For far too long the game has been about Outside Rushing and 10yard+ Passing.
Inside Rushing needs a Buff. The addition of "Defensive Weight", when a Power FB/HB drags a defender, has made Inside Rushing worse while not impeding Outside Rushing enough.
Idea #1
I don't know all the Mechanics at use here in your code, but I'd suggest some type of "Play Knowledge" buff to Inside Rushing so there's not a Global change to all rushing that helps Outside Rushing even more.
For Outside Rushing, I'd increase CB/FS/SS Tackle radius against Outside Rushing plays. Again you could probably do it with a "Play Knowledge" type buff.
Idea #2
Another idea is to vary Sprinting costs more on HBs/FBs based on THEIR WEIGHT, or "Offensive Weight".
A 5'6" 180# ELUSIVE HB (SuperStar, Rusher, Slippery) costs 75,308 SP to get Sprinting=100. http://www.glb2scout.com/vpimages/44_NEW_1495093445.png
A 5'6" 220# POWER HB (SuperStar, Rusher, Bruiser) costs 75,758 SP to get Sprinting=100. http://www.glb2scout.com/vpimages/44_NEW_1495093470.png
This is a difference of 477 SP. That's barely .5% change.
PLAYER WEIGHT (proportional to height) should have a much more DRAMATIC effect on their own Sprinting costs. This would nerf Outside Power Rushing. It would keep WR/CB/FS/SS Sprinting costs the same since the optimal WR/CB/FS/SS build is MAX HEIGHT and MIN WEIGHT.
Idea #3
Power Tackling of Defenders against HBs/FBs with low Offensive Weight & Toughness, the ELUSIVE HB, should hamper their Conditioning massively. Elusive HBs with high Conditioning get to the edge fast and ideally, use a Juke on a CB to get the corner and turn up field. (We know this doesn't happen enough in GLB2.) What doesn't hurt Elusive HBs enough is Power Tackling from LBs.
Elusive HBs need to take a larger Conditioning hit from Power Tacklers. This would slow them down over the course of the game (from wear and tear) so that they wouldn't get to the edge as fast.
Their needs to be a "Weight Differential" calculation where the Tacklers Weight/Power Tackling skill is checked against the HB/FB Weight/Power Rushing skill and causes a Conditioning hit mitigated by Toughness. Thus a ELUSIVE, low Offensive Weight FB/HB would suffer huge Conditioning hits when getting tackled by LBs with greater Weight than them and high Power tackling.
Heavy Power HBs woudn't suffer this as much since their Offensive Weight is closer to the tacklers Defensive Weight and their Power Rushing skill is equal to or greater than the LBs Power Tackling.
This new Weight Differential calculation could (should?) replace the current Weight dragging mechanic.
Idea #4
This is the Inertia/Momentum concept. Kinetic Energy/Force are a Physics type equations. Cdog mentioned that the processing power of GLB2 is huge because of all the Physics calculations. I'm guessing you use versions of the below, but I'm not sure what your using and what you aren't.
KE = 0.5 • m • v2
or
F=ma
Instead of just Mass (the "m"), I'd use something akin to "Center of Gravity" based on the proportional mix of Height and Weight. So a Power HB that's 5'6" and 220# would have a 220# mass modified by his Center of Gravity against a LB that is probably heavier but also has a higher Center of Gravity.
I don't know which one makes more sense with your current code and doesn't create more processing issues. That's something you need to decide.
Inside Rushing needs a Buff. The addition of "Defensive Weight", when a Power FB/HB drags a defender, has made Inside Rushing worse while not impeding Outside Rushing enough.
Idea #1
I don't know all the Mechanics at use here in your code, but I'd suggest some type of "Play Knowledge" buff to Inside Rushing so there's not a Global change to all rushing that helps Outside Rushing even more.
For Outside Rushing, I'd increase CB/FS/SS Tackle radius against Outside Rushing plays. Again you could probably do it with a "Play Knowledge" type buff.
Idea #2
Another idea is to vary Sprinting costs more on HBs/FBs based on THEIR WEIGHT, or "Offensive Weight".
A 5'6" 180# ELUSIVE HB (SuperStar, Rusher, Slippery) costs 75,308 SP to get Sprinting=100. http://www.glb2scout.com/vpimages/44_NEW_1495093445.png
A 5'6" 220# POWER HB (SuperStar, Rusher, Bruiser) costs 75,758 SP to get Sprinting=100. http://www.glb2scout.com/vpimages/44_NEW_1495093470.png
This is a difference of 477 SP. That's barely .5% change.
PLAYER WEIGHT (proportional to height) should have a much more DRAMATIC effect on their own Sprinting costs. This would nerf Outside Power Rushing. It would keep WR/CB/FS/SS Sprinting costs the same since the optimal WR/CB/FS/SS build is MAX HEIGHT and MIN WEIGHT.
Idea #3
Power Tackling of Defenders against HBs/FBs with low Offensive Weight & Toughness, the ELUSIVE HB, should hamper their Conditioning massively. Elusive HBs with high Conditioning get to the edge fast and ideally, use a Juke on a CB to get the corner and turn up field. (We know this doesn't happen enough in GLB2.) What doesn't hurt Elusive HBs enough is Power Tackling from LBs.
Elusive HBs need to take a larger Conditioning hit from Power Tacklers. This would slow them down over the course of the game (from wear and tear) so that they wouldn't get to the edge as fast.
Their needs to be a "Weight Differential" calculation where the Tacklers Weight/Power Tackling skill is checked against the HB/FB Weight/Power Rushing skill and causes a Conditioning hit mitigated by Toughness. Thus a ELUSIVE, low Offensive Weight FB/HB would suffer huge Conditioning hits when getting tackled by LBs with greater Weight than them and high Power tackling.
Heavy Power HBs woudn't suffer this as much since their Offensive Weight is closer to the tacklers Defensive Weight and their Power Rushing skill is equal to or greater than the LBs Power Tackling.
This new Weight Differential calculation could (should?) replace the current Weight dragging mechanic.
Idea #4
This is the Inertia/Momentum concept. Kinetic Energy/Force are a Physics type equations. Cdog mentioned that the processing power of GLB2 is huge because of all the Physics calculations. I'm guessing you use versions of the below, but I'm not sure what your using and what you aren't.
KE = 0.5 • m • v2
or
F=ma
Instead of just Mass (the "m"), I'd use something akin to "Center of Gravity" based on the proportional mix of Height and Weight. So a Power HB that's 5'6" and 220# would have a 220# mass modified by his Center of Gravity against a LB that is probably heavier but also has a higher Center of Gravity.
I don't know which one makes more sense with your current code and doesn't create more processing issues. That's something you need to decide.
Edited by Xars on May 18, 2017 02:16:55
Edited by Xars on May 18, 2017 02:15:01
Edited by Xars on May 18, 2017 02:04:49
Edited by Xars on May 18, 2017 02:03:41
Edited by Xars on May 18, 2017 02:03:20




efensive superiority of this game. 
























