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*Cal's New Sim Ideas - caltroit_red_flames - 01-21-2020 [div align=\\\"center\\\"]Cal's New Sim Ideas Table of Contents Kicker and Punter Disclaimer 1.) I'm not a football guy. I never played, I don't watch it often (Brett Coleman is lit tho), I probably never will. My opinions are probably gonna be a little shit. Because of that if you bitch at me for being stupid in here I'm not going to care. 2.) This isn't actually a new engine, it's just my idea for what I would want. Kicker and Punter[/div] Honestly I don't know if this is the best idea, being a kicker or a punter is really just not very exciting in the NSFL, it creates a lot of inactives and with good reason since the position isn't really effected by TPE. In my opinion this is the position that should actually be bots, not offensive line. And of course if someone really wants to be a kicker or a punter they can be, but when TPE doesn't make a difference on game performance is there really any point in the position existing. When it comes to offensive lineman there's a clear progression. Anyway, that's really a talk for another article. If we want to expand on the kicker/punter there are a few things we can do. Let's focus on the different situations: kicking off, field goals, extra points, and punting. Those situations might not require entirely different skills, but they're about using the required skills in different ways. One is about minimizing the chance of the other team making a good return, two are about scoring points, and the other is about giving your defense a better chance of stopping the other team. On top of that when it comes to the end of the game stakes can be really high, sometimes with a single kick deciding the entire game in the final seconds. There are also trick plays to take into account which won't happen often obviously but if you get a kicker/punter that has a good arm you can make a good niche player with some of your extra TPE. Kickoffs - The player's ability to kick the ball within the 20 yard line without during a kickoff Punting - The player's ability to kick the ball within the 20 yard line without during a punt, also effects messed up catches off the snap Field Goals - The player's ability to score a field goal from farther ranges Extra Points - The player's ability to score an extra point Arm Strength - How far the player can throw the ball Arm Accuracy - How accurately the player can throw the ball Clutchness - How well the player performs during situations that are pivotal for the game 1.) Here we have broken kicking down into the different situations rather than just kicking power and kicking accuracy. This does two things. First, it allows for players to actually specialize in either punting or kicking. It's a more fun way to role player if you want to in a specific role but still allows players to be a general player if they would like to. 2.) We've given them ability to actually do trick plays with their Arm Accuracy and Arm Strength actually being able to go beyond low levels. It's not often you see a team pull a fake punt or fake an extra point but when they do it can really be exciting. imagine seeing your punter pull off the play that leads to a touchdown to win the game. Now that'd be sick. 3.) Finally we've added the clutchness attribute that we saw for quarter backs. When the game is coming down to the wire and it's a one possession game teams will fight tooth and nail for every yard to get in to field goal range. These are plays that make or break entire careers. If you score the game winning field goal in an Ultimus you're enshrined in NSFL history. so the clutchness attribute needs to be in there. These aren't just any field goal opportunities, they're THE field goal opportunities. Let's treat them that way. |