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match intensity
 
Hard-core fan (ultimate supporter owner)TokenDGI Supporter
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Posted on 2018-02-21 10:17:56
hy all!

You can change before the match together the tactics the intensity: low, normal, high.
Of course you can't play every match high, just 2 (for example).

The high give some bonus % to the skills to the match but reduce energy level, and the low give some energy, and reduce some % the skills (temporary)

Maybe there will be a criterion for the high intensity matches: 90+ energy level or simething like that.
Last edited on 2018-02-21 at 12:51
  

"The difference between a successful person and others is not a lack of strength, not a lack of knowledge, but rather a lack of will" /Vince Lombardi/

linkleo911
Posts: 1831
Posted on 2018-02-21 12:48:23
I have had a similar idea, but I think yours is pretty much better. I thought about higher effort on a specific quarter of the game, increasing some stats during that period (with no energy loss). But, as I said, your suggestion looks very good!
  
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Posted on 2018-03-03 23:09:27
anybody else? opinion?
  

"The difference between a successful person and others is not a lack of strength, not a lack of knowledge, but rather a lack of will" /Vince Lombardi/

bghandras
Posts: 841
Posted on 2018-03-03 23:23:05
I dont like it personally. This has all the makings of the kingmaker mechanic. If more decision is needed upon team management, then there are lot of other options. Like
- More options for offensive playcall. Like run/pass definition separately for all left/middle/right attack. Set the % of the left/midddle/right. Giving even more decision to the QB hands.
- More options for defensive playcall. Making it similarly a probability based as on offense. Put more resource to the left/middle/right side. Putting more or less in the defensive players hand who is making the adjustment.
- Playcalling by quarter and or by clock (2 minute choice)
- Substituting players (so one could build a roster with lower stamina, but more players)
- Double teaming options (specifically putting more resource against a position). Can be both on offense or defense.
  
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Posted on 2018-03-05 11:29:47
bghandras wrote:

I dont like it personally. This has all the makings of the kingmaker mechanic. If more decision is needed upon team management, then there are lot of other options. Like
- More options for offensive playcall. Like run/pass definition separately for all left/middle/right attack. Set the % of the left/midddle/right. Giving even more decision to the QB hands.
- More options for defensive playcall. Making it similarly a probability based as on offense. Put more resource to the left/middle/right side. Putting more or less in the defensive players hand who is making the adjustment.
- Playcalling by quarter and or by clock (2 minute choice)
- Substituting players (so one could build a roster with lower stamina, but more players)
- Double teaming options (specifically putting more resource against a position). Can be both on offense or defense.



why do you think, my idea makes a kingmaker mechanic?

The other options is good, i like it.
  

"The difference between a successful person and others is not a lack of strength, not a lack of knowledge, but rather a lack of will" /Vince Lombardi/

bghandras
Posts: 841
Posted on 2018-03-05 13:08:01
I think it is a kingmaker as it gives teams the option to play better than the norm on a selected few games basis. If a team faces opposition with that boost more than the others, then that team will likely NOT win the division.
Lets say every team can boost the performance by 10% twice a season. That means 11% regularity. Lets say a team faces opponent with that boost at 9 games. I am pretty sure, even if the team at hand is really solid, would mean about 2 extra losses. Most titles are decided by less than 2 games difference. Sure, it will not happen all the time, that the weaker team wins it all, but much much more often than now.
  
jhoseph
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Posted on 2018-03-05 15:42:50
  
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Posted on 2018-03-05 16:21:00
bghandras wrote:

I think it is a kingmaker as it gives teams the option to play better than the norm on a selected few games basis. If a team faces opposition with that boost more than the others, then that team will likely NOT win the division.
Lets say every team can boost the performance by 10% twice a season. That means 11% regularity. Lets say a team faces opponent with that boost at 9 games. I am pretty sure, even if the team at hand is really solid, would mean about 2 extra losses. Most titles are decided by less than 2 games difference. Sure, it will not happen all the time, that the weaker team wins it all, but much much more often than now.



hmmm from this point of view, you're right
  

"The difference between a successful person and others is not a lack of strength, not a lack of knowledge, but rather a lack of will" /Vince Lombardi/