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
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