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<blockquote data-quote="ozmanoshe" data-source="post: 313258" data-attributes="member: 41080"><p><strong>suggestions for rugby 2012</strong></p><p></p><p>First let me apologise for the length of this post. Sorry in advance if I broke any forum rules by posting something this long, but rugby is the only game I have ever been passionate about enough to post about and some of the ideas below require context in order to be understood. So without further ado some suggestions I hope reach the ears of HB and which I hope to see in the upcoming 2012.</p><p></p><p>Increase the number of motion captured player types from one to two:</p><p>-Therefore you would have 1 set of motions for forwards and another for backs instead of both sharing the same set of animations for everything. If time and money permitted could also vary the special moves for a forward and back.</p><p>-Would affect the whole atmosphere of the game and provide a great deal of variation to the overall graphical effect.</p><p>-Allow forward play to be differentiated from back play as in 2008 forwards essentially function as slower backs.</p><p>-Player differentiation desperately needed as right now speed is the only stat that truly matters.</p><p></p><p>Create/modify a Player Feature</p><p>-allow you to use faces from any licensed players already in the game</p><p>-extend texture layering feature beyond leg tape, wrist tape, and finger tape to include:</p><p> thermal/long sleeve undershirts</p><p> head tape</p><p> knee braces</p><p> shoulder pads</p><p> forearm guards (see Victor Matfield)</p><p>-Essential to have full access to all player stats including hidden stats like making a player a star player.</p><p>-Ensure that players can share their created players with other players (vital for multiplayer)</p><p>-have created players not look like retarded mutants in game (see 2006 and 2008 created player big head syndrome)</p><p></p><p>Create a Tournament:</p><p>-add as many teams both international, club etc as you like.</p><p>-allow both randomised and pre-determined (by player) draws.</p><p></p><p>Create a Team:</p><p>-add your own team with a full squad of 30 players and enter them in a create a tournament tournament.</p><p></p><p>Multiplayer:</p><p>-Have ranked matches and a leaderboard.</p><p>-Have a tournament mode so players can pick a team and attempt to win a virtual tournament against other players playing in the same tournament. Due to length of games this could be reduced to a mini 6 team touranment.</p><p>-Hosting players roster should be used in a multiplayer game, players should not be forced to use the default roster whenever in multiplayer, this wouldl suck big time.</p><p></p><p>Rucks:</p><p>-adding players to a ruck should be a matter of using the shoulder buttons on the controller to add players to the ruck, if you use the left shoulder button then the nearest player standing to the right of the ruck will join it, ditto for the left shoulder button. This will make for interesting defensive gaps, and provide an interesting dilemma if you wish to win turnover ball you have to pull men out of the defensive line, leaving gaps either on the blindside of the ruck or out wide. An overhead meter will determine who is going to win the ball, naturally players with a higher rucking stat will have a greater impact on the meter than those with lower ruck stats. Also agree that any player near the ruck should immediately be available to put into a ruck without waiting for a forward to run from half way across the screen.</p><p>-NB tapping the other should buttons will allow players to be pulled out of the ruck and placed into the defensive line on the corresponding side of the ruck which maps to the shoulder buttons.</p><p>-If a player is isolated and an opposition player is added to the ruck without any opposition then after 1 to 2 seconds the ball should be turned over and the player over the ball should be able to leave the ruck (with the ball) and run off.</p><p></p><p>Tackling:</p><p>-should be 2 types of tackling, low tackles (allows backs to tackle larger forwards), high tackles (ball and all tackles prevents offloading, but can result in a maul situation) also a special move tackle might be nice similar to the one in 08, but not make it some sillly high tackle, instead these tackles will drive a player back or give him a minor injury (see miscellaneous changes) and also provide a chance the ball will be lost forward or dislodged. Of course agressive tackles also carry a much lower success rate and can backfire resulting in the tackler falling off the tackle and allowing the opposing player to run through.</p><p>-significantly reduce the distance of a superman dive tackle, the dive distance should be extremely short.