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Main / Suggestions / Rethinking physical skills caps Search Forum
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Rafi1205
posted: 2017-01-03 16:03:04 (ID: 100095013)  Edits found: 1 Report Abuse
One thing is not realistic in player physical skills IMO:
IRL, when you have a big very strong OL he cant run as fast as the thinny CB who runs like a champ. Im ok with skill caps but I think that rather than put some random caps and traits on players, we could imagine that this (trait: heavy-weight) OL with str:48 would be caped in his speed and agility (because of his extreme strength and trait) for example.

I see a lot of good players with something like STR:46 SPD:42 AGI:35, does this player realy exist IRL? I dont think so.

Also if you start your skill scale from about 75% (if I understand the skill rating system well?) in all skills it means everybody can be a 75% good passer, or 75% carrier or kicker and so on. I think this makes all players to close from each other in skills and doesn't reflect reality.
As I allready suggested in another thread about height and weight, you should have more differences between the players, more personality IMHO.

Last edited on 2017-01-07 02:54:09 by Rafi1205

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Rafi1205
posted: 2017-01-07 03:06:44 (ID: 100095305)  Edits found: 2 Report Abuse
Manual wrote:A skill of kicking 1 doesn’t mean the skill is at the lowest possible level - and the player could not kick at all. Rather it means the player is at 75% of his kicking ability. And the player could gain the missing 25% of his kicking by raising the skill to 50.


Football is a game of specialization where you see for example some big linemen who never touch the ball. How could those guys pass the ball with 75% accuracy or arm strength? A kicker will rarely have the stregth to block upfront or the agility and hands to catch the ball downfield for 50+ yards.
Starting your skills scale from 50% (and every skill point would worth 1%) would be more realistic and would create more gaps between players IMHO.

Last edited on 2017-01-07 03:25:46 by Rafi1205

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Rock777
posted: 2017-01-07 05:07:17 (ID: 100095306) Report Abuse
Even worse, if you have your QB kick field goals, he uses his arm strength...
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Rafi1205
posted: 2017-01-07 09:45:43 (ID: 100095312)  Edits found: 1 Report Abuse
Rock777 wrote:
Even worse, if you have your QB kick field goals, he uses his arm strength...

Or... eeeeven worse: your granma who uses his cooking ability to play on your defensive line!

Last edited on 2017-01-07 09:58:09 by Rafi1205

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Captain Jack
posted: 2017-01-07 10:41:03 (ID: 100095316) Report Abuse
Rafi1205 wrote:
Manual wrote:A skill of kicking 1 doesn’t mean the skill is at the lowest possible level - and the player could not kick at all. Rather it means the player is at 75% of his kicking ability. And the player could gain the missing 25% of his kicking by raising the skill to 50.


Football is a game of specialization where you see for example some big linemen who never touch the ball. How could those guys pass the ball with 75% accuracy or arm strength? A kicker will rarely have the stregth to block upfront or the agility and hands to catch the ball downfield for 50+ yards.
Starting your skills scale from 50% (and every skill point would worth 1%) would be more realistic and would create more gaps between players IMHO.


This is why OOP penalties should be exceedingly high - even draconian - to prevent abuse. However, I think a better way would be to make skill sets specific or, as I (and others) have argued for elsewhere make experience position-related.
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Brewnoe
posted: 2017-01-07 22:22:43 (ID: 100095392) Report Abuse
Captain Jack wrote:
Rafi1205 wrote:
Manual wrote:A skill of kicking 1 doesn’t mean the skill is at the lowest possible level - and the player could not kick at all. Rather it means the player is at 75% of his kicking ability. And the player could gain the missing 25% of his kicking by raising the skill to 50.


Football is a game of specialization where you see for example some big linemen who never touch the ball. How could those guys pass the ball with 75% accuracy or arm strength? A kicker will rarely have the stregth to block upfront or the agility and hands to catch the ball downfield for 50+ yards.
Starting your skills scale from 50% (and every skill point would worth 1%) would be more realistic and would create more gaps between players IMHO.


This is why OOP penalties should be exceedingly high - even draconian - to prevent abuse. However, I think a better way would be to make skill sets specific or, as I (and others) have argued for elsewhere make experience position-related.


OOP penalties ... should (and do) exist.

Concerning their serverity -please distinguish if you're talking Senior Team, YA or both?
Also ... training or xp-penalties?



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jrm527
posted: 2017-01-08 04:54:34 (ID: 100095419) Report Abuse
Captain Jack wrote:
This is why OOP penalties should be exceedingly high - even draconian - to prevent abuse. However, I think a better way would be to make skill sets specific or, as I (and others) have argued for elsewhere make experience position-related.


Agreed that the OOPP should make more of an impact
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jrm527
posted: 2017-01-08 05:02:20 (ID: 100095420)  Edits found: 1 Report Abuse
Brewnoe wrote:
OOP penalties ... should (and do) exist.

Concerning their serverity -please distinguish if you're talking Senior Team, YA or both?
Also ... training or xp-penalties?


As Pete said in another thread here
pete wrote:
At the moment the OOPP (out of posiiton penalty) is in the engine with 75%, this means if skill is 40, and all the exceptions (manual) don't apply, he will play with 30.


That was an old thread did something change impacts training or the YA?

Last edited on 2017-01-08 05:05:30 by jrm527

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Captain Jack
posted: 2017-01-08 13:29:44 (ID: 100095444) Report Abuse
Brewnoe wrote:
OOP penalties ... should (and do) exist.

Concerning their serverity -please distinguish if you're talking Senior Team, YA or both?
Also ... training or xp-penalties?



Well this is a big question and my real answer would be 'everything'. However, I realise that this is not currently practical within the game. My thoughts are towards more realism and prevention of abuse. From the example quoted above a QB should not be able to use arm strength for kicking.

But I think we need to look at things bit by bit. So my first thought would be that OOP penalties should be severe so as to prevent any player being able to play in any position. Some adjustments should obviously be more favourable e.g. CB switching to SF and vice-versa. Positional xp would be a good step in this general direction.

Next we could look at coaching issues in the Seniors (1 guy being able to coach 70 players equally effectively). Then we could move on to the YA but we would need to make some changes before applying similar penalties. For example (off the top of my head) for the YA have STR and SPD coaches, maybe AGL coaches etc.

However, Rome wasn't built in a day so we can't make all these changes in a day. As I said above my thoughts are to offer ideas in trying to improve RZA even further. I am particularly in favour of as much realism as possible. Of course, I do realise that this is just one particular area and that Pete is continuing to change things in the game all of which add up to making it even more enjoyable.
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Rock777
posted: 2017-01-08 17:03:16 (ID: 100095456) Report Abuse
OOPPs don't really address the main issue. I shouldn't be able to take a QB and turn him into an OL. I shouldn't be able to take a CB and turn him into a DL. A CB with 50 strength relative to his position doesn't have 50 strength relative to your average DL.

The ability to convert players willy-nilly in this game is just ridiculous. Real life players have different body types. Player conversions should be restricted to those body types.
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