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AFL Game Part 2

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Just read through this thread in its entirity and feel like I have an obvious solution to the issue of getting a team like richmond or west coast to challenge for a flag in their first year.

Teams typically run on confidence and form (Melbourne gunned the first few rounds and then have lost a bunch in more recent times, Richmond are on a bit of a run at the moment, Adelaide are on a run etc). So if you were to implement a form multiplier that is applicable to all players on a certain team (when they win, say, 3-6 games in a row), which would increase their statistics by 10-20% as a unit, this -coupled with general improvement over a season - would allow a team like Richmond, who would have players mostly 70s/100 to get up to 84 overall if they won a few games to realistically challenge a team like Geelong.
I'm sure this has already been suggested, but i feel this would be the best solution (or the one I'd personally like to see implemented) to that internal debate.

this is actually a really good idea. its also a very fair thing to do. In exhibition matches the weaker team would still struggle(as you expect the weaker team to do) but then in career mode it gives you a chance to really compete.
 
Just read through this thread in its entirity and feel like I have an obvious solution to the issue of getting a team like richmond or west coast to challenge for a flag in their first year.

Teams typically run on confidence and form (Melbourne gunned the first few rounds and then have lost a bunch in more recent times, Richmond are on a bit of a run at the moment, Adelaide are on a run etc). So if you were to implement a form multiplier that is applicable to all players on a certain team (when they win, say, 3-6 games in a row), which would increase their statistics by 10-20% as a unit, this -coupled with general improvement over a season - would allow a team like Richmond, who would have players mostly 70s/100 to get up to 84 overall if they won a few games to realistically challenge a team like Geelong.
I'm sure this has already been suggested, but i feel this would be the best solution (or the one I'd personally like to see implemented) to that internal debate.

I like this idea.
 
I also like this idea, but would it also work in the other way? For example Fremantle are 5-0 then they go on a 4 game losing streak would their confidence drop rapidly depending on the teams they lose to and also would it increase rapidly depending on the teams they beat? Like Richmond beating St Kilda and Collingwood in consecutive weeks would give them higher confidence than beating Essendon and West Coast.

Edit - Also im the beast :D
 

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Thanks Ross for all the info.
One thing I ask for you is a picture of Travis Johnstones head, like the one of Eddie Betts
Thanks.
 
Just read through this thread in its entirity and feel like I have an obvious solution to the issue of getting a team like richmond or west coast to challenge for a flag in their first year.

Teams typically run on confidence and form (Melbourne gunned the first few rounds and then have lost a bunch in more recent times, Richmond are on a bit of a run at the moment, Adelaide are on a run etc). So if you were to implement a form multiplier that is applicable to all players on a certain team (when they win, say, 3-6 games in a row), which would increase their statistics by 10-20% as a unit, this -coupled with general improvement over a season - would allow a team like Richmond, who would have players mostly 70s/100 to get up to 84 overall if they won a few games to realistically challenge a team like Geelong.
I'm sure this has already been suggested, but i feel this would be the best solution (or the one I'd personally like to see implemented) to that internal debate.

Great idea, and would love to see it implemented but only if implemented correctly. FIFA 10 has a similar form system, and it's shot to bits. You can have a player scoring 2 goals a game but his form will go down. Then you have another player who does **** all, but seeing as he isn't playing 'badly' his form will go up.

A form system in the AFL game would need to be done perfectly, or not at all. It wouldn't cut it to have players losing/gaining form when they're not meant to. It would totally ruin the ratings system in the game.

I think a system could work if you use breakevens and such, much like how prices rise & fall in Dream Team. Form could be the same.
 
I think a system could work if you use breakevens and such, much like how prices rise & fall in Dream Team. Form could be the same.

I was just about to mention Dream Team. Will it be in the game? I would say do Supercoach but it's way more complicated
 
Will attributes be dependent on players.
E.g Fevola being most capable of kicking 50 out on the boundary, or small forwards being more capable of slotting it on the boundary.
I doubt you can release this information but it's worth a crack
Thanks again
 
West-Coast-7.gif


???
 
I also like this idea, but would it also work in the other way? For example Fremantle are 5-0 then they go on a 4 game losing streak would their confidence drop rapidly depending on the teams they lose to and also would it increase rapidly depending on the teams they beat? Like Richmond beating St Kilda and Collingwood in consecutive weeks would give them higher confidence than beating Essendon and West Coast.

Edit - Also im the beast :D

I don't think its necessary to do that for a couple of reasons. The team in the losing rut will still be behind those who are winning. In this case Fremantle's form could be dropped down from 20% to 10% to 5% then gone completely leaving them with their base statistics. This would be a large enough punishment as the opposition teams will still have their form % boost, leaving fremantle behind on the rest of the competition.

So the code could be something like -
after 3 wins you would get a 5% boost,
4 wins 10% boost,
6 wins 15% boost,
7 wins 20% boost.

Beating any team for the first 3 rounds will net you a standard 1 win towards your streak as the ladder isnt really indicative of anything at that stage (unless you want to go back to last years ladder in which case it could work normally).
Beating a top 4 side counts as 2 wins.
Beating a top 5-12 side counts as 1 win
Beating a bottom 4 side counts as .5 of a win (unless you are in the bottom 4 when it counts as 1 win)

After each loss however, the boost percentage will halve until it reaches under 5% then it disappears completely. Also losing a game on your streak will give your 2/3 of your streak count (so if a team wins 6 in a row, then loses one, they will be back at 4 wins in a row as their streak..) and if they win another game, they're back on track to pick up their boost again.

I just dont think that taking attribute points away from sides is ever a positive thing. the gamer is always disappointed when players go down (like hopping mad mentioned in fifa). Maybe if a side in the top 4 loses 3 in a row, they could be penalised, and a side in the top 8 could lose 4 in a row, then be penalised 5-10%.
But the point of the form system would be to reward sides that are playing well, but also make the competition more even for the sides that start out with poor attributes.

