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Suggestions/ideas for Rugby 2012

Yeah dude all the other rugby games got boring real quick a whole lot more options should be available like a franchise mode that can be edited where you could choose how many teams could play in it what teams could play in it like bring in euro teams into the super 15 and maybe set a salary cap not that silly point system the other rugby games had and some key players get called up for international duties in the middle of your comp so not having key players would have you using reserve players or even have a development side where you scout for young up and comers and a training facility where you could work on attributes every week before the game and if you swap players around they would change the overall team stats not like past rugby games where if you put the whole all black team in the hurricanes team their team stats still stayed at 57 overall waste the time hahahaha not that the hurricanes needed to swap players also players retire as well and you could also have legend players like jonah and christian cullun george gregan ,injury anamations and injurys that actually have an effect on a team say if ritchie mcaw gets injured the crusaders would have no leadership and might set wrong formation or players start playing up also you should be able create formations and running lines so you could have 4 forwards on 1 side of the field and 4 on the otherside with the two wings back with the fullback and and maybe have the 2 forwards on 1 side run right and the other 2 run forward something like that you also have to have a superstar mode its a must where you pick 1 speacialist position and 1 secoundary and you have to follow your role so if your a winger you are a prop you have to be up to your role like being at the breakdown,being in the maul not out on the wing when the rest of the forwards are working in the breakdown and tryin too work your up to international duty like national team or the maoris,babas that would be th shizzle food for thought theres a whole lot of real good ideas on this forum so i hope h.b are paying attention
 
Yeah dude all the other rugby games got boring real quick a whole lot more options should be available like a franchise mode that can be edited where you could choose how many teams could play in it what teams could play in it like bring in euro teams into the super 15 and maybe set a salary cap not that silly point system the other rugby games had and some key players get called up for international duties in the middle of your comp so not having key players would have you using reserve players or even have a development side where you scout for young up and comers and a training facility where you could work on attributes every week before the game and if you swap players around they would change the overall team stats not like past rugby games where if you put the whole all black team in the hurricanes team their team stats still stayed at 57 overall waste the time hahahaha not that the hurricanes needed to swap players also players retire as well and you could also have legend players like jonah and christian cullun george gregan ,injury anamations and injurys that actually have an effect on a team say if ritchie mcaw gets injured the crusaders would have no leadership and might set wrong formation or players start playing up also you should be able create formations and running lines so you could have 4 forwards on 1 side of the field and 4 on the otherside with the two wings back with the fullback and and maybe have the 2 forwards on 1 side run right and the other 2 run forward something like that you also have to have a superstar mode its a must where you pick 1 speacialist position and 1 secoundary and you have to follow your role so if your a winger you are a prop you have to be up to your role like being at the breakdown,being in the maul not out on the wing when the rest of the forwards are working in the breakdown and tryin too work your up to international duty like national team or the maoris,babas that would be th shizzle food for thought theres a whole lot of real good ideas on this forum so i hope h.b are paying attention

without proper punctuation no one will pay any attention.
 
i dont know whether this has already been said but.... rucks should be more realistic i.e the person going in first should be anyone rather than the closest forward
 
without proper punctuation no one will pay any attention.

Ye its a shame cus I actually like some of his ideas like the franchise/salary cap thing

BTW does anyone know if rugby 2012 will be available on wii? I assume not but still hoping
 
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My 2 cents

-TACKLE AREA
This area can/should be influenced by a number of factors
speed: of approaching tackler and of ball carrier
- there must also be the risk of failing to make the tackle if too fast and not accurate enough
- there must also be the risk of losing the ball in the tackle if the tackle is 90-100% accurate, however this must be determined by player form

strength: of ball carrier and tackler
proximity: of tackle initiation
- if tackle is initiated too early, tackle will most likely be unsuccessful[depending on the angle], whereas initiating tackle too late, should allow
the ball carrier to gain more ground

angle: of approaching tackler,
- head on tackle should stop ball carrier[speed and strength of ball carrier as well as tackler will determine how many meters gained/lossed]
- side tackle must be affected by tacklers defensive ability/strength/speed, and ball carrier's form/speed/strength/agility
these tackles should also hardly be successful and will require more than 1 tackler. [again the factors mentioned above will determined effectiveness]
- back/angled tackle should allow ball carrier to gain more ground, but will be influenced by his speed/strength/form/agility as well as the tackler's.

