And in response to this:
Originally posted by Jed
Originally posted by Adderfist
Originally posted by Adderfist
Preface
Myself and a few others have worked on balancing the VA's. It is possible we've missed something and I would very much appreciate a through going over of the VA's.
New
Originally posted by Adderfist
Communicate! - Gain a vision bonus from the communication on the Offensive line.
Offensive line vision Divided by 5 = V
Players Vision + X%V.
Originally posted by Adderfist
Originally posted by AngryDragon
Originally posted by Adderfist
Tackle from behind. I've suggested something similar and was told that there currently is no way to make "behind" work.
hmm.. I am not aware of the code but thinking out of the box I would assume it would be possible to determine if both players are running the same direction or in opposite directions. So simply if the defender is running in the same direction as the ball carrier he is chasing. How hard would that be I wonder?
I dunno, I mean it makes sense to me. Just keep track of X/Y/Z Positions each tick, compare them.
X(subscript 1) - X(Subscript 2) = |X|(subscript 3) * M
Y(subscript 1) - Y(Subscript 2) = |Y|(subscript 3) * M
Z(subscript 1) - Z(Subscript 2) = |Z|(subscript 3) * M
Sub 1 is the previous tic, Sub 2 is the current tic. Sub 3 is the speed you're traveling. Add a modifier on it to determine speed based on the sim.
When tackling, the added values of Sub 3's determines the 'collective speed'. A lower number represents less movement by both players or, they're both moving the same direction and one just catches up.
Then to make sure non moving people can't access the bonus, make sure that Subscript 3 of both players is over a certain number.
Get'r done bort.
Originally posted by Ronnie Brown
LB Showboat (Prerequisite: 320 Fame)
This linebacker is a showoff and pumps up his teammates. Each level of Showboat gives an energy and morale boost to the entire line-backing corps after this player has obtained a sack or tackle for loss. This ability only works on defense.
Old
Originally posted by Adderfist
David vs Goliath
The bigger they are...Each level of David vs Goliath gives a +4% bonus to the success rate of tackling a player who is heavier or stronger. Prerequisite: 60 tackling
Go To Guy
Each level of Go To Guy gives 1% bonus to pass quality when throwing to this player and a +5% chance for this player to get a bonus to being targeted by the QB when running a route.
Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +8% bonus to breaking tackles when within 1 yard of scrimage and not playing QB. Prerequisite: 40 vision
Goal Line Back
This player has a nose for the endzone. Each level of Goal Line Back gives a +2% to strength, agility, and carrying on plays inside the 5 yard line, when playing HB or FB.
Originally posted by Adderfist
Jump the Snap - This player is aggressive off the defensive line. Each level of Jump the Snap gives a +3% bonus to the vision check required to get off the line quickly, but a 1% increase in the chance of jumping offsides and getting called for encroachment for yourself and the offensive linemen matched up against you.
Originally posted by Yendorii
Scrambler - This player has an uncanny ability to get away from sacks. Each level of Scrambler gives a +5% bonus to breaking sack tackles when playing QB, a +5% bonus per level to the effectiveness of the Turn the Shoulder special ability, and a small bonus to completing short passes.
Originally posted by Adderfist
Air it Out(Formerly Hail-Mary) : This player has quite an arm. Each level of 'Air it Out' gives a +1% bonus to strength and throwing on passes longer than 20 yards.
Originally posted by Ronnie Brown
DB Showboat (Prerequisite: 320 Fame)
This defensive back is a showoff and pumps up his teammates. Each level of Showboat gives an energy and morale boost to the entire secondary after this player has deflected a pass. This ability only works on defense.
Originally posted by Adderfist
Goal Line Stand
This player amps it up at the goal line. Each level of Goal Line Stand gives a +2% to strength, agility, and tackling vs. plays inside the 5 yard line, when playing defense.
Change: Removed the "Rushing" quota so it fires on all plays within the 5
Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, Aura of Intimidation, and Glare special abilities by 5%.
Change: Raised the modifier to 5%
Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense. When beat for a "large" morale loss, negate the loss and gain 25% of the 'loss'
Change: Added Morale stuff
Soft Hands
This player can catch anything. Each level of Soft Hands gives a +0.65% bonus to the catching attribute. Prerequisite: 25 catching
Change: Increased bonus to .65%
Swagger
This player is good and he knows it. Each level of Swagger gives a +0.65% bonus to the confidence attribute. Prerequisite: 25 confidence
Change: Increased bonus to .65% (Until confidence is explained/changed, this still won't get much use)
High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +0.5% bonus to the jumping attribute. Prerequisite: 25 jumping
Change: Increased bonus to .5%
Track Star
This player is a natural speedster. Each level of Track Star gives a +0.35% bonus to the speed attribute. Prerequisite: 25 speed
Change: Increased bonus to .35%
Basically on all AVA's, Increase all bonus's that are either not used, or weaker from .5 to .65. Then take all .3% to .5 or .35 depending on how much usage it gets.
Originally posted by Adderfist
Hometown Hero
This player is loved by the fans. Each level of Hometown Hero gives a +.5 bonus to confidence per season with the team when playing at home. (Max +2 per level)
Mentor - Change back to what it was before
Overtime Killer
This player gets pumped when a game goes into final X minutes of 4Q and overtime when behind, tied, or up by 3. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime, and a +1% bonus to all attributes while this VA is active. Prerequisite: 40 confidence
X = 30 seconds per level
Blocking Back : Fix the blocking in the sim, then we can re-evaluate.
