Currently morale is an "all encompassing" measure.
If you get into an Aura, you lose morale. If you get a monster hit, you lose morale. If you get a block broken, you lose morale.
At the same time, if your defense allows a touch down, you lose morale, if your QB throws an INT, you lose morale.
Why are they all involved in the same thing?
Proposed Suggestion: Split Morale into Three Types:
Team Momentum/Morale - This is a slight modifier to the rolls for the team. If you have the momentum, you get a slight bonus to winning rolls, if the momentum is against you, you get a slight reduction to winning them. Both teams start at 0, and the scale goes from -100 to 100.
Personal Momentum/Morale - If a player is performing well, he has "personal" momentum, even if the team does not have the momentum in the game. This gives a slight bonus to his rolls in a similar fashion as the team momentum does for everybody. Same scale as team scale.
Player Intimidation - This is the more complicated type and goes like this:
Player starts the game at 0, and goes from there.
-Intimidated (-1 to -100): If a player has an aura, or is putting big hits on the ball carrier, the ball carrier is probably going to be more intimidated by this player. When going against this player, his rolls receive a penalty based on how "intimidated" he is.
-Confident (+1 to +100): If a player continues to beat another specific player, he's going to be more confident when going against that specific player. This would lead to an increase in rolls against this player
Now, if you get intimidated by a player, that doesn't mean you will be all game. If you get a monster hit laid on you, obviously you're going to be intimidated, but if you come out the next play and power through the SAME defender, that Monster Hit the play before won't be as "intimidating".
Intimidation/Confidence applies ONLY on a specific player vs specific player. RB1 vs LB1 will have a different result than RB1 vs LB2 will, if the players have any different performance.
- Added suggestion: Player performance impact morale reducing abilities. If a player has Aura, but misses tackles, his aura may go down. If he lays a few monster hits, he may become "more" intimidating, increasing the effect of his aura. This would apply to Snarl, Aura, The Glare, and Trash Talk
Now, before anybody gets upset about team morale and personal morale causing death spirals, think of it like this:
If your team is losing, and you don't have the team momentum, but your RB is performing well and has personal momentum, his continued performance, mixed possibly with a stop by the defense may end up causing the momentum shift. Your RB could possibly get into such a rhythm that he could shift the momentum single handedly. This could lead to players "getting in a rhythm" and performing well.
What about confidence and current morale? Confidence would decrease the rate at which you get intimidated/allow you to resist intimidation some what, and would increase your rate of "confident" gain. It would also increase the rate of personal/team morale gain, and decrease the loss.
If you get into an Aura, you lose morale. If you get a monster hit, you lose morale. If you get a block broken, you lose morale.
At the same time, if your defense allows a touch down, you lose morale, if your QB throws an INT, you lose morale.
Why are they all involved in the same thing?
Proposed Suggestion: Split Morale into Three Types:
Team Momentum/Morale - This is a slight modifier to the rolls for the team. If you have the momentum, you get a slight bonus to winning rolls, if the momentum is against you, you get a slight reduction to winning them. Both teams start at 0, and the scale goes from -100 to 100.
Personal Momentum/Morale - If a player is performing well, he has "personal" momentum, even if the team does not have the momentum in the game. This gives a slight bonus to his rolls in a similar fashion as the team momentum does for everybody. Same scale as team scale.
Player Intimidation - This is the more complicated type and goes like this:
Player starts the game at 0, and goes from there.
-Intimidated (-1 to -100): If a player has an aura, or is putting big hits on the ball carrier, the ball carrier is probably going to be more intimidated by this player. When going against this player, his rolls receive a penalty based on how "intimidated" he is.
-Confident (+1 to +100): If a player continues to beat another specific player, he's going to be more confident when going against that specific player. This would lead to an increase in rolls against this player
Now, if you get intimidated by a player, that doesn't mean you will be all game. If you get a monster hit laid on you, obviously you're going to be intimidated, but if you come out the next play and power through the SAME defender, that Monster Hit the play before won't be as "intimidating".
Intimidation/Confidence applies ONLY on a specific player vs specific player. RB1 vs LB1 will have a different result than RB1 vs LB2 will, if the players have any different performance.
- Added suggestion: Player performance impact morale reducing abilities. If a player has Aura, but misses tackles, his aura may go down. If he lays a few monster hits, he may become "more" intimidating, increasing the effect of his aura. This would apply to Snarl, Aura, The Glare, and Trash Talk
Now, before anybody gets upset about team morale and personal morale causing death spirals, think of it like this:
If your team is losing, and you don't have the team momentum, but your RB is performing well and has personal momentum, his continued performance, mixed possibly with a stop by the defense may end up causing the momentum shift. Your RB could possibly get into such a rhythm that he could shift the momentum single handedly. This could lead to players "getting in a rhythm" and performing well.
What about confidence and current morale? Confidence would decrease the rate at which you get intimidated/allow you to resist intimidation some what, and would increase your rate of "confident" gain. It would also increase the rate of personal/team morale gain, and decrease the loss.
Edited by Staz on Apr 17, 2010 01:31:07
Edited by Staz on Apr 17, 2010 01:28:03