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Suggestions/ideas for Rugby 2012

15 Minute halves would be a nice option.

Also wouldn't mind seeing the last minute (any time rate) of the half a real minute. So say, 15 minute halves 14 mins = 38:59 of a half. I thnk I've seen that in other games.

Oh yeah, and random every now and then on a close try call have the option to see the video ref replay, you could just skip by if you want. But if you wanted to keep it dramatic you could watch it.
 
Scrums
The Hit
Clock is stopped, referee says “crouch, touch, pause,†then there is a slight variation in timing for “engage.†On the command, the player can either flick the L-stick to make the hit and 'dig' to hold their ground, or continue to push the stick to attempt a drive. If neither team has hit early, the player must put the ball in quickly (A), and the clock starts.

Drive vs Dig
Drive vs Drive = The greater the scrum rating of the dominant pack over the other, the quicker the shove comes on.
Drive vs Dig = Same as above, but it takes longer for the shove to get going.
Dig vs Dig = No movement, either side can choose to drive if the ball isn't immediately taken out.

If the player needs a little extra power to get a shove going, or to stop one, they can hold A for a very temporary increase to their scrum rating. However if A is held for too long, the scrum collapses, and a penalty is awarded to the other team.

The strike
If the player chooses to strike at the ball (A), there is a marginal and momentary loss to pack's scrum rating. This has little effect on a pack that is digging, as they have the extra time to defend the shove. No strike by a driving pack gives the other pack a greater chance of winning the ball with their own strike, but it has to reach the No. 8's feet and be taken out of the scrum quickly, before they get driven back off of it.

In the unlikely event of both teams choosing to not strike for the ball, and neither deciding to drive, a free-kick is awarded to the other team.

Wheeling
By pushing the L-stick slightly to either side of straight, the player can slowly turn the scrum. The further the stick is moved off-centre the faster the scrum turns, but this runs the risk of conceding a free-kick for deliberate wheeling. Both sides can attempt to turn the scrum, if they are both pushing the same way, the scrum will eventually pass 90o, and the ball will be turned over, as long as neither pack were deemed to be wheeling deliberately. If they are pushing in opposite directions, the wheeling is reduced, and goes the way of the dominant pack. The player can choose to reverse their direction, but this increases the chance of conceding a free-kick.

Again, A can be used with the same effects as before.

A free-kick has been awarded
Early engagements, delayed put-ins, delayed taking-outs. Clock is stopped, the scrum-half of the offending team throws the ball to his opposing number, and the player can choose to take a quick-tap (A), or a scrum (B). This could be expanded upon by the player with the free-kick choosing to have it taken by the No. 8, by pressing X before or after their scrum-half gets the ball. Clock resumes on quick-tap.

Penalty tries and yellow cards
If a team collapses 3 consecutive scrums, a random member of the front row is given a yellow card. If the scrums started on the 5m line, a penalty try is awarded. To stop this from being abused, the chances of a scrum collapsing is reduced after each collapsed scrum. The dominant pack will still have their advantage of pushing the other team back.

Taking the ball out
X/B to pass to the backs, L1/R1 to run with the scrum-half, L2/R2 to run with the No. 8.
 
3 Things.

Offload in the tackle
Keith Quinn as Commentator

How about a slow motion feature where you can pop into sow motion and be very accurate at what you are doing (like when grubber kicking or offloading or under a highball or small change of direction when passing to a player hitting the line. You would make it so to use the slow motion feature again you would have to wait until a gauge re fills or just wait a certain time before you can use it again.
 
Scrums
The Hit
Clock is stopped, referee says “crouch, touch, pause,†then there is a slight variation in timing for “engage.†On the command, the player can either flick the L-stick to make the hit and 'dig' to hold their ground, or continue to push the stick to attempt a drive. If neither team has hit early, the player must put the ball in quickly (A), and the clock starts.

Drive vs Dig
Drive vs Drive = The greater the scrum rating of the dominant pack over the other, the quicker the shove comes on.
Drive vs Dig = Same as above, but it takes longer for the shove to get going.
Dig vs Dig = No movement, either side can choose to drive if the ball isn't immediately taken out.

If the player needs a little extra power to get a shove going, or to stop one, they can hold A for a very temporary increase to their scrum rating. However if A is held for too long, the scrum collapses, and a penalty is awarded to the other team.

The strike
If the player chooses to strike at the ball (A), there is a marginal and momentary loss to pack's scrum rating. This has little effect on a pack that is digging, as they have the extra time to defend the shove. No strike by a driving pack gives the other pack a greater chance of winning the ball with their own strike, but it has to reach the No. 8's feet and be taken out of the scrum quickly, before they get driven back off of it.

