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Another crazy idea...
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<blockquote data-quote="mikeeboy" data-source="post: 49130"><p>Rucks don't really work like that though, rucks are won within the first few seconds of the breakdown, depending on how the tackle was made, any momentum by the attacking team to drive over the ball, or the ability of a defender to steal the ball by being on their feet in a more isolated situation. </p><p></p><p>Advantage in a ruck doesn't change. It's won or lost early on, the only variable being the speed at which the ball is recycled. </p><p></p><p>I'm sure that developers are aware of this but due to animation restrictions they can't come up with any inventive kind of interaction that would represent real rugby so dumb it down to a simplistic model.</p><p></p><p>If the tackle falls in favour of the attacking team (as most tackles do), then if the defending team get there first, there should be a steal button that is available to press for the time it takes for your oppoenents to pile in a drive you off the ball. If you press it when it's not available you give a penalty away.</p><p></p><p>If an attacking team get to the ball first as is often the case in close quarters, the first player in has a choice to either pickup or drive over and secure the ball. Once the ball is secure, the defending team don't pile bodies in to the ruck, they protect the fringes.</p><p></p><p>The srum half should have 4 options. Pop pass to a forward left/right, double tap pass to the outside half (Isn't this how JLR worked - genius), run or kick. Pick up and run should be far quicker than currently available in RC2006.</p><p></p><p>Don't ask me how you animte this because in real rugby there are loads of ways rucks are formed/turn out but this, in my opinion is how it should work.</p></blockquote><p></p>
[QUOTE="mikeeboy, post: 49130"] Rucks don't really work like that though, rucks are won within the first few seconds of the breakdown, depending on how the tackle was made, any momentum by the attacking team to drive over the ball, or the ability of a defender to steal the ball by being on their feet in a more isolated situation. Advantage in a ruck doesn't change. It's won or lost early on, the only variable being the speed at which the ball is recycled. I'm sure that developers are aware of this but due to animation restrictions they can't come up with any inventive kind of interaction that would represent real rugby so dumb it down to a simplistic model. If the tackle falls in favour of the attacking team (as most tackles do), then if the defending team get there first, there should be a steal button that is available to press for the time it takes for your oppoenents to pile in a drive you off the ball. If you press it when it's not available you give a penalty away. If an attacking team get to the ball first as is often the case in close quarters, the first player in has a choice to either pickup or drive over and secure the ball. Once the ball is secure, the defending team don't pile bodies in to the ruck, they protect the fringes. The srum half should have 4 options. Pop pass to a forward left/right, double tap pass to the outside half (Isn't this how JLR worked - genius), run or kick. Pick up and run should be far quicker than currently available in RC2006. Don't ask me how you animte this because in real rugby there are loads of ways rucks are formed/turn out but this, in my opinion is how it should work. [/QUOTE]
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