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AFL 2006 Talk

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melbournemartin said:
Will we be able to kick drop punt goals from say 60 metres out on the run with big kicks such as Burgoyne, Lonies, Moloney, Buckley, Wheatley etc.

Imo there should be a kicking length and a kicking accuracy stat for each player. Moloney, for example, can really give a ball a good roost so his length would be right up there at like 90/100 but he tends to spray em a bit sometimes so in accuracy he'd be maybe a 70.

Its in:thumbsu:
 
Re: Fixing up the AFL games

Lonie_from_50 said:
RE: AFL PE engine

I agree, I liked the format of AFL PE, ie, the camera. I found the cameras in AFL 2005 were harder to adapt to, especially after you take a mark and it is on side, where as in PE, it actually gave you a view of where to kick.

Just add the draft/trade/create a player to it. Keep the stats, dont know why you got rid of them.

AMEN AMEN AMEN

Couldnt believe they changed the formula to that absolute crap game play in 2005. Rediculous.. That game made me so bored, I simulated nearly every game, and pretty much made my seasons into management games.
 
Archer_11 said:
If it's not too late to comment, I think you should do both. There are no rules that we can't have Easy, Medium, Hard and Advanced.

Going by this thread the difficulty level of AFL games is in the top two or three issues of most behind gameplay. Every game up to 2005 was too easy, and 2005 was too hard but unnaturally so (it's tragic to think that if you're players could just kick at the same speed as medium difficulty it might have been just about right). So why not have hard and advanced to cater for both the casual players after a challenge, and the fanatics who are crying out to agonise over matchups and tactics for a material reason?

Failing that then definitely option number two.

Edit: oops sorry, already answered. But maybe for 2007....

I would go for option two, but please (if not already said) make the AI ( CPU) miss a goal occassional, e.g. 9.1 is not realistic!
 

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Re: Fixing up the AFL games

Skooks said:
AMEN AMEN AMEN

Couldnt believe they changed the formula to that absolute crap game play in 2005. Rediculous.. That game made me so bored, I simulated nearly every game, and pretty much made my seasons into management games.

I concur!! Keep the AFL PE game play etc, just add the good parts of AFL 2005.
Trade, Draft, Ten year season mode!
 
Fiery Hawk said:
You don't have to be the man on the mark this time around. You can select from any of the nearby players which helps in pushing numbers back especially inside fwd50.
Sounds good to me!!
 
Hi all, I know this is not exactly 2006 talk, but in 2005, does the PS2 version also have this option?

Input Assist?
With choices of none, seldom, always
If so, what exaclty is this meant to do,
is it meant to allow you to change players manually, if that is the case, it does not do that 100%


Thanks
 
Re: Fixing up the AFL games

Fiery Hawk said:
We are well aware of TAR. It's very much a different perspective on the AFL product to ours (one is a management game as opposed to an on-ground experience) but has some common areas of interest to us.
For example, we don't sign assistant coaches in our career mode but we do share drafting/trading elements. It would be stupid of us not to look at other games related to AFL and take their ideas on board (just like getting ideas from this forum for example). So we have done this.
You'll noticed a huge improvement in the Career Mode of our game with regards to trading/drafting/player development/awards etc.
I'm interested in the management side of the game and will push to develop it further in future AFL games so it becomes something very much in the mould of TAR.
I'm very glad to hear you support of the management side of the game, IMO these are the best parts of all sports games, and if it happened in AFL i'd be very happy.
 
illnino said:
http://www.3dgamers.com/screenshots/games/afl99/

^^^^^^^^

Pics from AFL 99....I think that that game had some good ideas such as :

3rd pic from left, top row - Ruck/Rovers setup.
4th pic from left, top row - Kickout options/strategies
bottom row, 1st pic - placing players wherever you want them

maybe somethings to think about for 07 :thumbsu:

Ahh...the memories of that game come flooding back.

There is a centre bounce and kick-ins tactical setup option in AFL 2006. There's even setups for fwd50, midfield, def50. You can choose from defensive, attacking and balanced setups for each area of the ground.

I'm keen on having a pre-game tool that will allow the User to edit tactical setups and place start/finish points for players in a tactic. This would be the next logical step in 2007.
 
Re: Fixing up the AFL games

JuddyisGod said:
I'm very glad to hear you support of the management side of the game, IMO these are the best parts of all sports games, and if it happened in AFL i'd be very happy.

We hope to really push the management side of the game in 2007. Very soon I'll be asking for your feedback on where we can take this aspect of the game - but firstly we need you guys to look at the 2006 version and give us feedback. Not long now...
 

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illnino said:
Got ne news for us fh???

Any late changes/updates made to the game?

Demo is due out real soon...it's being manufactured now for release.

On the development side of things we are brainstorming for 2007 and I have all your ideas from this forum collated and in the discussion.
 
With everything been heavily changed and the game completely different but as good as it can almost get realistically, will that mean, is successful (which is assumed it will be), will 2007 be made with minor changes and released most likely as early as March next year?
 
Lonie_from_50 said:
With everything been heavily changed and the game completely different but as good as it can almost get realistically, will that mean, is successful (which is assumed it will be), will 2007 be made with minor changes and released most likely as early as March next year?


Don't know what time of the year 2007 is set for release to be honest. Your guess is as good as mine.
 
Fiery Hawk said:
Demo is due out real soon...it's being manufactured now for release.

On the development side of things we are brainstorming for 2007 and I have all your ideas from this forum collated and in the discussion.

Any idea where we'd get our hands on a demo?
 

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Hey FH,

Quarter Lengths - Whats the minimum time your have set for Qtrs? Please ensure you have 1 min qtrs as with the dynasty it great to be able to play a quick game - one mistake and you lose...

Tribunal - Whats the Story - will we see replays?

Centre Square - have you thrown out that stupid ruck hub from 2005? (nes was king!) Can we setup formations as with Afl 99 in this version or do the guys just run anywhere again?

Grand Final - Anything different - is there any celebration or just a stupid "Congradulations <Insert Team> on winning the <Insert Year> Premiership" with picture of the Cup.

Energy - Do players gradually slow down as they become tired or do they just stop dead? Is there more chance a tired player will get injured?

Interchange- have you come up with an easy way to change players or do we have to keep stopping the game to change - is their an auto interchange for those who cant be bothered .Would be great in 2007 if you could schedule your changes - ie.. swap if injured automatically, rest Judd from 5-10 minutes mark of third qtr...

Cheers
 

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