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Forum > Suggestions > Add Multiple Types of Morale
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Staz
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Peace, I do agree that the morale doesn't seem to be working the way Bort claims it does. That may have been his intention, and it may be what it's designed to do, but the actual application or whatever seems to work differently.

You made a solid point, it seems that the offense can lose morale quickly even when they're running the ball well, picking up first downs, moving the chains, etc. To me, those should be increasing your team momentum, and if you're pancaking defenders, driving them well, etc. that should increase the personal momentum of the OL. Then, things like Aura and what not should come in on top of that, and intimidate the player, causing him to possibly screw up due to fear. Once he starts screwing up, his personal momentum could start to suffer. Once he starts suffering with his personal momentum, and if he's intimidated, he's more likely to make a mistake that could cost the TEAM momentum.

Momentum Gain: Team (Offense)
- Successful Play (Need clarification, but I'd say take the amount of yards remaining until the first, and divide it by the number of downs remaining, if you meet or exceed that result, it's a success)
- Big Play (10-20yds or so)
- Huge Play (20+ yards)
- Touch Down or FG (TD obviously more)
- Consecutive completions (The more you hit in a row, the more rhythm, or momentum you have. Small team effect)
- First Down (First on 3rd down slightly more "impressive" than on 1st/2nd, possibly)

There are possibly more here that I missed. Actually, pretty likely.

Momentum Gain: Team (Defense)
- TFL
- PD
- Interception
- Big Hit/Monster Hit
- Forced Fumble (add more momentum for a recovered fumble)
- Sack
- Stop (preventing offense from getting a successful play)
- Defensive TD (huge momentum)
- Safety
- KL

Again, I probably missed plenty


Momentum Gain: Personal (Offense)
- Pancake a defender
- Break a tackle
- Successful/Big/Huge plays
- Consecutive catches/completions (bigger personal than team)
- Fake a defender
- Touchdown
- Jumping/Diving Catch (could be a slight team boost, too)

Missing things?


Momentum Gain: Personal (Defense)
- TFL
- Reverse Pancake/Shed Block (small change)
- Big Hit/Monster Hit (bigger personal than team)
- Pass Deflection
- Interception
- Consecutive Tackles?
- Sack
- Stops
- Safety
- Defensive TD
- KL's
 
peacebringer
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thing is if this worked, there would likely be less upsetness of other things. The thought I had with momentum is it seems to be tied not to things that would make a player better or not but to things such a contact. It seems morale is tied to "hits" and if get hit feel bad, and if hit feel good. But not entirely the case as seen with power backs. Perhaps tied to death spirals for team on offense.


We all know in real life there are different things at each position that boost confidence. We also know that "overconfidence" can be a factor as well leading to mistakes, being out of position. Now I don't know what it takes to get it coded, but I would suggest that the morale system get straightened out before it becomes an "essential game element."

It is perhaps that indivudal and team are tied into one forumla and while they need to interact, they are seperate effects.
 
bwoods90
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I agree totally with the suggestion and if it already works this way, it is not very obvious
Edited by bwoods90 on Apr 17, 2010 18:09:58
 
Staz
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Bump back to the top.
 
yello1
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I like the OP idea very much.

Only would add that coaching might some how reverse the negatives, or a VA, Down But Not Out or Come From Behind thing to ADD morale when the Going Gets Tough.

 
Chris LeDoux
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Here's the scoring system that was used at the OSU spring game (offense v. defense). I don't think it's perfectly balanced, but could be a good start to team morale ideas.

Originally posted by
Scoring system
Offense
→Touchdown: 6 points
→PAT: 1 point
→2-point conversion: 2 points
→Field goal: 3 points
→Explosive play (12-plus yard run or 16-plus yard pass): 1 point
→Three consecutive first downs: 1 point
Defense
→ Touchdown: 7 points
→2-point conversion return: 2 points
→Forced turnover: 3 points
→Fourth-down stop: 2 points
→Sack: 2 points
→Tackle for loss: 2 points
→Safety: 2 points
→Blocked field goal or PAT: 2 points
→Three-and-out: 1 point sudden change situation (Offense takes over at the defense 35-yard line)
→Offense scores a touchdown: 7 points for the offense, 0 points for defense
→Offense kicks a field goal: 3 points for the offense, 4 points for the defense
 
Staz
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Originally posted by yello1
I like the OP idea very much.

Only would add that coaching might some how reverse the negatives, or a VA, Down But Not Out or Come From Behind thing to ADD morale when the Going Gets Tough.



I think the motivation skill for Head Coach would be close enough. Don't want to negate the effects of morale reducing abilities too much.Originally posted by Chris LeDoux
Here's the scoring system that was used at the OSU spring game (offense v. defense). I don't think it's perfectly balanced, but could be a good start to team morale ideas.