Those are just my thoughts though, people could add to this or change it if they want.
 
Hey BigAnt, i love the Betts and Swan's tattoo screenshots.
This game will kill any other AFL game in the past (graphics wise).

Anyway will this guernsey feature in the game?
I dont really wana play in the new paddle pop lion one.

t9w5de.gif
 
I don't think its necessary to do that for a couple of reasons. The team in the losing rut will still be behind those who are winning. In this case Fremantle's form could be dropped down from 20% to 10% to 5% then gone completely leaving them with their base statistics. This would be a large enough punishment as the opposition teams will still have their form % boost, leaving fremantle behind on the rest of the competition.

So the code could be something like -
after 3 wins you would get a 5% boost,
4 wins 10% boost,
6 wins 15% boost,
7 wins 20% boost.

Beating any team for the first 3 rounds will net you a standard 1 win towards your streak as the ladder isnt really indicative of anything at that stage (unless you want to go back to last years ladder in which case it could work normally).
Beating a top 4 side counts as 2 wins.
Beating a top 5-12 side counts as 1 win
Beating a bottom 4 side counts as .5 of a win (unless you are in the bottom 4 when it counts as 1 win)

After each loss however, the boost percentage will halve until it reaches under 5% then it disappears completely. Also losing a game on your streak will give your 2/3 of your streak count (so if a team wins 6 in a row, then loses one, they will be back at 4 wins in a row as their streak..) and if they win another game, they're back on track to pick up their boost again.

I just dont think that taking attribute points away from sides is ever a positive thing. the gamer is always disappointed when players go down (like hopping mad mentioned in fifa). Maybe if a side in the top 4 loses 3 in a row, they could be penalised, and a side in the top 8 could lose 4 in a row, then be penalised 5-10%.
But the point of the form system would be to reward sides that are playing well, but also make the competition more even for the sides that start out with poor attributes.

Those are just my thoughts though, people could add to this or change it if they want.

This is a great idea.
 

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How heavily will Ben Carbonaro feature in this game; special comments only, or fully fledged commentator?

Also, can you please insure that Suzie Olsen is in the game as a goal umpire?

One Love.

I'm hearing rumours that one of the unlockable items is a red clipboard.

Also can I just say (and HBK touched on this earlier in the thread) that some of the requests being made are absolutely ridiculous? I just want a realistic footy game that is fun to play, asking for suburban pre-season grounds where 1 game gets played every 5 years, and mini games etc is seriously odd. Get the engine right, then they can add minor tweaks in future editions while adding stuff like Be a Pro and the like.
 
It has been asked before but this is the area which I'm most interested in how it works, will we be able to walk/run in for a shot at goal. If so how will our run up affect the kick for example pushing the analogue slightly for walk, push it further for increased speeds and keeping a smooth progression into your kick.

In previous AFL games such as AFL 2004 there was no change in the animations of goal shooting then just normal field kicking and all goal shooting was done off one step (the player's don't even go back for a decent run-up etc.). Where as the AI would go back for full run-ups with the camera panned out.

Couple more questions will there be smothering and deliberate out of bounds?

Thanks!
 
In relation to the above post, I think a great inclusion would be the ability to have full control of the player's position once marking the ball in any part of the field. By that I mean you mark it and your player stands still right there, it is up to you to push back from where you mark it to a distance you find necessary. Obviously if you don't go back from the man far enough you will have less power, and if you go too far you will lose distance/give the defenders time to push back. Then if it was inside 50 and you go back a certain distance it should automatically turn into a set shot routine, that you must press a certain button to get out of.
 

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Will attributes be dependent on players.
E.g Fevola being most capable of kicking 50 out on the boundary, or small forwards being more capable of slotting it on the boundary.
I doubt you can release this information but it's worth a crack
Thanks again

Players individual attributes will be at play, including distance/accuracy, fitness, etc... ie Fev will find it easier to kick from outside 50 than Judd.
 
I don't think its necessary to do that for a couple of reasons. The team in the losing rut will still be behind those who are winning. In this case Fremantle's form could be dropped down from 20% to 10% to 5% then gone completely leaving them with their base statistics. This would be a large enough punishment as the opposition teams will still have their form % boost, leaving fremantle behind on the rest of the competition.

So the code could be something like -
after 3 wins you would get a 5% boost,
4 wins 10% boost,
6 wins 15% boost,
7 wins 20% boost.

Beating any team for the first 3 rounds will net you a standard 1 win towards your streak as the ladder isnt really indicative of anything at that stage (unless you want to go back to last years ladder in which case it could work normally).
Beating a top 4 side counts as 2 wins.
Beating a top 5-12 side counts as 1 win
Beating a bottom 4 side counts as .5 of a win (unless you are in the bottom 4 when it counts as 1 win)

After each loss however, the boost percentage will halve until it reaches under 5% then it disappears completely. Also losing a game on your streak will give your 2/3 of your streak count (so if a team wins 6 in a row, then loses one, they will be back at 4 wins in a row as their streak..) and if they win another game, they're back on track to pick up their boost again.

I just dont think that taking attribute points away from sides is ever a positive thing. the gamer is always disappointed when players go down (like hopping mad mentioned in fifa). Maybe if a side in the top 4 loses 3 in a row, they could be penalised, and a side in the top 8 could lose 4 in a row, then be penalised 5-10%.
But the point of the form system would be to reward sides that are playing well, but also make the competition more even for the sides that start out with poor attributes.

Those are just my thoughts though, people could add to this or change it if they want.
Good idea mate, sure you don't work at Big Ant?
 
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