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Forum > Suggestions > Epic Suggestions > Gigantic Morale Change
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Talcion
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poking a good thread
 
jtrav21
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Originally posted by tuba_samurai
I like it.


 
dsog
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I like this realistic approach.
bump for a huge amount of effort.
 
firehazard
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I support anything RB comes up with.
 
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Originally posted by dsog
I like this realistic approach.
bump for a huge amount of effort.


 
Wat
Wat
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Originally posted by jtrav21
Originally posted by tuba_samurai

I like it.




 
Staz
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1. It was talked about a while ago on the TS, and a few of us were very confused as to WHY lower morale directly impacts physical attributes. It just didn't make sense. So, somebody (I think it was Mat McBriar) came up with this idea:

Originally posted by Mat McBriar

I think it's really a two stage situation with your morale.

When things start to go 'wrong' you first:
- Get mad
- Play harder to correct the issue
- End up playing more reckless and sloppy due to increased anger

After shit has hit the fan:
- Don't try as hard.
- Give up.
- Want the game to end.


GLB could better simulate morale by splitting it into two stages I think. First being +% hits to tackling, carrying, catching, blocking, throwing, vision, kicking, and punting. Only when morale was super low would you get the hit to speed/agility/strength/jumping.

Likewise confidence could play a factor in where that super low point was. Simulating the will to not give up that some athletes have.


I would fully support a decrease in morale causing a decrease in your mental attributes (vision) then your football skills and/or rolls.


2. I'm definitely agreeing with the general point being made here. Each action in a game has a direct impact on a player's morale. Some are so small it barely registers, like one carry for four yards and a regular tackle. Then, there are things that definitely have an effect, like breaking two tackles, then rattling off a 43 yard TD run on 3rd & 2. There are also actions that can sort of "negate" a morale gain, like a HB busting off a 12 yard run for a first down, but being leveled with a bone crushing hit from the SS.

3. I could be down with "rescaling" morale, but I'd have to get into this point a little more. I like the "capping" of morale, though. Could tie it in with the team momentum/morale ideas in this thread: http://goallineblitz.com/game/forum_thread.pl?thread_id=3950794

4. I don't think I really understand this. Maybe it's just not sinking into my brain. Is this basically an attempt to get the players on the bench to "come back down" or "calm down"? If you're pumped, but then sit on the bench, you're probably going to lose that momentum, and if you're a train wreck, sitting on the bench might allow you to "gather yourself". IMO, confidence should be a multiplier in how quickly you can regain morale, and how slowly you'd "lose" it while sitting on the bench.

5. I don't think the SAs need reworking. What I do, think, though, is that player performance should affect the "quality" of these SAs. If a LB (LB1) has 10 in Aura, he starts the game off with a decent effect. Now, if HB1 faces LB1 four times in the first quarter, resulting in 3 broken tackles and 1 diving tackle, the chances are that the "aura" of that LB isn't going to be so intimidating. So, the effect of LB1's aura on HB1 will be reduced by X. The effect of Aura on OTHER players will be reduced by a percentage of X every time LB1 screws up. Now, if LB1 meets HB2 four times as well, but has two monster hits, one FFum and one regular tackle, chances are HB2 is going to be effected by the aura a little more.


Also, I'd like to see a player v player "intimidation" factor always in play: Originally posted by Staz [Add Multiple Types of Morale:http://goallineblitz.com/game/forum_thread.pl?thread_id=3950794
Player Intimidation - This is the more complicated type and goes like this:

Player starts the game at 0, and goes from there.

-Intimidated (-1 to -100): If a player has an aura, or is putting big hits on the ball carrier, the ball carrier is probably going to be more intimidated by this player. When going against this player, his rolls receive a penalty based on how "intimidated" he is.

-Confident (+1 to +100): If a player continues to beat another specific player, he's going to be more confident when going against that specific player. This would lead to an increase in rolls against this player


Now, if you get intimidated by a player, that doesn't mean you will be all game. If you get a monster hit laid on you, obviously you're going to be intimidated, but if you come out the next play and power through the SAME defender, that Monster Hit the play before won't be as "intimidating".

Intimidation/Confidence applies ONLY on a specific player vs specific player. RB1 vs LB1 will have a different result than RB1 vs LB2 will, if the players have any different performance.

