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Forum > Suggestions > Add Multiple Types of Morale
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Staz
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Originally posted by LionsLover
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.


Valid concern, and solid idea with it building up over the season. I'd be in favor of that, if Bort was on board. Ray Lewis isn't intimidating because he hit you once in this game, he's intimidating because he hits EVERYBODY like a truck, even in games before and after you.

As for your lag concern - many players don't even interact. How often does your SS go against your LG? Your QB go against their punter? Your K against their K? When players don't interact, there is no value for them. Now, if a player meets with another player, boom, a value is kept for this interaction. However, that value will deteriorate over time, so if it's a minor interaction (a simple tackle, or a simple shed of a block, for example) then it will soon be "wiped away" by returning back to zero.

I don't understand the coding process, but that's how I would imagine this. No point in having data for all the players if there isn't even an interaction between them.
 
Staz
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Samythe41
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I think there's something missing in the psychology aspect of the game.

I think it's focus.

Focus is vital to player performance. Focus depends on morale, of course. I can think of several situations where players underperform with high morale.

1° 10 mn into the 1st quarter, your team leads by 14+. Coming into the game, you thought both teams were evenly matched. You relax a little bit, and next thing you know, the game is tied.

2° Defense is on the field for a full quarter. Offense on the bench, might become frustrated and unfocused. Any situation where a player is benched might lead to loss of focus.

I don't have the time to post further, I'll add other ideas later.
 
Samythe41
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3° Similar to 1° : Teams that aren't used to play with the lead might eventually lose focus in the last minutes of the game. In my country we call that "fear of winning".

4° Some players with a low self esteem seem to lose focus even when performing well.

5° Pressure should have an effect on focus. Coming into the championship game with a 18-0 record against a team you've already beaten in the regular season, you morale should be quite high. But what about focus?
 
Staz
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A Bort supported idea should get more attention.

Also, I'm not terribly sold on "focus". It happens in real life, but I would imagine that's what play intensity would be for. If we had an aggressive tactic, we could use that as well.
Edited by Staz on Apr 29, 2010 07:33:13
 
Staz
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For real? Bort, get back in here and comment.
 
eaglesfan20
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Originally posted by Staz

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


ok have some questions here Staz so this will be getting a much needed bump

Question/thought #1-

you have plenty of morale/momentum gains, im assuming the opposite acts can cause momentum/morale to decrease as well in what yo sure suggesting? i would think so and can be basically figured for what you already have listed(the O makes a big play and increases there morale there would be an opposite effect on the defense and or players involved in allowing the play)


question #2 -

would the momentum/morale thing your are suggesting go up and down throughout a game?, season? would it carry over for the lifetime of the team/player from game to game and season to season?

just curious as i think that could make for some interesting avenues in player and team lifetime

- may be even more interesting if its something that was unknown to players(agents) and teams(owners/GMs) - could be a sort of hidden things that affects a player, although im not sure many users would go for something that affected their player like that and they didnt know exactly where they stood - just a thought i had though
Edited by eaglesfan20 on Jun 6, 2010 20:45:22
 
eaglesfan20
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Originally posted by Staz


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.


what if you broke the morale/momentum down to also include units or groups that work together more or interact often?

such as: obviously some of these positions would overlap into other groups(primarily on O)

-passing unit (includes QB, WR, TE, RB, FB)
-running unit (includes QB, HB, FB)
- O-line/blocking unit (entire o-line, TE, FB, and to some extent HB)would encompass pass and run blocking
- front 7 (D-line and LBrs)
- defensive backs ( CBs, FS, SS)
- special teams (K, P, all special teams players, KR, PR, long snapper)

again could add more diversity and also affect more diversified aspects of a team instead of the entire Offense or defense
Edited by eaglesfan20 on Jun 6, 2010 21:25:07
Edited by eaglesfan20 on Jun 6, 2010 21:24:09
 
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