Is it just me....or do the EA Rugby games pitches seem crowded, compared to games such as Rugby Challenge 2006?????
It's just me isnt it............
-Random mauls forming in tackles
-more forward play, ie pick and goes, carrying defenders forward (espesially little blokes) that kind of stuff
-more varied tackles and tackle outcomes, ie more multi-person tackles, more missed or half tackles etc
-BETTER BLOODY CAMERA ANGLES!!!!!!!!!! why is the end to end view so zoomed in...no sense of depth.
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The default for the players is to follow the ball. So in broken play they crowd rather than line. It's a bit irritating. It's strange though, it didn't happen in previosu rugby games so it seems strange that it's not easily sorted out.
Right. Here goes.
1. Scouting players. Please please please get somebody who knows their stuff rather than rating people such as Sharky Robinson at 55. Also wingers overall attributes should be determined by factors other than just speed. Such as y'know, tackling? It's why Varndell's shite (as well as the failure to catch the ball). What also annoys me is that they've poorly implemented the "player out of position" thing. I mean...players don't drop the ball EVERY f***ING TIME when they're not playing in an alien position. That implies they're retards.
2. Offensively, I've been brought up to love and cherish the forward orientated game, 15-20 phases of pleasure, 50m rolling mauls (as knackering as they may be). I think teams should have different styles of play. Most basically split by NH and SH I guess but it's so frustrating that the forward play in R2006 is so minimal. We need to set up rolling mauls, to hold onto the ball, set up forward drives from the ruck (not the silly short pass thing either). Also should include the "Welsh special" set move where you put your front row in at key stages of the backline. Just a small point regarding lineouts: please please please have the option to select jumpers. Would help in the lineout.
3. This leads on to rucking. It's a difficult one because it's not an easy piece of rugby for newcomers to understand. So. First things first, you can switch to auto rucking in the menu. Also there needs to be scope for quick ball at the breakdown, if your flankers are in support and clear out quickly then you should be able to ship it out quick smart. The ball carrier should have the option to hold onto the ball if isolated. Hold it too long and the ref blows up but if you get it right it can buy you a little more time to let your forwards get in there. For the rest of it...I'm not sure, but it'd be quite cool if they had a system where you select which players get in there (they have to be in the vicinity obviously). Just so you can send in your most effective ruckers available and keep ball carriers out. They could call it "Scrum Half ***** Control" or something. Talking of scrum halves maybe they could implement something relating to scrum half awareness so better scrum halves will have more options at the breakdown or can create more stuff.
4. Animations. It's got to be seamless, more like Madden (although even that has its own problems). With this we have player moves. Maybe they could do a combo system for special moves - which would be controlled by the second analogue stick - so you could do nifty stuff like a show and step or step and spin, hand off and charge. Of course, if you get it badly wrong (doing all the twirly stuff) you could find yourself getting wrapped up and isolated. BUt that would open up the running game most definitely. Oh, and the set plays need to be quicker and slicker. They're pretty constipated in R2006. Oh, on the dummies somebody said they could do something similar to play action in Madden. Great call.
5. Passing. Slicker and I don't want f***ing rainbow passes which go right up in the sky. See WCR for great slick stuff. Also offloads need to be done better. It's more to do with player positioning (which, due to the crowding AI makes it difficult). Players receiving offloads need to be coming in faster and there should be more erratic passes out of the tackle and the scope for a Dmitri special (which involves a nice slip to Robbie Kydd for an 80m interception). Actually interceptions need to be taken more in stride to give the chance for the try. I was thinking for the fly half and maybe inside centre there could be options for who to pass the ball to and choosing running lines. A bit complicated but it could be good. So you could have the great fat boy ball, or a crash ball to the inside centre.
6. Momentum rating and slippery rating. Important. Makes for such brilliant things as this:
http://bruno.douin.club.fr/hernandez2.avi
Never gets old. Gets me everytime that Hernandez is in pink.
7. Tackling. More options in the tackle. Possibly a hit stick (with danger for a high tackle especially with ill disciplined players) but as you'll all agree with a must use on wingers down the touchline. So much fun. Ability to wrap up ball carriers, especially on the fly half/centre. Momentum rating determines how much ground lost/gained in the tackle.
8. Kicking: kicks in open play should be easier to take (grubbers/garryowens etc.) and the scope for a quick chip. Then there's the obvious Jonny problem.
That's all I've got for now I think.