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<blockquote data-quote="Hamez" data-source="post: 311994" data-attributes="member: 40886"><p>i really dont want to lose control of the rucks. But I also think for a video game it shouldnt be too in depth. JLR's adding and removing has been the best, while you could exploit it, it worked when you didnt use that tactic. I think it should be the same in this rugby. </p><p></p><p>Having been in many a ruck over my years of playing rugby I would love to see the little tricks and stuff that I and others use, but in a videogame you just cant recreate that. so I would suggest a simplication of the ruck. Generally the team taking the ball into the ruck will win it back. The way it is taken back is either simply the first person to the tackled player is from the opposition (a quick steal) or there is counter rucking, more numbers entering the ruck at the right time. </p><p></p><p>So I can't see why this wouldn't be easy to implement. If the player is isolated and the attacking team takes to long to get there, it should either be a turnover or a penalty for the player holding on (the attacker could use R3 to hang on til more players arrive, a gamble like in real life). For counter rucking simply pressing X to add players realisticly into the ruck, so not being able to do the JLR trick of backwards and forwards. Adding players too early or too late jut means you've commited too many players to the ruck and have left space, adding at the right time would mean the other team is pushed back over the ball and you take ownership. You could also bring a 3rd way to win the ball, and that would be from infringing, with R3 and L3, R3 to use your hands, high risk of penalty or L3 to hold the ball in the ruck and slow things down, also high risk of penalty. The attacking player can just use x to add players to make sure of the clear out in the early stage or prevent the counter rucking, and use triangle to get players out when they have won possesion to add number for attack, while leaving an oppurtunity to counter ruck</p><p></p><p>I am unsure on stats and how they affect things in my system, I think they should have a subtle affect, but they should definatly not be the be all and end all. Even lesser teams can win more rucks than they lose, and thats not how 08 worked.</p><p></p><p>I honestly dont see how hard that system would be to implement, and it would pretty much end up with realistic ruck which you control, doesnt require button mashing because the players will join realistically, because they will have to be in position. And isnt that what we want?</p></blockquote><p></p>
[QUOTE="Hamez, post: 311994, member: 40886"] i really dont want to lose control of the rucks. But I also think for a video game it shouldnt be too in depth. JLR's adding and removing has been the best, while you could exploit it, it worked when you didnt use that tactic. I think it should be the same in this rugby. Having been in many a ruck over my years of playing rugby I would love to see the little tricks and stuff that I and others use, but in a videogame you just cant recreate that. so I would suggest a simplication of the ruck. Generally the team taking the ball into the ruck will win it back. The way it is taken back is either simply the first person to the tackled player is from the opposition (a quick steal) or there is counter rucking, more numbers entering the ruck at the right time. So I can't see why this wouldn't be easy to implement. If the player is isolated and the attacking team takes to long to get there, it should either be a turnover or a penalty for the player holding on (the attacker could use R3 to hang on til more players arrive, a gamble like in real life). For counter rucking simply pressing X to add players realisticly into the ruck, so not being able to do the JLR trick of backwards and forwards. Adding players too early or too late jut means you've commited too many players to the ruck and have left space, adding at the right time would mean the other team is pushed back over the ball and you take ownership. You could also bring a 3rd way to win the ball, and that would be from infringing, with R3 and L3, R3 to use your hands, high risk of penalty or L3 to hold the ball in the ruck and slow things down, also high risk of penalty. The attacking player can just use x to add players to make sure of the clear out in the early stage or prevent the counter rucking, and use triangle to get players out when they have won possesion to add number for attack, while leaving an oppurtunity to counter ruck I am unsure on stats and how they affect things in my system, I think they should have a subtle affect, but they should definatly not be the be all and end all. Even lesser teams can win more rucks than they lose, and thats not how 08 worked. I honestly dont see how hard that system would be to implement, and it would pretty much end up with realistic ruck which you control, doesnt require button mashing because the players will join realistically, because they will have to be in position. And isnt that what we want? [/QUOTE]
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