best_fullback
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I have already posted a simplified version of what I think would vastly improve the Rugby 2012 rucking system over its predecessors on the 'Rugby 2012 Suggestions' thread. This here is now an advanced explanation of how I think it could be implemented and why.
Rucks
Rucks are such a massively important area in the game of rugby union and I strongly believe they should not be understated. In each and every EA Sports Rugby ***le (and any rugby game to be honest) I have been very disappointed with the difference between how rucks are represented on the game, and how they actually work in real life.
Rucks most have several important roles:
Rugby Challenge 2006 and WCR tried to address this by having a button mashing system which meant the player who tapped faster won. However if you found yourself up against a fast tapping friend, you stood almost no chance.
Rugby 2004/2005/06/08 did little to address this. The only power you had was to add or remove players which did very little and if in defence it became apparent very quickly that not contesting for rucks was a far better strategy.
My System
In my system I propose two settings that the player can choose to use for rucks. One simple and one advanced. I have chosen to do this because when I have looked around the suggestions thread recently there seems to be an abundance of people asking for the game to be easy to 'pick-up-and-play'. I for one don't disagree as Rugby games can have a steep learning curve and online and playing with friends isn't something that should be avoided just because of this. Then again I would like a seperate advanced rucking system in this case that will challenge players to think and be strategic with play.
(Note: All the buttons I use to represent actions are completely hypothetical. They may not be adequate but are just for explanation purposes)
The Simple System
The simple system I have designed is similar to that in WCR/Rugby Challenge 2006, but instead of button mashing, it is a random button combination.
Once a tackle is made and a ruck is formed a random button combination of face and shoulder buttons will appear above the corresponding side of the ruck to your team. The person who completes their button combination first will win the ruck (See fig.1). Simple.
fig.1
You might say though, as someone already has, 'how does this actually differ from button mashing?' Well firstly it constantly forces you to be on your toes at rucks in order to win them, or turn them over, as you never know what combination will be displayed. Also I thought that to give the benefit to the attacking team they could have one less button in their random combination (See fig.2) promoting retention of the ball and making it that little bit harder for the opposition to steal the ball, as it is in real life. A handicap system could be put on the options menu also to give less buttons to a novice player or more to an experienced one.
fig.2
I believe this system would work very well for a 'pick-up-and-play' game. It allows you to worry less about the intricate aspects of the breakdown and will promote ball retention and back play for the less experienced players.
The Advanced System
Ever since I played Rugby 05 I found the rucking system very much let the game down. Sadly since then the ruck system has not evolved very much up to 08 where it still lets a large area of the game down.
By having an improved rucking system it would allow for a much larger replay value and increase the technical and tactical decision making required in a game. Games would be far more realistic and challenging against CPU and human opponents and I think would be fantastic online.
The system works on the way rucks work in real life. Before a ruck is formed we have a tackle area where the ball carrier is tackled by a tackler(s). In this situation when the ball carrier is taken to the floor and held two things must happen:
fig.3
Fig.3 shows that both the ball carrier and tackler must press X to complete their respective obligations. Obviously, if one or the other fails to release their respective object a penalty will be awarded once a ruck is formed. This means more penalities will can be awarded for ruck offences which hardly featured in the last games, or were under little control to the player; far closer to real life.
However if a ruck hasn't yet formed two situations can still occur.
If the ball is presented and a defending rucker reaches the tackle area before any attacking ruckers, the defending rucker can steal the ball. The rucker will approach the tackle area and reach down to seal over the ball (See fig.4).
fig.4
The rucker can then press X to steal the ball and will push the ball back to the defending side of the pitch to turnover possession.
The second situation is where the tackled player in possession of the ball decides to hold onto the ball (from fig.3; by not pressing X) to try and spare a few seconds of time for support to arrive. However if a defending rucker reaches the tackle area before any attacking ruckers they will again assume the position from before (See fig.5).
fig.5
However as the tackled ball carrier has declined to release the ball all the rucker can do is seal over the ball to show the referee that the tackled player is not releasing the ball and he cannot get to it. Then there will be a split second window where the tackled player can press X to release the ball (as in fig.3) and a turnover will happen as in the previous situation. If the tackled player declines to release the ball a penalty will be given for holding onto the ball.
