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Laggo
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Overview
Players can use flex points to create Cheerleaders. There will be 4 types of cheerleader positions (Head Cheerleader, Tumbler, Flyer, Base). Successful cheers in-game will prove morale boosts to the team, or morale debuffs for the other team (depending on builds).
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Building your Cheerleader
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Cheerleaders will have the same basic physical skills as an old regular player.

Strength:
Speed:
Agility:
Jumping:
Stamina:
Vision:
Confidence:

However, instead of the regular football skills section, a cheerleader will possess the Cheerleader Skills section, comprising of the following stats.

Beauty:
Enthusiasm:
Voice:
Technical:
Lifting:
Personality:
Performance:

Cheerleaders will level up the same as players, receiving bonuses to their primary attributes.

Head Cheerleader Primary Att's: Enthusiasm, Performance, Voice

Base Primary Att's: Lifting, Strength, Vision

Flyer Primary Att's: Technical, Jumping, Vision

Tumbler Primary Att's: Enthusiasm, Voice, Beauty

Beauty is a representation of how aesthetically pleasing your cheerleader is. However it is always considered a value above the norm (IE a 10 beauty cheerleader is only "10 points" prettier than the standard girl). This means it is always applied as a constant bonus to what you do - low beauty is never considered a "negative".

Enthusiasm is a measure of how much "effort" your cheerleader puts into the activities. A head cheerleader that focused on Consistency would have high enthusiasm. It helps with morale boosting (and is factored into the cheer %, which you'll read about later).

Voice is a measure of how loud / understandable your cheerleader is when calling out cheers. Helps with morale boosting for any position, but is a major one for Head Cheerleaders/Tumblers (Head calls out cheer, Tumbler cheers to audience).

Technical is a measure of how adept the cheerleader is at the Technical aspect (Flips, etc.) Primary for Flyers since they are the one's doing the mid-air leaps and flips. Prevents botching of a flip.

Lifting is a measure of how good your cheerleader is at... well... lifting (similar to throwing for a QB, it's a primary for a Base). A base's job is to lift the flyer.

Personality is a measure of how great of a person your Cheerleader is, both on the field and off the field. Helps with morale boosting.

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Cheerleading Special Abilities
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Cheerleaders will have two lines of 5 special abilities each similar to players. As an example, I will present the Head Cheerleader.

Head Cheerleader will have two lines of SA's. Performance and Consistency. Performance focuses on improving the effect of cheers while Consistency focuses of cheering more often (You'll learn about this later).

Performance Line
Out Loud -> Get Funky -> Work Harder -> Creativity -> Unbelievable

Out Loud = You've trained your voice to be as loud as possible out on the field. General boost to the effect of your cheers (bonus to your voice attribute).

Get Funky = This skill allows you to encourage your tumbler to be the best they can be. Bonus to crowd reactions.

Work Harder = This skill allows you to encourage your bases to be the best they can be. Bonus to lift height.

Creativity = This skill allows your flyer to be the best they can be. Bonus to jump spectacularity.

Unbelievable = Sometimes your line just has the capability to do something special. Chance of having an UNBELIEVABLE finish to a run (conclusion section) - resulting in a great boost in morale for your team. Similar to One-Hand Catch.

Consistency Line

Consistency Line (Improves chance cheers cause an effect)

3 2 1 -> Turnover -> Homefield Adv. -> One Team -> They Need Us

3 2 1 = Skills in this make your cheerleader more adept at prepping the line for the upcoming cheer. Lowers the percent of anyone botching their section.

Turnover = Turnovers are a major part of the game, and the fans love it when we get one. Perfect chance the cheer. Increases the % your cheer team will do a cheer after a turnover (Interceptions / Fumble Recoveries, not punts).

Homefield Adv. = It feels much calmer to cheer in your home stadium, they want to see you out there. Points in this increase the % you have of making a cheer in between quarters.

Routine = The audience is familiar with the section you run at halftime and so are you. Points in this even out your routine to something predictable - you can expect regular gains. (Basically this works like automatic. You could get anywhere from a 0-50% boost depending on your performance, a point could make it 10-50, another 15-50. Those are big gains but thats what I mean. It increases the minimum amount you could possibly add to your team.) Only for your halftime routine at home games.

They Need Us! = Its the 4th quarter. There's 5 minutes left. The crowd is tense, the players are tense, you need to be out there! Increases the chance of your cheer team making an appearance whenever you have an opportunity in a clutch situation. High points in this will make your cheer team always be on time with a cheer when needed most.

A tumbler would focus on either boosting their teams morale or debuffing their opponents morale

A Base would focus on either a "consistency" type tree or a "performance" type tree.

A Flyer would focus on either a "consistency" type tree or a "performance" type tree.

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Cheer Squad
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A typical team cheerleading squad will consist of
1 Head Cheerleader
2 Bases
2 Flyers
1 Tumbler

The base and flyer are assigned partners with a depth-chart like system. Base 1 + Flyer 1 are paired up, and Base 2 + Flyer 2 are paired up.
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Game Cheerleading
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Before the game both cheerleader squads make 1 Guaranteed Cheer. The home team's cheerleader squad get to perform a cheer at half time.

There are specific game opportunities that are recognized as "cheerable" (ie situations that a cheer could be performed). These include after touchdowns / int or fumble recoveries / quarters. You have a high natural % to cheer in between quarters, a medium natural % to cheer after a touchdown, and a low natural % to cheer after int or fumble recovery.

A cheer takes place in the following way (could be expanded to have different formations or cheer styles further down the road).