Clock Manager. Extend time active to 30 seconds per level in the end of the 2nd and 4th Q. and remove the "when behind" clause
Originally posted by Adderfist
Clever Instincts - This player has good instincts for his age. Each level of Clever Instincts gives a +3% bonus to the success rate of the Head Fake, Juke, and Pump Fake special abilities, when used against players 40 days older then yours.
Originally posted by Adderfist
Tenacious - This player fights for every yard. Each level of Tenacious gives a +2% bonus to fight out extra yards and a .5% bonus to breaking tackles when the tackler is using the Wrap Up tactic setting.
Originally posted by Adderfist
Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +8% better chance to draw the defense offsides before the snap when this player is playing QB
Mr. Reliable
Hold onto the ball! On 1st and 2nd down, each level of Mr. Reliable gives a +5% bonus to avoiding fumbles. On 3rd and 4th down, each level of Mr. Reliable gives a +3% bonus to catching and holding on to passes.
Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 5% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.
Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 1.5% when used against this player. Failed Trash Talk, Growl, Snarl, and Glare effect the originator instead.
Distance Runner
Playing can take a lot out of you. Each level of Distance Runner lessens this player's energy usage 5%.
Heart of a Champion
This player excels in the playoffs. Each level of Heart of a Champion gives a +.5 bonus to confidence in the playoffs for each playoff game he's been in (Max +3).
Comeback Kid
This player makes big plays when it counts. When his team is trailing, each level of Comeback Kid gives a +4% chance to catch and hold onto passes longer than 15 yards and a +3.5% bonus to avoiding fumbles.
Originally posted by Adderfist
Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +3% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is. Prerequisite: 40 strength
Possession Receiver
This player catches short passes with ease. Each level of Possession Receiver gives a +2% bonus to catching and holding onto passes shorter than 8 yards, when playing WR or TE.
Second Wind
Crunch time brings out the best in some players. Each level of Second Wind gives an extra +3 energy refill at the start of the fourth quarter and 1% of breath gained raises your max energy per level.
Originally posted by HULK
The concept here is that some players can choose to specialize their players more, but at a cost. These would NOT replace attribute VAs as original suggested, they'd just be there to give more options and too promote more build diversity. This will just be a rough sketch tonight to get some ideas out there. Feel free to drop some feedback and we can refine them tomorrow.
ANY POSITION:
Sprinter: +1% speed, -.5% stamina.
Marathon Man: +1% stamina, -.5% speed.
Twitch: +1% agility, -.5% strength.
Power Lifter: +1% strength, -.5% agility
Gentle Hands: +1% catching, -.5% carrying
Rock Hands: +1% carrying, -.5% catching
QB ONLY:
Pocket QB: +1% throwing, -.5% speed and agility.
Rushing QB: +1% speed and agility, -2% throwing.
HB/FB ONLY:
Elusive Back: +.5% to speed and agility, -2% to break tackle
Blocking Back: +1% to agility and blocking, -2% carrying
TE ONLY:
Catching Focus TE: +1% to catching, -1% to blocking
Blocking Focus TE: +1% to blocking, -1% to catching
Oline ONLY:
Run Blocker: +.5% to strength and blocking, -1% to agility
Pass Blocker: +1% to speed and agility, -1% to strength
Eye Stare: +5% chance to draw an encroachment, +1% chance to false start
Dline ONLY:
Speed Rusher: +1% to speed, -1% to strength
Elusive Rusher: +1% to agility, -1% to tackling
Bull Rusher: +1% to strength, -1% to vision
LBs and 2ndary ONLY:
Powerback Crusher: +1% to strength AND tackle, -5% to pass defelections and interceptions
Coverage Specialist: +1% to agility AND vision, -5% to tackling chance
Speed Coverage: +1% to speed, -1% to tackling
Bort said this:
Originally posted by Bort
I like:
- Tackle from behind
- Never Give Up change, though it might work better (or be better worded) just giving a percentage chance to not lose morale when knocked down
- Air it out seems reasonable. Would this just replace the current Hail Mary?
- Go to Guy change
- Goal Line Stand change, seems reasonable
- Overtime Killer
- Hard Count being better
- Mr Reliable
- Thick Skin - inventive change!
- Comeback Kid
I don't like:
- The change to distance runner. Stamina should be more important, really, not less.
Not sure about, needs changes, or has concerns for me:
- LB Showboat - seems too like D general SA to me.
- Scrambler - short pass bonus needs quantifier
- DB Showboat - needs quantifier
- Intimidating - seems like an awfully big bonus
- AVA upping - these still get plenty of use; I don't think they need upping. Jumping could maybe go up, but I think the others are fine.
- Clock manager - not sure I like removing the "when behind part;" That's kind of the point of the ability.
- Clever Instincts - seems like this makes it much worse, but maybe I'm missing the point of the change?
- Tenacious - don't think we need more tackle breaking abilities.
- HOAC - interesting change as well, though it makes it so some players could get +3s by just using 1 or 2 points, which seems OP.
HULK's idea is also very interesting. Is that the final list, or are there more refinements?