Allow tackler as well as ball carrier to move during the tackle[with high resistance]
- obviously whoever commits more numbers to the area have a greater chance of winning this particular contest, but will also suck in players which
in turn limits attack, or makes the defensive team more vulnerable if the defensive line hasnt formed quickly enough yet

Allow more players to assist at the tackle
- more players should increase the effectiveness at the tackle, but at the same time will open up more holes in the defensive line if the ball is recycled
quickly enough.


MAUL
-Not only should mauls be allowed to be formed from lines and kickoffs /but from any aspect of play [this can be influenced by team and:
:tackle area
- if ball carrier gets enough momemtum and supporting players are close and join quick enough, a mini maul should be formed [balance/speed of ball carrier]
can influence this area for the attacking team
- speed at which maul is moving should also make it more vulnerable causing players to go to ground [should be controlled using either analog stick]
- however this aspect should only be allowed if executed to perfection
- team on defense must counter maul by submitting more players changing direction of applied resistance, causing attacking team to go off balance.
- mauls should still be a contest [not like in 08 where you know you going to score everytime once the maul gets going], this can be implemented
by getting numbers to the maul, players hitting into the mauls {using the previous high tackle button}, or defensive team removing numbers from the maul,
causing the attacking team to go too fast/losing their balance and going to ground.
- everytime the defensive team changes something as mentioned above[or the attacking team adds/removes players], the attacking team has to re-organise/re-balance
the maul[using that analogue stick]
-Of course there should also be the R3 option to collapse the maul with an 80% chance of conceding a penalty.
-For direction use left analogue stick, for balance/speed use right


RUCK {most important aspect: in real life and should be so in Rugby 2012}
The rucking engine should be determined by the following:
Momentum: if the ball carrier gets good momentum the ruck should be easier to setup IF, there are supporting players close by.
get numbers to the ruck by pressing X
more often than not the ruck is not contestable if the ruck is already formed with momentum. however once the area becomes static,
the counter rucking feature should come into play
if the ball carrier doesnt get enough momentum going forward or even gets pushed back, there should be a greater chance of the opposition
competing for the ball, or even winning by counter rucking.
First to the ball: Once a ball carrier is tackled and goes to ground, the player first to the ruck[defense or attack] should stand a greater
chance of winning the ball
A nice feature here could also be to use a button to let the tackler roll away or just lay there and slow down the ball which could
be penalised randomly[but must be affected by time before end of half/game and area of offence [like inside the 22m or 10m [yellow card]
Not all teams have a fetcher, so not all are going to try to steal the ball off the ground, some will just counter ruck, therefore
the option to steal the ball [legally] should be done using R3. Actually simulating the player attempting to have a go at stealing the
ball will be awesome.
In fact continously pressing R3 should move the player's arms or body to show that its an attempt at stealing the ball, where
holding in R3 should be seen as an attempt to slow the ball until the support arrives [and counter ruck]
What could be even better is if the tackled player could also hold onto the ball by holding in R3, so as to not allow the defending
player to win the ball.
An added bonus would be if the tackled player could place the ball away from him[closer to the scrumhalf] by pressing R3. Here will
be a risk of the ball being lost as there is less control now. [until the support arrives]
All this said, it must be stated that penalties COULD be awarded either way for [slowing the ball down or not releasing it], depending
on the referee.
Numbers: Id imagine it to be too difficult to program around the ruck technique as this counts very much, however numbers to the ruck will ensure a
better chance of winning the ball.
Numbers though should only influence one the ruck has become static and a counter ruck starts.
You should be allowed to add and remove players from the ruck area
General: With the new laws the ATTACKING team is favoured, as should be the case with Rugby 2012.
Scrumhalves should be quick to the ball, and if they're not the ruck must be influenced by numbers commited by either side.
Certain teams can also be favoured by the strength of the players forming the ruck.
usually when backline players form a ruck the ball must be played very quickly because once the heavies arrive they almost always lose the ball
An excellent feature here could also be to let players hit into the ruck {Bakkies Botha / Brad Thorn style} in order to gain momentum, or get rid of
the play trying to steal the ball.
CodeMasters released a rugby game some time ago, and the rucking engine was very similar, but the ball took too long long come out and every ruck
seemed to take too much effort [and pressing of the X button].