</p><p></p><p>Kicking (open play):</p><p>-the easiest way to have kicking more accurately modeled is to use the kicking ability stat. Those players with high kick stats will produce a very thin coloured trajectory line all the way to where the line terminates on the targeted position where the ball is expected to land. For players with a low kick stat this coloured trajectory line will be much thicker, with the worst kickers such as props producing a trajectory line about as thick as half the field. The kicked ball will randomly land within the boundaries of the thick line. So if you tried to kick for the corner with say a prop the thickness of the trajectory line would mean there is a good chance the ball might drop in field or go out on the full. (hope that makes sense - might need pictures).</p><p></p><p>Scrums:</p><p>-scrummaging should be tied directly to the total scrummaging stat of the props + the locks. Scrums will use an imaginary line system, so for a team putting the ball into the scrum, the ball will be lost if their props are pushed back over that line. The greater the difference between scrummaging stats the faster a scrum can be pushed back, so those teams with weaker scrums will have to put the ball straight in and get it out straight away making it difficult to set set plays etc.</p><p>-For defending scrums if you have a weaker scrum stat you will also be given the dig in ability which can only be activated after a second or 2. This prevents a player with a stronger scrum from scrumming their way from one end of the field to another, but also doesn't eliminate the advantage of having a better scrummaging side as you can still push them back a good meter or two which should give ample time to set a set play or give you the go forward you need to score a try off the back of a dominant scrum.</p><p></p><p>A.I./Defense:</p><p>difficulty modes should be meaningful, i.e. hardest difficulty level should give players like gay-guy a run for his money. If necessary let the AI cheat, i.e. buff the speed of the AI teams, allow them to break tackles more easily forcing you to tackle them multiple times to bring them down and leaving gaping holes in your defence so the not-too bright AI can still make inroads.</p><p>-From experience a challenging AI is the hardest thing to get right in a short amount of time and with a limited budget, allowing it to cheat keeps things challenging for the more experienced players.</p><p></p><p>Weather effects:</p><p>Quite simple really:</p><p>-Extreme heat/humidity = reduce stamina stat for all players by x amount</p><p>-Wet weather = reduce handling stat for all players by x amount</p><p>-Playing at altitiude = reduce stamina stat by x amount and increase kick strength stat by x amount.</p><p></p><p>-Add 2 essential defensive formations/behaviour that player can select between on the fly.:</p><p>1. Rush - AI defense will sprint up to close distance between their opposite number as soon as a ball leaves the ruck</p><p>2. Drift - AI will essentially hold their line and allow the player to run at them</p><p>-Get rid of the follow the ball defenses with every single team member forming into a pack and chasing the ball carrier. Both the above 2 defensive behaviours will be useless if all players attempt to run after the ball carrier. IF workable a man-up defense system would be better, with each player in a defensive line marking an opposition player.</p><p></p><p>-Add 2 essential attack formations/behaviour that player can select on the fly:</p><p>1. Have backline stand deep.</p><p>2. Have backline stand flat.</p><p></p><p>Set moves:</p><p>Accelerate the speed of all set moves, not just the player movement, but the passing speed as well. This will ensure a set move is executed at high speed and is more likely to come off without the first receiver getting crunched before he does anything.</p><p></p><p>Miscellaneous:</p><p>-Injuries: have full injuries and minor injuries. Minor injuries will have random effects such as reducing a players speed stat or reducing his tackle stat etc. Players should be able to recover from minor injuries in 1 or 2 weeks. You can also continue to select players with minor injuries, but players with minor injuries are more prone to suffering a full injury and being out for a long period of time.</p><p> All game modes should report the length of time a player is injured for.</p><p></p><p>-Game rules/laws -ensure that all game rules are implemented correctly, i.e. an unstraight lineout does NOT result in a penalty, better detection of knockons and forward passes. Yellow cards and red cards should be handed out if a player/team performs an illegal move x number of times within x number of minutes so multiple high tackles in a short space of time will get you sin binned. Repeat offences will result in a red.</p><p></p><p>Player Form and Morale - form should be determined by a + and - system:</p><p>+2 for no dropped balls or knockons in a match -2 for 2 or more knockons</p><p>+2 for no missed tackles in a game -2 for more than 2 missed tackles</p><p>+Winning all scrums +1 to all members of tight five. Losing 1 or 2 scrums no change. Losing more than 2 scrums -2 to all members of tight five etc. etc.</p><p></p><p>A lot of the other ideas like game modes have already been mentioned so I won't go into them. Suffice to say I have tried to keep my suggestions within the realms of possibility given the time and budget HB must be working with. Can't wait for a new rugby game. Bring it on!!!</p></blockquote><p></p>