In the unlikely event of both teams choosing to not strike for the ball, and neither deciding to drive, a free-kick is awarded to the other team.

Wheeling
By pushing the L-stick slightly to either side of straight, the player can slowly turn the scrum. The further the stick is moved off-centre the faster the scrum turns, but this runs the risk of conceding a free-kick for deliberate wheeling. Both sides can attempt to turn the scrum, if they are both pushing the same way, the scrum will eventually pass 90o, and the ball will be turned over, as long as neither pack were deemed to be wheeling deliberately. If they are pushing in opposite directions, the wheeling is reduced, and goes the way of the dominant pack. The player can choose to reverse their direction, but this increases the chance of conceding a free-kick.

Again, A can be used with the same effects as before.

A free-kick has been awarded
Early engagements, delayed put-ins, delayed taking-outs. Clock is stopped, the scrum-half of the offending team throws the ball to his opposing number, and the player can choose to take a quick-tap (A), or a scrum (B). This could be expanded upon by the player with the free-kick choosing to have it taken by the No. 8, by pressing X before or after their scrum-half gets the ball. Clock resumes on quick-tap.

Penalty tries and yellow cards
If a team collapses 3 consecutive scrums, a random member of the front row is given a yellow card. If the scrums started on the 5m line, a penalty try is awarded. To stop this from being abused, the chances of a scrum collapsing is reduced after each collapsed scrum. The dominant pack will still have their advantage of pushing the other team back.

Taking the ball out
X/B to pass to the backs, L1/R1 to run with the scrum-half, L2/R2 to run with the No. 8.

Brilliant ideas, and not to hard to implement
 
I was thinking.. to make the game more realistic.. and it'd work very well i think.. the game would be great with different playing styles.

You could have style options for how the team will execute plays, run set-piece and play generally.. for positive and negative. Also maybe for extra individual team/club tweaking, styles for scrum/forward play and back play.

They could be something like:

Defensive: Scotland
Traditional: Ireland, Wales, Russia
Conservative: England
Classic: Australia
Clinical: New Zealand
Physical: South Africa, Romania, Georgia
Flair: Argentina, Japan, Portugal
Finesse: France, Italy, Spain
Loose: Samoa, Fiji, Tonga, Namibia

So if these teams play in the game, say we chose Samoa and Georgia.. Samoa would play very loose set-plays with hard hits and plenty of fouls and forward moves, almost completely improv in the backline and have fewer kicking options. Georgia would play very tight around the forwards pick and drive with moderate backline flair and a bit of loose general play. More bulldozers really.

Say the All Blacks played Australia. AB's would be tight, but expansive and very dangerous on the counter and through multiple phases, but maybe shut-off in major games. Australia would be decent at the breakdown, mixed styles of loose and flair, with the backline play a mix of risk and countering.

If the styles where different, The games would mean more as you could only play as the team naturally plays or has been coached (edit the feature in the options)
 
Maybe the ability to hold up the ball when the opposition goes to score a try, LIONS TOUR, updated stadiums, nothing more annoying on rugby 08 than playing as the ospreys without the liberty :( Real commentators, create a player mode, be a star mode (fifa style), a wide variety of commnetary names (mostly cause Foot isn't in there :p)
 
I would like too see the forward runners have more impact in the game, with the ability to have another player drive you up when a forwards hits it up.

I would also like to see diffrent types of steps, fends and shoulder charges that look less set. Plus the ability to break the tackle once you have been held in it by using a spin of the analog stick or flicking it side ways to try push a player off that way.

Also on defense a hit stick, so flicking it up would do chest tackle, with a risk of doing head high tackles, flicking it downwards would do for the legs or hips, and flicking it down then up would do a lift type tackle.

Stats wise, a thing that i always liked was metres gained and tackles broken and tackles made by each player, and in tournment like Super 15 and things you could see the leading players in them
 
I was thinking.. to make the game more realistic.. and it'd work very well i think.. the game would be great with different playing styles.

You could have style options for how the team will execute plays, run set-piece and play generally.. for positive and negative. Also maybe for extra individual team/club tweaking, styles for scrum/forward play and back play.