(Continued on next post)
Rucks
Rucks are such a massively important area in the game of rugby union and I strongly believe they should not be understated. In each and every EA Sports Rugby ***le (and any rugby game to be honest) I have been very disappointed with the difference between how rucks are represented on the game, and how they actually work in real life.
Rucks most have several important roles:
- Provide a base to start a new attack.
- Allow the attacking team to recycle the ball and build up phases of play.
- Allow the attacking team to dictate the style of play.
- Allow the defending team an opportunity to compete for the ball and possibly turn it over.
Rugby Challenge 2006 and WCR tried to address this by having a button mashing system which meant the player who tapped faster won. However if you found yourself up against a fast tapping friend, you stood almost no chance.
Rugby 2004/2005/06/08 did little to address this. The only power you had was to add or remove players which did very little and if in defence it became apparent very quickly that not contesting for rucks was a far better strategy.
My System
In my system I propose two settings that the player can choose to use for rucks. One simple and one advanced. I have chosen to do this because when I have looked around the suggestions thread recently there seems to be an abundance of people asking for the game to be easy to 'pick-up-and-play'. I for one don't disagree as Rugby games can have a steep learning curve and online and playing with friends isn't something that should be avoided just because of this. Then again I would like a seperate advanced rucking system in this case that will challenge players to think and be strategic with play.
(Note: All the buttons I use to represent actions are completely hypothetical. They may not be adequate but are just for explanation purposes)
The Simple System
The simple system I have designed is similar to that in WCR/Rugby Challenge 2006, but instead of button mashing, it is a random button combination.
Once a tackle is made and a ruck is formed a random button combination of face and shoulder buttons will appear above the corresponding side of the ruck to your team. The person who completes their button combination first will win the ruck (See fig.1). Simple.
fig.1
You might say though, as someone already has, 'how does this actually differ from button mashing?' Well firstly it constantly forces you to be on your toes at rucks in order to win them, or turn them over, as you never know what combination will be displayed. Also I thought that to give the benefit to the attacking team they could have one less button in their random combination (See fig.2) promoting retention of the ball and making it that little bit harder for the opposition to steal the ball, as it is in real life. A handicap system could be put on the options menu also to give less buttons to a novice player or more to an experienced one.
fig.2
I believe this system would work very well for a 'pick-up-and-play' game. It allows you to worry less about the intricate aspects of the breakdown and will promote ball retention and back play for the less experienced players.
The Advanced System
Ever since I played Rugby 05 I found the rucking system very much let the game down. Sadly since then the ruck system has not evolved very much up to 08 where it still lets a large area of the game down.
By having an improved rucking system it would allow for a much larger replay value and increase the technical and tactical decision making required in a game. Games would be far more realistic and challenging against CPU and human opponents and I think would be fantastic online.
The system works on the way rucks work in real life. Before a ruck is formed we have a tackle area where the ball carrier is tackled by a tackler(s). In this situation when the ball carrier is taken to the floor and held two things must happen:
- The ball carrier must release/present the ball so it can be contested for.
- The tackler must release the tackled player to allow him to release the ball and not interfere with play.
fig.3
Fig.3 shows that both the ball carrier and tackler must press X to complete their respective obligations. Obviously, if one or the other fails to release their respective object a penalty will be awarded once a ruck is formed. This means more penalities will can be awarded for ruck offences which hardly featured in the last games, or were under little control to the player; far closer to real life.
However if a ruck hasn't yet formed two situations can still occur.
If the ball is presented and a defending rucker reaches the tackle area before any attacking ruckers, the defending rucker can steal the ball. The rucker will approach the tackle area and reach down to seal over the ball (See fig.4).
fig.4
The rucker can then press X to steal the ball and will push the ball back to the defending side of the pitch to turnover possession.
The second situation is where the tackled player in possession of the ball decides to hold onto the ball (from fig.3; by not pressing X) to try and spare a few seconds of time for support to arrive. However if a defending rucker reaches the tackle area before any attacking ruckers they will again assume the position from before (See fig.5).
fig.5
However as the tackled ball carrier has declined to release the ball all the rucker can do is seal over the ball to show the referee that the tackled player is not releasing the ball and he cannot get to it. Then there will be a split second window where the tackled player can press X to release the ball (as in fig.3) and a turnover will happen as in the previous situation. If the tackled player declines to release the ball a penalty will be given for holding onto the ball.
(Continued on next post)