SCRUM
- should be based on timing, with crouch/touch/pause/engage [using a combination of X, O, A, D] - {on difficult mode }
a nice feature could also have users press a button for the props to bind [using a timing issue] OR
using the Right analogue stick to hold the bind {if up against a stronger scrum}
getting this wrong can result in a free kick/penalty
- there should be better simulation as to the movement of the scrum on the hit
- after the engage, defending team can also be penalised before the ball is put into the scrum, or the referee can tell the scrumhalf to put the ball
in.
- if both teams have strong scrums at some point they need to collapse
- if one is stronger than the other, the weaker team pulls up or collapses the scrum and concedes a penalty, but the stronger team cant just push
forward, they also have to balance the scrum in case its being wheeled or whatever tactics the Australians use :)

PLAYS FROM THE SCRUM:
- No 8 pickup should only be allowed to run one way, i.e. on the opp side of the scrumhalf
- Scrumhalf running away from the scrum just before the No8 picks up and passes to him [in either direction]
however there must be a timing issue here [the scrumhalf cannot be i think 5/10 meters away from the scrum while the ball is still in]
Also the AI needs to be smart enough where the players automatically shift away if this play is triggered.
This shouldnt be a set play, but should always be an option.


PLAYER/TEAM FORM [tournament/online/random]
- Even the best players are not always at their best, Rugby 2012 needs to have this in the game
When playing in a tournament, form can fluctuate [within each players ability range], in fact areas of their play which they do not use should
deteriorate, while the aspects they use more commonly should improve.
e.g. if Dan Carter hasnt done grubbers in the past few games, when he does it again it mustnt be perfect, the same applies for passing, kicking
stepping, tackling etc. But it must get better the more they do it.
When having online play though each players form must be totally random[but within their range]. This will make the games more spontaneous, exciting
as anything can happen on the day.

PASSING
- Skip pass mustnt be done with holding in the pass button, as one can hardly pull this off if you want to play a fast paced game.
Rather use the R2 and L2 buttons whilst in open play for this [like Jonah Lomu Rugby]
- A smarter AI to trigger players to run onto the ball will also be nice [similar to the Fifa 11].
This feature can be implemented from a set piece [ruck /maul /lineout /scrum] and players doing a backline move as well.
For backline moves one should be able to use different triggers to tell a player to run short or wide
The defensive AI also needs to kinda follow the attacking players [so as to open up gaps in defense]
eg. to tell a player to run short, but skip pass and you put your second receiver away into a beautiful gap.
This is to be done dynamically with no set move being called.
- Trigger a switch and pass inside [no set play required]
- Obviously when players overrun, the ball gets passed forward and its a scrum / or the timing isnt correct and the player fumbles the ball.
- Allow a trigger to tell your backline to stand flat or deep, [trigger now for next play]?
Depending on their current position it will take n amount of time to the trigger you selected

GENERAL
- Allow forwards to run in the backline as well and backs to run closer to the contact area.
- Allow players to either commit to rucks to attempt to win the ball.
- Allow players to be sucked in.
- Allow the mismatch [backs running against forwards, forwards running against backs]
- Better simulation of taking a high ball [standing under it, or running onto it]
- Referees often get affected by the home team crowd often favouring the home team. Therefore referees should also have a range of how much they're
affected by the crowd, maybe based on experience or just totally random.
- Speed up the game [or allow different speed settings]
 
More competitions (ITM Cup, Top 14, HSBC IRB WORLD SEVENS)
Updated teams.
New game modes (manager mode)
Design a Stadium
 
Definately needs the Magners League, 'Be a Pro' like in Fifa 11, Manager mode (with the seasons where the Welsh play in the Magners, Anglo/welsh, Heineken and Amlin etc) Players develop as the seasons progress and online clubs would be great!
 
1. fully licensed stadiums
2. fully licensed kits
3. fully licensed boots (even the outdated ones from FIFA 08 will do!!), and match balls
4. better gameplay, e.g. the FIFA world cup 2010 video game on PS3 for example
5. licensed national teams, club teams and players
6. online play, manager mode and custom soundtracks (like FIFA 11)
7. More leagues and modes , e.g. Heineken Cup, Orange Top 14, Super 14, British and Irish Lions, Aviva Premiership, Magners League etc
8. Realistic tackles, kicking and running
9. Realistic game faces and player modelling
10. Custom set plays and preset moves
11. And the different weather conditions
 
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The main thing to focus on is Gameplay!!!

