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Main / Suggestions / More realistic player experience Search Forum
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bwadders76
posted: 2012-08-05 22:19:09 (ID: 50375) Report Abuse
hosh13 wrote:
Well, when a player is created his caps would reflect his position. He would have certain values for the various positions based on his previous experience in college and school, etc.

Maybe the YA could simulate HS and college football by giving bits and pieces of exp to players depending on what positions they are playing. Maybe you could recommend what positions you'd like them to play to maximize the chances of them playing in those positions in college and HS and thus getting the relevent exp.

And the scout could tell you what pos a player looks best suited to also.

Maybe his ideal pos could be revealed as he approaches 21yo - sooner and more accurately with good scouts?


Isn't that the case now with a scout report you get a star rating on his best position. Also those with traits tend to give the game away a little bit.

I'm going to have to agree with sfiner08 here.
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hosh13
posted: 2012-08-05 22:30:22 (ID: 50376) Report Abuse
I was refering to physicals only - the point of the scouting and positional report would be a clue to the physicals.

This would work better if all skills had there own unique cap - the report could then be a clue to all skills.
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sfniner08
posted: 2012-08-06 02:30:46 (ID: 50392) Report Abuse
Right now the player creation is fairly randomized. To implement this experience idea it would require some alignment of skills to experience of the position for the player. Then it becomes pretty cookie cutter.

I would prefer to roll with what is there now because it GIVES you more flexibility. Why take away the flexibility and make it more rigid?
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Swordpriest1
posted: 2012-08-06 06:21:31 (ID: 50402) Report Abuse
sfniner08 wrote:
Right now the player creation is fairly randomized. To implement this experience idea it would require some alignment of skills to experience of the position for the player. Then it becomes pretty cookie cutter.

I would prefer to roll with what is there now because it GIVES you more flexibility. Why take away the flexibility and make it more rigid?


I think what we are arguing over is what the definition of "experience" is in context to RZA. A. Does it mean overall Football experience? or B. does it mean player experience for what they are doing on the field? in terms of context.. A) basically is telling nothing what so ever. B) is the more (in)tangible measure by how we evaluate experience in all matters of life.

I like this idea in part because I think all players who havent played a game should start at 0 exp. How fast they move up in exp can be a random factor combined with that players Int... but in no way should Exp be level across the board for a individual player at every position. Experience by definition is something by which someone participates in an activitiy... if someone has never played that position it is impossible for that person to claim they have experience in it. Its as logical as saying because Refs are on the field and moving with the players... they have football playing experience.

Basically we never know how we will react until we are physically put into a situation... the result is experience. By that logic.. the original suggestion is very sound and by rules of this game... should be implemented.
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canonico
posted: 2012-08-06 06:29:19 (ID: 50404) Report Abuse
Maybe adding another mental skill to the players like "Passion" would be a option that would allow a player to pick up more or less experience based on the amount of "Passion" he has, this skill would be fixated much like Inteligence is, and would not be trainable. Or all this makes Zero sense and im just rambling.
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holmeboy
posted: 2012-08-06 07:58:14 (ID: 50412) Report Abuse
bwadders76 wrote:
In my opinion experience comes from playing games just because a player has played for three seasons in one position and he then changes position it doesn't mean he suddenly becomes a less experienced player just less effective because his skills dont match the position as well. I think the position effectiveness comes with the skills training and as these players are getting better they will become more specialised in their particular position.


+1

hosh13 wrote:
Let's look at tackling. There is the sort of tackling DL do when in a lot of traffic. Then LB do it in traffic and in space whereas DBs generally make tackles in the open field. Same can apply to blocking. And definitely to positioning - that is massively different from position to position.


Re the tackling debate. From the manual: 'Teamwork is also important for Blocking and Tackling in the line or multiplayer tackles.'

Therefore teamwork is the difference between being able to tackle in open space or in traffic. So a LB/DL need higher teamwork than a DB. For those that play football mogul there are separate stats (Run defence/Pass coverage) that help separate. But I'm happy with the way it is atm.

If we tinker with it things will end up like BPOS in -TOG- Which sucks. Only other suggestion I could make is maybe when changing a players position he gets an experience hit (something small like 1/2 a star) as well as the morale and TC hit. There's already a penalty for playing out of position which is good.

Last edited on 2012-08-06 08:03:04 by holmeboy

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sh8888
posted: 2012-08-06 08:09:17 (ID: 50415) Report Abuse
holmeboy wrote:
Only other suggestion I could make is maybe when changing a players position he gets an experience hit (something small like 1/2 a star)


I don't think that's small.
It seems to take ages for players to gain even half a star of experience.

As you said earlier in your post, one of the main problems with messing with experience in any way is that if it starts to become like BPOS in G*I then it becomes a nonsense .... I still laugh when I see a G*I player with 0.5* bpos at CornerBack and 5* bpos at Safety ..... that's just cloud cuckoo-land.

I think this whole suggestion is dead in the water .... the only thing it seems to bring is more complexity.
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holmeboy
posted: 2012-08-06 08:30:09 (ID: 50416) Report Abuse
Ah haven't been paying much attention to experience gain so didn't know. Another one could be player has a penalty similar to the out of position one for x amount of days to signify him getting used to/gaining experience in the new position.

I am one of the people that think things are fine as they are. I like the flexibility as someone already mentioned. Just adding suggestions because don't want to see another BPOS.

EDIT: Actually just after saying that do youse not think that the morale team chemistry penalty when changing positions is enough? It takes a few games to get back up to 100% which in itself is enough to show him getting used to the new position. Which offsets the whole experience thing imo. Because if your playing cb and have the skillset for lb then it's only going to take a few games to adjust.

Last edited on 2012-08-06 08:39:49 by holmeboy

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hosh13
posted: 2012-08-06 09:46:12 (ID: 50439) Report Abuse
sfniner08 wrote:
I would prefer to roll with what is there now because it GIVES you more flexibility. Why take away the flexibility and make it more rigid?


More realistic.
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hosh13
posted: 2012-08-06 09:52:51 (ID: 50441) Report Abuse
holmeboy wrote:
Re the tackling debate. From the manual: 'Teamwork is also important for Blocking and Tackling in the line or multiplayer tackles.'

Therefore teamwork is the difference between being able to tackle in open space or in traffic. So a LB/DL need higher teamwork than a DB. For those that play football mogul there are separate stats (Run defence/Pass coverage) that help separate. But I'm happy with the way it is atm.


Ok, let's look at positioning -

QB - pocket maneuvering
RB - run to daylight
TE - get open and setup for run blocking
OL - setup for run and pass blocking
WR - get open and setup for run blocking
DL - holding ground and pass rushing
LB - blitz, hold ground, man, zone
DB - same as LB basically


You see? There is little like application of positioning from offense to defence in particular.
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