User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Epic Suggestions > Gigantic Morale Change
Page:
 
Link
 
TTTTTTTTTTTTTTTTTTUBA BREAKER

Thanks a lot for your comments everyone.
I forgot to add a little bit to what I wanted to suggest. I'll add it at the end (#6).

AP69, I have Cliffnotes at the top.

Originally posted by Shogun108
What if morale effected your playing intensity in a small way instead of the current stat hits?


I think "play intensity" in GLB is a bonus or penalty to all attributes... at least that's what the tactic is. I could be wrong but I'm pretty sure it's a +% bonus/penalty. I think that only a select few (vision, confidence, and certain rolls) should take a hit from low morale. But yeah, affecting play intensity the way most people think about it in real life would be pretty much perfect for what low morale actually does.

Xar, thanks for the comments! As I mentioned above with the "play intensity", I'm not sure if it would work the way it is in GLB. I totally agree that it's tough to know what the results would be since it's such a big change. Extensive testing would be needed for sure to tweak all the parameters.
 
bamaplaya1
offline
Link
 
i read the cliffnotes and it looks good to me
 
Anarcho
offline
Link
 
Originally posted by Ronnie Brown 23
I think "play intensity" in GLB is a bonus or penalty to all attributes... at least that's what the tactic is. I could be wrong but I'm pretty sure it's a +% bonus/penalty. I think that only a select few (vision, confidence, and certain rolls) should take a hit from low morale. But yeah, affecting play intensity the way most people think about it in real life would be pretty much perfect for what low morale actually does.

Xar, thanks for the comments! As I mentioned above with the "play intensity", I'm not sure if it would work the way it is in GLB. I totally agree that it's tough to know what the results would be since it's such a big change. Extensive testing would be needed for sure to tweak all the parameters.


I love this suggestion. The only thing I would say is that in certain other attributes could be included aside from just Vision and Confidence.

I would imagine that some of the Football skills would become affected if a player becomes demoralized. If a WR is having a tough game, his catching would likely be impacted. If a HB is having a bad game, his Carrying would probably be a bit worse than normal. You could argue the same for blockers and the blocking skill, etc.

Certainly things like Speed, Strength, Agility, and Jumping should absolutely not be touched by confidence though. And I agree with all of your other points.

+1
 
kuaggie
offline
Link
 
long time needed. The only part where it gets complicated is how a player's confidence effects everything.

As for attributes it could affect- to me i think it would be vision, carrying, catching, throwing and tackling- all FOOTBALL skills that if you're rattled you don't do as well. just my .02
Edited by kuaggie on May 31, 2010 22:18:27
 
Anarcho
offline
Link
 
Originally posted by kuaggie
long time needed. The only part where it gets complicated is how a player's confidence effects everything.

As for attributes it could affect- to me i think it would be vision, carrying, catching, throwing and tackling- all FOOTBALL skills that if you're rattled you don't do as well. just my .02


Or, you know, exactly what I just said.
 
Link
 
Yea, for sure you're right about catching. That's what I was hoping to cover with the "certain rolls" stuff. The reason I didn't want to affect attributes is because some other attributes do stuff that shouldn't be lowered by morale. Catching is definitely fine to reduce, but take Throwing. If it affects how far you can throw, then I wouldn't want to affect that if your morale is decreased. I would want to affect your pass quality because you might be hurrying a throw or whatever. It's kinda why I think Bort didn't want Clutch to simply give you a % bonus to your football skills in certain situations.

I'll admit that I don't know enough about the sim, so maybe modifying all football skills would work. I was just afraid that it might result in players being worse at things they shouldn't be worse at with low morale.

Thanks for the input
 
toobad4u_00
offline
Link
 
Anyone got the spark's notes? I got through the first part of this.. I will work on more of it later when I have more time.. I do like what I have read so far.
 
Link
 
I put them at the top. It's sorta hard to describe some of the changes I'm proposing in a succinct manner, but the gist of it should be clear.
 
toobad4u_00
offline
Link
 
Originally posted by Ronnie Brown 23
I put them at the top. It's sorta hard to describe some of the changes I'm proposing in a succinct manner, but the gist of it should be clear.


okay.. umm to be fair.. I skipped over the quote part the first time thinking it was odd there was a quote to start with.. brilliant on my part... thnx for pointing that out for me.. the dimwitted
 
glwarriors
offline
Link
 
Good suggestion and makes more sense than what we have (had) so far.

I think that there should be two levels of morale - team morale and individual player morale.

One does not necessarily reflect the other.
 
Link
 
Yea, having team morale would be interesting. That might be more effective than the 25/75 barriers I put in place.
 
eaglesfan20
offline
Link
 
Originally posted by Ronnie Brown 23
Yea, having team morale would be interesting. That might be more effective than the 25/75 barriers I put in place.


i have suggestion that i think could be applied to this in some way, it is titled changes to team chemistry though but can be modified to fit in with morale - http://goallineblitz.com/game/forum_thread.pl?thread_id=4069900

Originally posted by eaglesfan20

so here is my suggestion

what about an improvement in how team chemistry works

we currently have team chemistry, offensive and defensive chemistry as well - what if that was broken down further? or made to link with morale more and in different ways

categories
passing game chemistry, defensive front 7 chemistry, O-line chemistry, DB chemistry, special teams chemistry

-say passing game chemistry - would look at how long players have played together, how well they have played with each other as far as stats put up - QB and receiver (so things liked dropped passes and such could negatively affect the chemistry among other things such as confidence, as well as big plays and catches and TDs are positives )

-special teams could be like changing your holder could negatively affect your kickers confidence because you switched who his normal holder is

-and maybe to another extent even have every player have an individual chemistry rating within that system with other players, as in how well they personally play together - but this may be too much

-this would add another aspect into how you put together your team and depth chart and could be dynamic with changes to your Depth Chart and roster (both positive and negative) based on players moved in and out and new players added to roster or DC, everything that is done on(tackles, missed tackles, catches, etc) and off(new players, depth chart changes) can both negatively and positively affect the chemistry.morale of the units, making it dynamic and fluid
 
Shogun108
offline
Link
 
Originally posted by Xar
Bump, because it's the best idea on here at this moment.


 
Djmr
offline
Link
 
I'll give this thread more deserved love. Who knows, maybe this might catch Bort's attention.
 
eaglesfan20
offline
Link
 
giving this a bump
there are some good thoughts/suggestions here
 
Page:
 


You are not logged in. Please log in if you want to post a reply.