-Better crash ball...a 70 kg scrumhalf is not going to bring down a 120 kg blindside flank quickly and this is the case now and then in 08.
-More accurate rating of players...i can really assist when it comes to any players from South Africa and mainly The Sharks. Also have very good knowledge of most players that play Superrugby.
-More realistic Animations...the bounce, hand off, passes/pop passes, the step...maybe you can add a goose step also adding a leg drive feature would be great.
-More realsitic play in contact...eg. Willem alberts is going to run over or force danny care off when carrying the ball on most occasions.
-A better sense of the difference of strength and size between players...should show in the gameplay wheather with ball in hand or on defence.
-Better tackilng animations and a leg drive option for the tackler would also make it a lot more realistic.
-A couple of real boots to give the players would also be great...Adidas and Puma boots? They make boots both for backs and forwards.
-A swifel/spin in contact would also be a good add...Patrick lambie does it quite often.
-In general better graphics would be awesome...it should be anyway considering we moving to xbox 360 and ps3.
-If it is possible maybe try to make all the player faces as realistic as possible...game face technology or like tiger woods pga tour 11 on xbox. The players don't look as realistic as in Fifa 11, but we can make out who they are.
-More realistic body shapes...eg a number 3 should not have the same shape as a number 5.
-I know we not comparing with fifa, but just to make my point...in fifa 11 the gameplay and movement of the players in very realistic in terms of how fast the body can change direction, turn and shoot, etc. In rugby 08...changing direction was not the most realistic movement i have seen...this also made the impact of speed players more realistic(in Fifa 11). Eg... can't run around everyone at will.
-i can really help when it comes to rating The Sharks players...
-More realistic movement of players on the pitch...did not look great when calling more guys to join the maul...they almost flew across the pitch...not very realistic.

If it is gonna be as good as i think it will be...i won't have to play Fifa again...really chuffed the best sport in the world... Rugby is now gonna be on xbox. Good luck guys.
 
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@Adliecarter... Like what you posted...hope they pay close attention
 
Now i think about it...graphics quality needs to improve by a good amount...wait...a huge amount better
 
Better graphics and gameplay is an absolute must, with the player reacting to contact better and more realisticly.
Also a good 'create a player' option would be absolutely incredible to add to this package, with options such as body type, traits and unique abilities such as crash ball and hard tackler.

There are some great suggestions on here guys.

Lets pray that the developers take note and do what they can, but so far so good it seems :)
 
Would like it if you have a little more control of tackling, not just press X/O (A/B) .... we are in a day and age where we have analogue sticks for a reason, so i'd like to see them implemented in defence (up = Upper body tackle, down = Lower body, left + right could be used for side of tackle in their respected directions). Something like that would definitely give a little more control in defence and without a doubt add a bit of variety playing defensively - could open up some tactics use - e.g Go high on a smaller player to "smuther" tackle them and wait for support or somin like that?

On the attacking side, i think the game would benefit from being able to run "angles" in open play - not just straight lines then step/barge (one thing that previous games, in my option did lack in attack). On the fly loops/switches and miss passes would be ace and add a new dimension to union games - obviously the core gameplay must be the key area before any flashy stuff (and i'm sure everyone has faith in you all I do at least)

As previously stated attacking options would be ace - Different fends (forwards more a fend opposition away, whereas smaller guys use it as more of a boost), steps (Rockoko spins, Cooper/Campese Scissor Kick, Robinson "shimmy", Shane Williams Leap) and moves for different players (SBW One hand off loads - actually control over the direction of offloads in general would be ace).
 
Ah just a whack idea on drop goals I thought of this morning
The drop goal system in 06, and 08 had their merits, but I think we're average
I was thinking in Rugby 2012 they could go for a drop goal system that uses the goal kicking style meter
This is because not every drop goal has to be kicked at max power
(using less power would somewhat increase the accuracy of the shot)

In Rugby League when you go for a drop goal the whole screen slows down and focusses on the drop kick
You could for example hit (circle) for ps3 and slow the game down and bring the goal kicking meter up
Sure it would move a HECK lot faster than when goal kicking, but it would mean you can adjust power and direction relatively easily
(we all know how to use the goal kicking meter right?) again, a better "kicking" stat could mean a slower meter with a bigger accuracy range
except this range could be lessened if youre on an angle (like it is in 08)

If the game slows down (while the meter is charging), the opposition would also gain more control in trying to charge down drop goal attempts
And in fairness, drop goals are charged down a lot more than they can be in Rugby 08??

Imagine you've set a pocket, hit pass to start the play then when your kicker catchs the ball, hit (circle) to bring up the meter, and then quickly tap (x) to start the meter- from there its just like goal kicking?
 
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Tooooo hard!
If you don't have 3 monitors, forget a playable perspective... you can't actually see left or right, blind-angle tackles and no chance to see your team mate.

It's already very hard in ski/motors game...

( I prefer the real life http://www.youtube.com/watch?v=x9tl7GzYpDA :D :D )

hah sorry mate, didn't think about it much, just thought it would be cool if it was possible :)
 
maybe in some kind of make your player and play through career mode, the camera could look around the field?
Normally where the player should be looking?
 

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