Originally posted by

Scoring system
Offense
→Touchdown: 6 points
→PAT: 1 point
→2-point conversion: 2 points
→Field goal: 3 points
→Explosive play (12-plus yard run or 16-plus yard pass): 1 point
→Three consecutive first downs: 1 point
Defense
→ Touchdown: 7 points
→2-point conversion return: 2 points
→Forced turnover: 3 points
→Fourth-down stop: 2 points
→Sack: 2 points
→Tackle for loss: 2 points
→Safety: 2 points
→Blocked field goal or PAT: 2 points
→Three-and-out: 1 point sudden change situation (Offense takes over at the defense 35-yard line)
→Offense scores a touchdown: 7 points for the offense, 0 points for defense
→Offense kicks a field goal: 3 points for the offense, 4 points for the defense


That's actually pretty interesting, I might add that to the OP. I would imagine there would be more things to it, though
 
Chris LeDoux
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I think my favorite thing in there is that the defense feels great when they can make a stop after a turnover within the 35. They may have gotten that field goal, but keeping the other 4 points off the board is an achievement that they can get behind.
 
pdiddy4
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Great idea! Going along with the OP's suggestion, I think players need to have 7 types of energy, depending on game situation, player position, score, weight, height, yards to go, etc. Each of these 7 types of energy can be boosted by Special Energy Tokens. Each category requires a different amount of tokens per energy point, the formula for which will remain a secret. Such tokens may be purchased with Loyalty Points being implemented in season 17. Players will receive Loyalty Points based on the following formula: Days as a GLB agent * # of players - # of kickers/punters + # of AEQ pieces * FPs purchsed in the last 24 hrs^10 / Player morale^1/2 * player confidence^1/3 - The number of articles on Google news that mention Volcano (posted within the past 24 hrs)
 
Staz
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Originally posted by pdiddy4
...


Amusing, but not necessary.
Edited by Staz on Apr 20, 2010 01:11:36
 
pdiddy4
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Originally posted by Staz
Originally posted by pdiddy4

Great idea! Going along with the OP's suggestion, I think players need to have 7 types of energy, depending on game situation, player position, score, weight, height, yards to go, etc. Each of these 7 types of energy can be boosted by Special Energy Tokens. Each category requires a different amount of tokens per energy point, the formula for which will remain a secret. Such tokens may be purchased with Loyalty Points being implemented in season 17. Players will receive Loyalty Points based on the following formula: Days as a GLB agent * # of players - # of kickers/punters + # of AEQ pieces * FPs purchsed in the last 24 hrs^10 / Player morale^1/2 * player confidence^1/3 - The number of articles on Google news that mention Volcano (posted within the past 24 hrs)
Amusing, but not necessary.


No offense intended, but I hope my point about (further) unnecessarily increasing this game's complexity is clear.
 
Staz
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Originally posted by pdiddy4
No offense intended, but I hope my point about (further) unnecessarily increasing this game's complexity is clear.


This wouldn't increase the games complexity, since it wouldn't need any adjustments on the player's end. It would just be something coded into the game, and would most likely make morale reducing abilities and "powerful" builds (hard hitters) more viable within the sim.
 
LionsLover
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Originally posted by Staz
This wouldn't increase the games complexity, since it wouldn't need any adjustments on the player's end. It would just be something coded into the game, and would most likely make morale reducing abilities and "powerful" builds (hard hitters) more viable within the sim.


I like the idea... but giving every player an intimidation score to every other player will just lag the site, I'm certain of it. just including offense/defense, that is 484 more things to keep track of throughout each game. in one league, that's an extra 7744. It isn't as much as it sounds, but built up over the course of all the games, combined with all the current lag, it will create problems.

An even cooler suggestion would be to make it carry over all season long (or possibly career) then it gives you incentive to try and do well in the regular season, because if you get pounded early, a lot of your guys are going to start at a disadvantage.
 
Diamond Spade
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i like the idea but wouldnt this make the thicken skin VA a must have?
 
Staz
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Originally posted by Diamond Spade
i like the idea but wouldnt this make the thicken skin VA a must have?


No. If the opponent loaded up on morale reducers, then possibly. However, if Aura, Snarl, The Glare and Trash Talk decreased in effectiveness if the player was performing poorly (How intimidating is a player that got ran over three or four times?), then builds designed to reduce morale would also need to have solid builds to support them. That would probably lead to a less "extreme" build, and come with a risk/reward.

If the player you're facing off against is an "extreme" build, and you monster hit him a few times, don't miss many tackles (1-2), swat some passes down, etc., then you're successful against him and more likely to intimidate him because you're built for it . However, if that extreme build owns you, then he's not really going to be worried about you.

Basically, what I'm trying to say, is there are multiple ways to avoid being intimidated with this system:

1. High Confidence
2. Thick Skin
3. Have success against the player attempting to intimidate you (Broken tackles, passes completed on, holding blocks against, faking him out - if it's the defender with the intimidation. Similar concept for offensive intimidating defense.)
 
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