not been given a great deal of thought but let's say the 356th player is a QB then he gets an extra 20 SPs in Throwing or if it's a WR he gets an extra 20 SPs in speed.
 
Deathblade
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Late to the party...but this would make builds stupid.

O-Linemen with 100 blocking, 100 strength, 60 agility, and 50 speed after this change, would need to have 70 blocking, 70 strength, 90 agility, 70 speed just to be like they are now. It doesn't make builds more realistic, it forces builds to be less realistic.
 
johnbarber
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I'm just having fun with math.

-speed for the most part is regulated by the agent, for the most part it's in check
-strength is a bit wobbly and needs some work
-i like the jumping equation but it needs some negative aspect to balance it otherwise you'll see a rash of 180/6'4" receivers.
Last edited Mar 15, 2009 09:42:42
 
Staz
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Originally posted by Deathblade
Late to the party...but this would make builds stupid.

O-Linemen with 100 blocking, 100 strength, 60 agility, and 50 speed after this change, would need to have 70 blocking, 70 strength, 90 agility, 70 speed just to be like they are now. It doesn't make builds more realistic, it forces builds to be less realistic.




Perhaps we could make a set point where that starts to kick in? I can see where a 50 speed C being "formulated" to be a 30 speed center could cause some issues. Perhaps make that mark around 60, where the weight becomes a factor? This is mainly to solve DEs flying around OTs (Which forced some unfavored changes) and DTs bouncing around like rubber bands (which led to some unfavored changes)

Plus, will allow RBs to not be as incredibly strong as they currently are.
Last edited Mar 15, 2009 09:43:08
 
Staz
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Originally posted by TheInfinity
Make an elusive back that's 180 pounds. Make him 100 speed.

Laugh at all the defensive linemen and linebackers that:

1) Have to spend SPs on Strength to be effective and thus can't really have 100 speed.
2) Are further slowed down and made less agile thanks to the fact that they are naturally heavy.

Have I shown how this will break the system horribly yet?


1. Linebackers aren't terribly heavier than RBs, and can take angles, and use position. If you're a DC, and you see teams going with a lot of outside rushes, you set yourself up for that. When the DPC is available, you'll be able to move players. I don't see this being installed before the play creators come out, if ever at all. Plus, DL should never be able to run down a HB in open field.

-On a side note, LBs aren't meant to have 100 speed. Those RBs with said speed, do they have strength? No. So if you want to match the RB, put your high speed LB on the outside. That's where the speed goes. Power, goes inside. Put your strong, heavier LBs on the inside and your lighter, faster LBs on the outside. Many people don't agree that that should be the case, because of the MLB coverage. The thing is, that MLB coverage should be fixed, and WILL be fixed when the DPC comes out.


2. The OL will be on the same mark, so I'm not sure where the problem is. This will cause you to choose a path for your player. Do you want him to be a power rusher, evasive, combination? With the size, you won't be as agile as a RB, but you could pump agility to the point where you're more agile than the OL you're lining up against. Then you face the issue of him being stronger than you. I think this would force some more differences in player builds, make it a more strategical game, which is it's strong selling point.



 
johnbarber
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this would also give elusive backs teeth and make them attractive again.
 
Staz
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Actually, why don't we make a curve? The higher the skill, the more effect weight has upon it, but the lower it is, the less weight effects it? That way, your 48 speed C isn't running around as if he's got 30 speed. The curve will make it as if he's got 45 speed, or something to that sorts.

Then, the higher you pump the skill, the more of an effect it has?
 
Staz
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Originally posted by johnbarber
this would also give elusive backs teeth and make them attractive again.


Bingo, which will increase offensive 'identities', you'll see more finesse styled offenses that focus less on the pass, you'll still have your ball control offenses, etc.
 
johnbarber
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----added attribute curve--- (attribute-68)=A% so the higher the attribute, the higher the curve.

x =weight
(attribute-68)=A%
A%(x-180)x .167=y%
100%-y%=z%
attribute x z=final score

example-
300 lb lineman with 68 speed

(68-68)=0%
0%(300-180)x .167)=0%
100%-0%=100%
68 speed x 100%= 68 speed.

300 lb lineman with 69 speed
(69-68)=1%
1%(300-180)x .167=.2
100%-.2%=99.8%
69 speed x 99.8=68.862


240 lb with 85 speed
85-68=17
17%(240-180)x .167=1.7
100%-1.7%=98.3
85 x 98.3=83.555

190 lb with 85 speed
85-68=17
17%(190-180)x .167=.2839
100%-.28=99.72
85 x 99.72=84.762

300 lb with 85 speed
85-68=17
17%(300-180)x .167=3.41
100%-3.41= 96.59
85 x 96.59=82.1
Last edited Mar 15, 2009 10:35:02
 
Staz
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I think the formula is there, but maybe a little bigger effect when you're in the 60's? I think a 300lber with 68 speed should have a weight penalty putting him at about 60 speed maybe slightly higher(64 would be a good number IMO? Especially if the 100 speed 300lber is sitting in the low 70's? If that made sense to ya lol
Last edited Mar 15, 2009 10:44:26
 
johnbarber
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just drop the attribute modifier from -68 to -60

let's see what that does


x =weight
(attribute-60)=A%
A%(x-180)x .167=y%
100%-y%=z%
attribute x z=final score


so up to 60 and there's no change.

240 lb with 85 speed
85-60=25
25%(240-180)x .167=2.5
100%-2.5%=97.5
85 x 97.5=82.875

190 lb with 85 speed
85-60=25
25%(190-180)x .167= .4175
100%-.4175= 99.5825
85 x 99.5825=84.65

300 lb with 85 speed
85-60=25
25%(300-180)x .167=5
100%-5= 95
85 x 95=80.75
 
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