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Forum > Test Server Discussion > Test Server Discussions > Reworking Morale From The Ground Up
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Time Trial
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I like the idea of showing a bar accross the player name that shows his morale at the start of that play. Actual roll does not need to be shown (the morale modifier roll) (except for the blue face, yellow face, and happy face), but the actual morale number or a graphical representation should be shown (because we are no longer hiding it, we are flat out telling you that a sack does X, a TD does Y).
 
Mudslinger
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Originally posted by Plankton
What are the chances that it will be ready this season? Just want to know if I should hold off on renegotiating my guys or not.


+1. Just want to know if it is even feasible to input by upcoming season. Thanks.
Edited by Mudslinger on Jul 15, 2010 21:46:12
 
QB Eater
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One of the main changes I would like to see: running backs should NOT get morale loss simply by carrying the ball. It should be results based. Big runs should improve morale. TD runs should improve it alot. Long td runs should improve it a ton. Fumbles should hurt it alot. runs for loss should hurt some. Runs for average gain should have no effect.

For the Offensive Line/Defensive line: if OL gives up a sack it should hurt alot. If DL gets a sack it should help a lot. If a player is pancaked it should hurt more; if a player is reverse pancaked it should hurt. If the offensive line RUN Blocks the morale effect and STamina effect should be worse in general for DL; if they pass alot it should be worse for OL. It is exhuasting and difficult to pass block. The OL get pushed around and are backing up. Do that for a whole game and it is hard on you. The opposite is true of running.

And CONFIDENCE must be a greater impact, positively or negatively depending on how high or low it is. What's the point of confidence if it doesn't affect Morale?
Edited by QB Eater on Jul 17, 2010 06:56:53
 
Savitar
Ghost Recon
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Personally I think the morale aspect of the game is going to be too complicated for agents, coordinators,and team owners to implement effectively. when signing players, and utilizing them.

Why not just simplify morale?

Example...When a possession starts, each team has the morale only from promotions, and player attributes. Then each play determines the positive, or negative effect on the team morale.

IE: A team rushes 3 consecutive plays for a 1st down. The offense gets +3 points, and the defense gets -3 points. getting the 1st down is the determining factor. A team rushes on 1st down, and gets a 1st down. Break that yardage down into 3 plays, and it would take approx 3.33 yards per carry to gain +1 point. If a team ran for 40 yards on a given play, they get an additional amount of points, and the Defense get's negative points etc..

When a new quarter starts, both teams start out like they did at the beginning.of the 1st quarter. That way each team has the ability to stay in the game, and not be overwhelmed with negative points. When working with positive, and negative numbers, the disparity is doubled between the 2 teams. In other words; a team that gains +3 points per 1st down, and the other team loses -3 points, the disparity becomes a 6 point divide between teams. With that said, I'd keep the point system low.

I'd also keep the variables low.

IE:...
Rushing
Passing
Pass defensed
Run stopped short of 3.33 yards

Sacks
Catches
fumbles
INT's
etc.....

BOTTOM LINE....
I'd limit the triggers to morale +/- to only the minimum amount of variables as possible. I'd also only do a team morale +/- for now. Get those bugs worked out, and then maybe add individual player +/-.

Just a thought.
 
SoxPhan21
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IDK if this was said or is in the works or w/e but what but morale gains/losses for particular milestones.

Something like RB rushing for 100 yards or 150 in one game etc.

Same for QB throwing (with the milestone being more like 200-300 yards) and WR receiving (i.e. 100-150 yards).

Expanding this thought could also include season-wide milestones, you know, such as 3000-4000-5000 QB throwing yards and 1000-2000 rushing and 1000-1500 receiving.

*Numbers would need to vary by league level and level of competition from other teams (higher for all good human-owned teams and lower for CPU leagues with a certain amount of CPU owned teams and CPU players)

Just an idea, let me know if you like it.
 
Time Trial
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Originally posted by Time Trial
Also:

I like the idea of showing a bar accross the player name that shows his morale at the start of that play. Actual roll does not need to be shown (the morale modifier roll) (except for the blue face, yellow face, and happy face), but the actual morale number or a graphical representation should be shown (because we are no longer hiding it, we are flat out telling you that a sack does X, a TD does Y).


Live morale drop is nice too. Honestly though, the morale effects need to be increased OR morale penalties need to be increased somewhat.
 
Catch22
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