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Stamina
Forum index >> Center for rookies >> Stamina Goto page : 1, 2
 
viktor
Posts: 0
Posted on 2010-08-10 18:35:47
The key is to have the 22 players who take the field on O and D with 20 consistency. 11 of them should be trained to have high stamina(10+) and the other 11 of them live with their gi given stamina. So the 2nd set of 11players gets you a lead in the 1st quarter and the first set of 11 helps defend/extend the lead.

  
TheFreakinStud
Posts: 0
Posted on 2010-08-10 19:11:50
viktor wrote:

The key is to have the 22 players who take the field on O and D with 20 consistency. 11 of them should be trained to have high stamina(10+) and the other 11 of them live with their gi given stamina. So the 2nd set of 11players gets you a lead in the 1st quarter and the first set of 11 helps defend/extend the lead.



Lol. Note for rookies:there are no substitutions..
  
viktor
Posts: 0
Posted on 2010-08-10 21:51:09
TheFreakinStud wrote:

viktor wrote:

The key is to have the 22 players who take the field on O and D with 20 consistency. 11 of them should be trained to have high stamina(10+) and the other 11 of them live with their gi given stamina. So the 2nd set of 11players gets you a lead in the 1st quarter and the first set of 11 helps defend/extend the lead.



Lol. Note for rookies:there are no substitutions..



yup. I was talking about 11 players on offense and 11 on defense = 22 players on o and d that take the field.
And well yeah , I was talking about the ideal scenario
  
oneknee
Posts: 0
Posted on 2010-08-15 10:35:58
viktor wrote:

The key is to have the 22 players who take the field on O and D with 20 consistency.



I've seen no evidence of this. In fact there is at least one team who has won the Iron Bowl with low consistency players at important positions. Consistency has much less effect than many other factors.
So I try to have consistency above average 10+ but if an exceptionally skilled player is available I ignore consistency.

I train stamina to 12 but it has lower priority than some other skills.
More than once I have won important games with TDs late in the 4th quarter.
  
jespernohr
Posts: 0
Posted on 2010-08-15 10:41:03
The higher a players skills are the more important Consistency is. A player with skill 20 and Consistency 1 will play with skill 16 to 20, where as a player with skill 20 and Consistency 20 will always perform at skill 20.

Then afterwards comes the all the random factor that also ends up determining a players performance...
  
viktor
Posts: 0
Posted on 2010-08-15 19:51:12
What jesper said.

But then again a 20 consistency 20 skill level does not really guarantee a die throw of 20 on each play (which is what a lot of ppz seem to expect) which would explain why the team with a lower consistency won the IB
  
TheFreakinStud
Posts: 0
Posted on 2010-08-16 20:44:11
jespernohr wrote:

The higher a players skills are the more important Consistency is. A player with skill 20 and Consistency 1 will play with skill 16 to 20, where as a player with skill 20 and Consistency 20 will always perform at skill 20.

Then afterwards comes the all the random factor that also ends up determining a players performance...



I concur that this is the most proper scenario. For those of you wondering where this can be found originally, here is the copy paste:

Administrator wrote:

shaftdiggity wrote:

2 questions:

Are 0 and 20 absolute hard caps?
You can't go to 0 so 1-20 are hard caps.

shaftdiggity wrote:

-If I have a player with a low skill and a very low consistency, and he plays below average (due to consistency), can he have a negative value?
No negative value is not possible, 1 is the lowest he can go.

shaftdiggity wrote:

-The same on the other end, can a player with a 20 stat that has a consistency of 1 that plays better than average have above a 20 that game for that stat?
20 is the max.


My worries are that full understanding of the question was lost in translation. For consistency to be calculated properly according to these statements, each skill, BPOS, and Chemistry would each have to be converted to a 20 skill performance range and then adjusted to consistency and then calculated together to determine the level of performance for that game.

Seeing how other parts of this game were made, I am highly skeptical they took this longer route. In all likelihood, the developers took the easier route which would have been to take a precalculated level of performance based on BPOS, skills, and chemistry, and then adjusted the already determined level of performance by +-20% dependent on consistency.
  
 
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