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New Info (Amazing stuff this..)

Dragon

Coach
Messages
14,996
Ok for those of you who havnt visited Gols' site, heres the link -

http://www.geocities.com/golsrugbyleagueonline/

I got this info from that site which was updated today, and i found it pretty amazing and has heightened my expectations even more.

Here it is:




LATEST UPDATES

- Team stats are included, and teams are judged individually based on their levels of teamwork, communication, training, coaching and on field strategies, so teams that work well together such as the Bulldogs and Warriors will have an advantage over teams such as the Sharks. Teams are more than the sum of their parts, as teams individual ratings effect the players in the team, so a good player such as Andrew Johns will be more effective in the Knights side than the Rabbitohs side, as the Knights have a better rating as a side.

- The aggression system is included, and affects the ruck area significantly. A players aggression is built up while tapping sprint, so forwards taking hit-ups that have their aggression charged are more likely to break the tackle, be able to offload, and force a quick play the ball, while defenders that have their aggression charged, are more likely to force a knock on or injury in the tackle, have more of a chance of stopping an offload, or doing a high tackle, while also slowing the play the ball down and forcing a dominant tackle.

- The confidence system is included in the game, and works on a momentum basis, so the more knock ons are forced from the opposition, the more likely a roll will build, which will flow through the team. More details are to come about this feature. The confidence level of a team is also judged on their performance in a season, so teams on a losing streak will play with less confidence in their game, while teams on a winning streak will ooze confidence. It is presumed this affects the AI's ability to spread the ball and take risks in game.

- Rain affects the game with more knock ons and dropped balls, while also increasing the missed tackle rate.

- Scrums are automatically won by the feeding side, and are not contested in any way.

- One on one strips are not included.

- There is a limit to how many created players and teams you can have, at least for the console versions, for the PC version it is unknown if this limit would apply, but it is doubtful.

- More than two men can be in tackles, apparently. It has been said up to five players can join a tackle.

There are two types of tackle, a high hit (or big tackle) and low hit (or safe tackle). High hits wrap the ball up to prevent offloads, have more chance of causing a knock on or a head high, and have a greater chance of being bumped off, while the low tackle is a safer type of tackle that wont risk a penalty, but is less likely to force a knock on or injury and is easier to offload out of.

- Created teams can select from a variety of pre made jerseys, which cannot be customised. The PC version will allow players to import their own jersey designs into the game.

- In game cut scenes are included at most stoppages of play, such as for injuries, penalties, tries being scored, players running on and off the field, and for send offs and sin bins. Injury cutscenes include players clutching at their leg or knee while being attended to by a trainer.

- Dummy half play is very effective now, the quicker backs can make significant yards from dummy half. Quick play the balls have also been implemented.

- Fending is a seperate action to sprinting, they do not share the same control.

- Controls can be selected from a variety of pre-set options.

- Bombs and grubber kicks are actually effective attacking weapons.

- Controls for the X-Box demo are: Shoulder buttons to pass, A to sprint, X and B to perform the low and high tackles. Y (presumably) is a type of kick.
 

Moffo

Referee
Messages
23,986
how awesome will this game be!!

I love the confidence meter idea. Its perfect. And the 2 types of tackles is a good idea as well. Only question is, what if its a 3 man tackle and one goes in hard while the other go in soft?

5 in a tackle? If its true, will be great!

Thanks for the info

Cheers,
Moffo
 

Mario

Juniors
Messages
862
Just to clarify two of the statements

There are two types of tackle, a high hit (or big tackle) and low hit (or safe tackle). High hits wrap the ball up to prevent offloads, have more chance of causing a knock on or a head high, and have a greater chance of being bumped off, while the low tackle is a safer type of tackle that wont risk a penalty, but is less likely to force a knock on or injury and is easier to offload out of.

You can't specifically choose to do low and high tackles as such. You will do a 'high' tackle if you time holding down the tackle button at the last possible moment. You will do a 'low' tackle by pressing the tackle button too early and/or not having built up your aggression.

You can modify the tackle when used in combination with another button to perform a 'big hit', which increases the chance of an injury or knock on, but also risks you going in more recklessly and doing an illegal tackle (spear or head high).


Controls for the X-Box demo are: Shoulder buttons to pass, A to sprint, X and B to perform the low and high tackles. Y (presumably) is a type of kick.

These are not correct (although they are close) :)

Hope that clears things up.
 
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