The Engineers Room
First Grade
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Ok here goes. Apart from fixing the offside by indicating offside players somehow, I think that there is a way to make this game better.
In real life how many players play out the entire season? Not more than 50% I wouldn't think. So I propose a system that would force the computer teams and the human controller teams to have to shuffle their line ups.
Each time a player plays his "fatigue level and Injury level" go up, from 1% to 100%. The amount is judged by the closeness of the result, the players own attributes (fatigue and a new attribute "injury resist") and the amount of time played in the game. When a player is placed in the substitutes they recover back towards 0% on both. The two factors would affect the game by reducing the players attributes by the level of the fatigue and make the player more and more likely to be injured in the game. The third level is the players form level, this is judged by the amount of mistakes (knock ons, forward passes, head highs, offsides etc) that they make as opposed to the amount of positives they do, try assists (last player to pass the ball before a try, this would have to be created as a stat), tries, points scored, 40/20 kicks, tackles/attempts is high etc. The effect of this should not be as great as the other two levels but should give the players who are playing really well a temporary high and the mistake ridden players a slump.
To go along with this the attributes should be out of 100 not 10. Surely by chnaging this and having the code just divide by 10 the effect to the game engine will not be much, but the gameplay will be better.
In real life how many players play out the entire season? Not more than 50% I wouldn't think. So I propose a system that would force the computer teams and the human controller teams to have to shuffle their line ups.
Each time a player plays his "fatigue level and Injury level" go up, from 1% to 100%. The amount is judged by the closeness of the result, the players own attributes (fatigue and a new attribute "injury resist") and the amount of time played in the game. When a player is placed in the substitutes they recover back towards 0% on both. The two factors would affect the game by reducing the players attributes by the level of the fatigue and make the player more and more likely to be injured in the game. The third level is the players form level, this is judged by the amount of mistakes (knock ons, forward passes, head highs, offsides etc) that they make as opposed to the amount of positives they do, try assists (last player to pass the ball before a try, this would have to be created as a stat), tries, points scored, 40/20 kicks, tackles/attempts is high etc. The effect of this should not be as great as the other two levels but should give the players who are playing really well a temporary high and the mistake ridden players a slump.
To go along with this the attributes should be out of 100 not 10. Surely by chnaging this and having the code just divide by 10 the effect to the game engine will not be much, but the gameplay will be better.