Introdution (Head cheerleader) - Judged on crowd reaction (boo's / roars).
Lift (Base 1 + Flyer 1) - Judged on lift height / move spectacularity (can fall/botch)
Energize (Tumbler) - Judged on crowd reaction (boo's / roars)
Lift (Base 2 + Flyer 2)
Conclusion (All contribute)

For example, a cheer could go as following
Head Cheerleader - Legally Blonde
Base 1 - Danny Straight
Base 2 - Kim Kong
Flyer 1 - Super Woman
Flyer 2 - Nicole Heights
Tumbler - Flip Flap

Legally Blonde calls out, "Lets hear it for our [teamname]!" The crowd ROARS in approval! (Intro. Great Success)
Danny Straight attempts a safe lift... Super Woman does a small twirl... Danny Straight catches her! (Low-risk lift, low-risk move, successfully performed)
Flip Flap does a series of flips, looking straight at [oppteamname]'s Cheerleaders! (debuff move)
Kim Kong attempts an elegant lift... Nicole Heights goes for a 420 spin!... Kim Kong fumbles her a bit, but catches! (Near miss on two high-risk moves)
They all scream.. "Lets hear it for our [teamname]"! The crowd roars at an UNBELIEVABLE volume (unbelievable SA activation, successful conclusion).

Different jump moves could be assigned based on stats - high risk moves seperated into one category. Low risk into another. High jumping/technical skill allows you to perform more advanced moves "same as the other ones as far as calculations go, just for show though". For example 360 vs 720, etc.

A base/flyer section takes place the following way. (Simplified to 1-10 value)

Stats determine natural value for completion that the jump starts with.

- Base performs either elegant or safe lift (Affects % of completion positively or negatively) (lets say +/- 2)
- Flyer performs either elegant or safe aerial move (Affects % of completion positively or negatively) (lets say +/- 2)
- # chance is rolled, if > then natural value + choices then it is a successful lift. If < then natural value + choices then the flyer is dropped. If = (or > 2 or less) natural value + choices then the flyer is fumbled - but caught.
Numbers could obviously be changed to fit percentages or accommodates the kind of stats we have. This is all just example.


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Advanced Tactics
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I haven't really worked on this much but basically I suggest 3 tactics for bases/flyers.

Go for the gold! (High Risk)
Do what you can! (Mix of high risk/low risk)
Keep it simple! (Low Risk)

Head Cheerleader
More cheers! (Cheer Often)
Quality over quantity (Cheer for more effect)

Tumbler
Improve our team (morale + for us during tumble section)
Humiliate them! (morale - for them during tumble section)

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Misc.
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Most football cheering now is just dancing, but we've taken a little bit of a liberty (since this is our own virtual football world) of having it be a little more college-based (since 6 dancers on a squad isn't as much fun as specialized cheerleaders).

Basically it serves as an extra FP sink (to improve revenue) and as a new dynamic as part of gametime.

I suggested a cheer squad could be bought similar to a team, and then cheerleaders recruited by the owner of that squad. The squad would then sign a contract to a specific team and cheer for them. They would have their own chemistry, etc. This would make good cheer leading teams in high demand as they would often stick together. Would be fun to make sort a team with all your friends - just on a much smaller scale.

The other option is to do it the way everything is done now. A cheerleader is created and the team owner has to recruit them one-by-one and form his own squad.

Edited by Laggo on Jan 31, 2014 12:38:16
 
ProfessionalKop
Gangstalicious
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not again.
 
bhall43
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It was only a matter of time!
 
VietCampo
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all points into stamina
 
Laggo
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this isnt epic yet?
 
bhall43
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Originally posted by VietCampo
all points into boobs


 
bhall43
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Jumping underrated attribute
 
bhall43
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I wouldn't even train confidence. I like to keep their standards low.
 
Asheme
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Originally posted by Laggo
this isnt epic yet?


 
E-A-G-L-E-S
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Um?
 
sturge
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I admire the detail you put into this.
 
Laggo
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As much of a joke this was originally, I think GLB needs a second "team dynamic" targetted at smaller groups kinda like casual / peewee

Running a team is the most "fun" you can have in GLB but it is both expensive (SKRIMS) and time consuming

How can we replicate that feeling for casual players? Cheerleaders provide an extra FP dump that is both fun and seems meaningful, while letting friends enjoy the persistent cooperative experience that is the basis of player retention in this game on a smaller scale
 
MickyMinnDTD
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This is my first season on GLB2 (played original forever) and maybe I'll change my mind, but so far the game is exceedingly slow. I have a team and 43 of my own players. I know it will take work to upgrade them after each game, but since it's 3 days between games, I'm actually concerned this is going to be a boring game after the initial burst. I was wondering why they didn't do every other day like original game. My conclusion is they want you to spend 50 FP for scrimmages when you get bored.


LOL just read original post. I'll go back to my cave now. Still think the game will be boring, tho. Gimmee the cheerleader!
Edited by MickyMinnDTD on Jan 31, 2014 14:19:29
 
VietCampo
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Originally posted by MickyMinnDTD
This is my first season on GLB2 (played original forever) and maybe I'll change my mind, but so far the game is exceedingly slow. I have a team and 43 of my own players. I know it will take work to upgrade them after each game, but since it's 3 days between games, I'm actually concerned this is going to be a boring game after the initial burst. I was wondering why they didn't do every other day like original game. My conclusion is they want you to spend 50 FP for scrimmages when you get bored.


LOL just read original post. I'll go back to my cave now. Still think the game will be boring, tho. Gimmee the cheerleader!


Well it's a league game every 3 days, also a ladder game every 3 days. So theres really only one day that you don't have any real games to play.
 
pottsman
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No joke threads, locked.
 
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