Kickers are not as strong as Quarterbacks, who in turn are not as strong as linemen. Some players have excellent field-wide awareness, and others can only pick things out in front of them.
It's been acknowledged that the current attribute system is fairly inadequate, and many have suggested re-doing it which would yield a complete re-spec of characters. That is not a desirable situation since it comes at the expense of five seasons' worth of character establishment. I believe that we do need to make more specific attributes, but adding new ones and changing old ones is far too drastic of a measure.
I recommend an update within the current parameters of the system that each attribute/skill have a bimodal component of two extremes of that particular skill, such as the example in the thread's title. This is in a very tentative stage of development since I just thought of it while driving home, but it's the idea that counts.
List of Possible Distributions:
Strength: Arm vs. Leg or Upper vs. Lower
Speed: Acceleration vs. Top Speed
Agility: Balance vs. Evasion
Jumping: Vertical vs. Horizontal
Stamina: Endurance vs. Injury or Play-by-play vs. Game-long
Vision: Individual vs. Field or Knowledge vs. Reaction
Confidence: Self vs. Team
Blocking: Finesse vs. Power or Run vs. Pass
Tackling: Finesse vs. Power or Wrap-up vs. Dive
Throwing: Accuracy vs. Power
Catching: Possession vs. Yards-after-catch
Carrying: Secure vs. Quick
Kicking: FGs vs. Kickoffs or Accuracy vs. Power
Punting: Accuracy vs. Power
Each attribute would have a bar underneath it showing the allotment of the attribute, e.g. a QB would have 80% arm/20% leg strength or a WR would have 60% acceleration/40% top speed. A bar set at 50/50 could keep the current attribute checks as they are; for example, linemen and backs would want to keep strength close to 50/50.
These could be set at time of character creation and modified a small amount (2%? 10%?) at each level if so desired.
Many of these subtleties are already addressed by player tactics and Special Abilities, but I believe that this gives Bort a greater range of options to choose from when the sim has to calculate one check vs. another to determine an outcome. It also enhances the multiplier effects already enacted by the above.
[EDIT 1: change percentage at each level]
It's been acknowledged that the current attribute system is fairly inadequate, and many have suggested re-doing it which would yield a complete re-spec of characters. That is not a desirable situation since it comes at the expense of five seasons' worth of character establishment. I believe that we do need to make more specific attributes, but adding new ones and changing old ones is far too drastic of a measure.
I recommend an update within the current parameters of the system that each attribute/skill have a bimodal component of two extremes of that particular skill, such as the example in the thread's title. This is in a very tentative stage of development since I just thought of it while driving home, but it's the idea that counts.
List of Possible Distributions:
Strength: Arm vs. Leg or Upper vs. Lower
Speed: Acceleration vs. Top Speed
Agility: Balance vs. Evasion
Jumping: Vertical vs. Horizontal
Stamina: Endurance vs. Injury or Play-by-play vs. Game-long
Vision: Individual vs. Field or Knowledge vs. Reaction
Confidence: Self vs. Team
Blocking: Finesse vs. Power or Run vs. Pass
Tackling: Finesse vs. Power or Wrap-up vs. Dive
Throwing: Accuracy vs. Power
Catching: Possession vs. Yards-after-catch
Carrying: Secure vs. Quick
Kicking: FGs vs. Kickoffs or Accuracy vs. Power
Punting: Accuracy vs. Power
Each attribute would have a bar underneath it showing the allotment of the attribute, e.g. a QB would have 80% arm/20% leg strength or a WR would have 60% acceleration/40% top speed. A bar set at 50/50 could keep the current attribute checks as they are; for example, linemen and backs would want to keep strength close to 50/50.
These could be set at time of character creation and modified a small amount (2%? 10%?) at each level if so desired.
Many of these subtleties are already addressed by player tactics and Special Abilities, but I believe that this gives Bort a greater range of options to choose from when the sim has to calculate one check vs. another to determine an outcome. It also enhances the multiplier effects already enacted by the above.
[EDIT 1: change percentage at each level]
Last edited Oct 25, 2008 11:34:20