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Rugby 2012 - Ruck/Maul System Improvement Suggestions
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<blockquote data-quote="TRF C A Iversen" data-source="post: 313721" data-attributes="member: 12312"><p>I'll just address your bullet points as I think they are the important questions. Before I do though, (this is going to sound a bit kiss-ass, but anyhow) I actually see my ruck system idea as standing on the shoulders of your original advanced ruck system.</p><p></p><p>* A player who adds 3 contesters/protectors (lack of better words for those sadly) of the ball would not have meters or bars over all the players heads, they'd all be in exactly the same place, bang, bang, bang one after the other, which would make it somewhat a timing challenge. It'd also be quick, which is what we'd want.</p><p></p><p>* When you hit the green-zone it wouldn't be automatic win ball, but it would be a major increase of turn-over opportunity. For example contester 1's ball-winning stats might be 65 and would jump to 85. Contester two might be 69, jumping up to 89, Contester 3 might be 80 and only go upto the maximum 99. Whether they succeed or not, the fact you've made them work so hard in that ruck would lower their stamina by about 3-4 or maybe 5 points. That might sound a lot, but not every player is going to be in that contesting 3 every time. It should cause a more logical turn-over, as really only the first 2-3 players to a ruck ever really seem to steal or defend the ball (well 90% of the time).</p><p></p><p>* The only reason I wouldn't want the first 3 players automatically contesting every time is that the human player may not want to contest that ruck in that way, they might just want to save the stamina for later in the match and have a slightly higher turn-over chance late in the match. Hence the strategy element. You end up with a variety of outcome possibilities. Player one may put 1 contesting man in the ruck and win it, as he might hit the accuracy bar and also put in 4 other players which aren't contesting. Player 2 might've put all three of his in, but missed the mark on all three! </p><p></p><p>* I realised after putting all that information down that the initial release/roll away aspect with regard to the tackler wasn't covered and I automatically thought that would be a very quick thing to do using your method, as it's a mere quick flick of the X button or whichever would work. Maybe R3 release?</p><p></p><p>Hope this clears it up a bit. It's actually quite simple, but requires a bit of text to flesh out and explain, so may look like a lot of work.</p></blockquote><p></p>
[QUOTE="TRF C A Iversen, post: 313721, member: 12312"] I'll just address your bullet points as I think they are the important questions. Before I do though, (this is going to sound a bit kiss-ass, but anyhow) I actually see my ruck system idea as standing on the shoulders of your original advanced ruck system. * A player who adds 3 contesters/protectors (lack of better words for those sadly) of the ball would not have meters or bars over all the players heads, they'd all be in exactly the same place, bang, bang, bang one after the other, which would make it somewhat a timing challenge. It'd also be quick, which is what we'd want. * When you hit the green-zone it wouldn't be automatic win ball, but it would be a major increase of turn-over opportunity. For example contester 1's ball-winning stats might be 65 and would jump to 85. Contester two might be 69, jumping up to 89, Contester 3 might be 80 and only go upto the maximum 99. Whether they succeed or not, the fact you've made them work so hard in that ruck would lower their stamina by about 3-4 or maybe 5 points. That might sound a lot, but not every player is going to be in that contesting 3 every time. It should cause a more logical turn-over, as really only the first 2-3 players to a ruck ever really seem to steal or defend the ball (well 90% of the time). * The only reason I wouldn't want the first 3 players automatically contesting every time is that the human player may not want to contest that ruck in that way, they might just want to save the stamina for later in the match and have a slightly higher turn-over chance late in the match. Hence the strategy element. You end up with a variety of outcome possibilities. Player one may put 1 contesting man in the ruck and win it, as he might hit the accuracy bar and also put in 4 other players which aren't contesting. Player 2 might've put all three of his in, but missed the mark on all three! * I realised after putting all that information down that the initial release/roll away aspect with regard to the tackler wasn't covered and I automatically thought that would be a very quick thing to do using your method, as it's a mere quick flick of the X button or whichever would work. Maybe R3 release? Hope this clears it up a bit. It's actually quite simple, but requires a bit of text to flesh out and explain, so may look like a lot of work. [/QUOTE]
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