They could be something like:

Defensive: Scotland
Traditional: Ireland, Wales, Russia
Conservative: England
Classic: Australia
Clinical: New Zealand
Physical: South Africa, Romania, Georgia
Flair: Argentina, Japan, Portugal
Finesse: France, Italy, Spain
Loose: Samoa, Fiji, Tonga, Namibia

So if these teams play in the game, say we chose Samoa and Georgia.. Samoa would play very loose set-plays with hard hits and plenty of fouls and forward moves, almost completely improv in the backline and have fewer kicking options. Georgia would play very tight around the forwards pick and drive with moderate backline flair and a bit of loose general play. More bulldozers really.

Say the All Blacks played Australia. AB's would be tight, but expansive and very dangerous on the counter and through multiple phases, but maybe shut-off in major games. Australia would be decent at the breakdown, mixed styles of loose and flair, with the backline play a mix of risk and countering.

If the styles where different, The games would mean more as you could only play as the team naturally plays or has been coached (edit the feature in the options)

Yeah something like this would be kool... You should be able to select one that you like and depending on which one you choose players could run slightly different lines, it would be great to be able to change mid game eg. Five minutes left on the clock and your winning by 4, the opposition has a lineout inside your 22, you can change your computer AI to be more defensive. Or if you were the losing team you could select a more attacking AI. All teams adapt to there opposition so this could be a very nice feature, if you couldn't create your own set plays.
 
Scrums
The Hit
Clock is stopped, referee says “crouch, touch, pause,†then there is a slight variation in timing for “engage.†On the command, the player can either flick the L-stick to make the hit and 'dig' to hold their ground, or continue to push the stick to attempt a drive. If neither team has hit early, the player must put the ball in quickly (A), and the clock starts.

Why would the clock stop? The clock doesn't stop in real rugby...
 
Why would the clock stop? The clock doesn't stop in real rugby...

Clock doesn't stop in football at all, but it does in FIFA. Keeps the game time for action, rather than wasting it on nothing.
 
Clock doesn't stop in football at all, but it does in FIFA. Keeps the game time for action, rather than wasting it on nothing.

Yeah, i agree here... considering we'll probably be playing 5 minute halves a couple of conversions and a few scrums would take up the whole 40mins... (could be optional???)
 
suggestions

The main flaws in the last game was that the defence was completely unrealistic. Where the line could be broken you would be chased by the entire team en masse which would never happen in reality. Player attributes should be more realistic to have greater impact on gameplay, for instance in the last game Gavin Henson could brush off tackles and could run the length of the pitch this does make the argument that the star player feature should be removed as rugbys a team game. Licenses would also greatly improve game play as i would choose to only take control of clubs that had proper kits.

Another feature would be to introduce 7s into the game as it would a great method to getting new players to embracing the game. Would also suggest the removal of the world league in favour of implementing actual real life competitions, including both minor and major competitions, allowing the progression to the top echelons of the game.
 
The main flaws in the last game was that the defence was completely unrealistic. Where the line could be broken you would be chased by the entire team en masse which would never happen in reality. Player attributes should be more realistic to have greater impact on gameplay, for instance in the last game Gavin Henson could brush off tackles and could run the length of the pitch this does make the argument that the star player feature should be removed as rugbys a team game. Licenses would also greatly improve game play as i would choose to only take control of clubs that had proper kits.

Another feature would be to introduce 7s into the game as it would a great method to getting new players to embracing the game. Would also suggest the removal of the world league in favour of implementing actual real life competitions, including both minor and major competitions, allowing the progression to the top echelons of the game.

the player positioning in the field was very annoying in the last rugby games. The AI had the players massing in on the ball carrier, there was no zonal defense. Hopefully the new game will fix this problem.
 
To be honest even though 7's and manager mode etc are nice ideas, obviously the main thing everyone wants is just good gameplay to keep the longevity of the game up untill the next game; with this in mind, the obvious points(which I'm sure have already been made, so apologies for that)

1) Dynamic forward contest at the breakdown and scrum. Breakdown needs to really react to what the player does and not just be random. And its not just as simple as a seesaw scenario. Same for scrum. You don't necessarily just go forward or back uniformly.
2)Back's should be able to break the opposition line if theres a gap, but the problem was in rugby 08 that if someone touches an opposition player theyr'e automatically tackled so its hard to run dynamically through a gap.
3) players shoudl be able to play different positions with varying stat penalties depending on the position they're being changed to.
4) maybe the reality of away games coudl be got accross by giving the away teams slight stat penalties?
5)Ability to do more back moves, and to do interesting back movements whenever.
 
More of an effort to break down a defence on the try line make ,elite harder, rucks more realistic, the line harder to break, more covrage from kicks in general but especially from rucks where you could chip in a gap and get a fast player to run onto it.better tackle and tackle breaks animation ect..
 
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