- Added suggestion: Player performance impact morale reducing abilities. If a player has Aura, but misses tackles, his aura may go down. If he lays a few monster hits, he may become "more" intimidating, increasing the effect of his aura. This would apply to Snarl, Aura, The Glare, and Trash Talk


6. huh
 
Staz
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I see you're adding things at the moment (yay lol)


For #7, I just had a thought - should we really restrict team morale if a team is losing? If I'm down 21 points at half, and by the end of the 3rd quarter I'm down by 4, I would imagine that I'm feeling pretty damn good and my team has a lot of morale, especially if we've been controlling the clock, beating up on the opponent, having a few big plays, etc.

I also see "restricting" morale in winning/losing sense as a potential disaster. If a team can't get over 50 morale if they're losing, will that prevent them from making a come back, since basically their morale can only go DOWN at that point?
 
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Hey Staz, I added your team morale stuff to my post. I was gonna add the intimidation stuff but I don't know how Bort would code 55x55 player interactions (see the PM I sent you).

4. Yea, basically being on the bench neutralizes a player's ups-and-downs. Confidence affecting how fast you gain / lose morale is a pretty cool idea. It would require extensive testing to come up with a formula that works and keeps confidence balanced, but that idea is awesome.

5. Well the reason I wanted to re-work some of the SAs is because I think it's detrimental to have players reducing the morale of other players without actually accomplish anything. I mean, if there was a random D-League team with 10 AOI on every player and 10 Pummel across the O-line, they could probably reduce the morale of opposition dots significantly, even if they lose >255-0. Your suggestion also accomplishes what I want by making what happens on the field being the determining factor in how powerful the morale SA is.

6. Basically I want to make sure that the activation of morale-reducing SAs like Trash Talk isn't an all-or-nothing thing based upon the QB's confidence. It should be a % chance (a roll). The description of the Intimidation VA makes me wonder if that's how it's coded.
 
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Hmm yea, that's a good point. I'll get rid of the team morale restrictions, but keep the personal morale ones since that's probably more realistic (25/75).
 
Staz
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Originally posted by Ronnie Brown 23

6. Basically I want to make sure that the activation of morale-reducing SAs like Trash Talk isn't an all-or-nothing thing based upon the QB's confidence. It should be a % chance (a roll). The description of the Intimidation VA makes me wonder if that's how it's coded.


Gotya. I'd be in favor of that, I do suppose.
 
Staz
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Originally posted by Ronnie Brown 23
Hmm yea, that's a good point. I'll get rid of the team morale restrictions, but keep the personal morale ones since that's probably more realistic (25/75).


Yeah. I like the "concept" of it, I just am not sure that the exact way you set it up originally would be best.

Perhaps the closer the score, the more morale you can lose/gain? I'd probably set it up like a % multiplier to the original morale "impact". So if I get a touchdown, but I'm up by 28, it's not really going to be a big deal. If I get a touchdown and it brings us within 3 points, that's a big deal. Same with a lot of interactions. If I'm a FS, and my team is up by 3 and I get a pick, that's going to be a bigger deal than if we're down/up by 30 points.

Could even make that value rise later in the game.

Would we be able to flesh something like that out? It could have a similar result to what you wanted (a team who is losing big isn't going to gain morale very quickly, and a team who is winning big won't lose it very quickly), but still taking into account the fact that "comebacks" are possible, and could even simulate the "excitement" of close games/closing in on your opponent and the quick momentum swings that are possible in the game of football.
 
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I love that... very realistic. I'll add it right now

Bort will have to be careful with all of the parameters to make sure all these pieces work well together. If something is too powerful, morale effects can be dominated by that and become unrealistic.
 
ptompkins
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Ronnie Brown 23, thanks for putting a lot of thought into this. Personally I think they need to dump every single season 16 change and roll back to season 15.
 
Staz
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Originally posted by Ronnie Brown 23
I love that... very realistic. I'll add it right now

Bort will have to be careful with all of the parameters to make sure all these pieces work well together. If something is too powerful, morale effects can be dominated by that and become unrealistic.


Oh of course. I would imagine that if the morale was changed, he would have to start with the basic foundation. Test the hell out of that, make sure it's working the way he wants (may be incomplete, but if he's got an idea of how he wants it working). Then, add the layers one at a time, and test the hell out of it.
 
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