[QUOTE="ozmanoshe, post: 313258, member: 41080"] [b]suggestions for rugby 2012[/b] First let me apologise for the length of this post. Sorry in advance if I broke any forum rules by posting something this long, but rugby is the only game I have ever been passionate about enough to post about and some of the ideas below require context in order to be understood. So without further ado some suggestions I hope reach the ears of HB and which I hope to see in the upcoming 2012. Increase the number of motion captured player types from one to two: -Therefore you would have 1 set of motions for forwards and another for backs instead of both sharing the same set of animations for everything. If time and money permitted could also vary the special moves for a forward and back. -Would affect the whole atmosphere of the game and provide a great deal of variation to the overall graphical effect. -Allow forward play to be differentiated from back play as in 2008 forwards essentially function as slower backs. -Player differentiation desperately needed as right now speed is the only stat that truly matters. Create/modify a Player Feature -allow you to use faces from any licensed players already in the game -extend texture layering feature beyond leg tape, wrist tape, and finger tape to include: thermal/long sleeve undershirts head tape knee braces shoulder pads forearm guards (see Victor Matfield) -Essential to have full access to all player stats including hidden stats like making a player a star player. -Ensure that players can share their created players with other players (vital for multiplayer) -have created players not look like retarded mutants in game (see 2006 and 2008 created player big head syndrome) Create a Tournament: -add as many teams both international, club etc as you like. -allow both randomised and pre-determined (by player) draws. Create a Team: -add your own team with a full squad of 30 players and enter them in a create a tournament tournament. Multiplayer: -Have ranked matches and a leaderboard. -Have a tournament mode so players can pick a team and attempt to win a virtual tournament against other players playing in the same tournament. Due to length of games this could be reduced to a mini 6 team touranment. -Hosting players roster should be used in a multiplayer game, players should not be forced to use the default roster whenever in multiplayer, this wouldl suck big time. Rucks: -adding players to a ruck should be a matter of using the shoulder buttons on the controller to add players to the ruck, if you use the left shoulder button then the nearest player standing to the right of the ruck will join it, ditto for the left shoulder button. This will make for interesting defensive gaps, and provide an interesting dilemma if you wish to win turnover ball you have to pull men out of the defensive line, leaving gaps either on the blindside of the ruck or out wide. An overhead meter will determine who is going to win the ball, naturally players with a higher rucking stat will have a greater impact on the meter than those with lower ruck stats. Also agree that any player near the ruck should immediately be available to put into a ruck without waiting for a forward to run from half way across the screen. -NB tapping the other should buttons will allow players to be pulled out of the ruck and placed into the defensive line on the corresponding side of the ruck which maps to the shoulder buttons. -If a player is isolated and an opposition player is added to the ruck without any opposition then after 1 to 2 seconds the ball should be turned over and the player over the ball should be able to leave the ruck (with the ball) and run off. Tackling: -should be 2 types of tackling, low tackles (allows backs to tackle larger forwards), high tackles (ball and all tackles prevents offloading, but can result in a maul situation) also a special move tackle might be nice similar to the one in 08, but not make it some sillly high tackle, instead these tackles will drive a player back or give him a minor injury (see miscellaneous changes) and also provide a chance the ball will be lost forward or dislodged. Of course agressive tackles also carry a much lower success rate and can backfire resulting in the tackler falling off the tackle and allowing the opposing player to run through. -significantly reduce the distance of a superman dive tackle, the dive distance should be extremely short. Kicking (open play): -the easiest way to have kicking more accurately modeled is to use the kicking ability stat. Those players with high kick stats will produce a very thin coloured trajectory line all the way to where the line terminates on the targeted position where the ball is expected to land. For players with a low kick stat this coloured trajectory line will be much thicker, with the worst kickers such as props producing a trajectory line about as thick as half the field. The kicked ball will randomly land within the boundaries of the thick line. So if you tried to kick for the corner with say a prop the thickness of the trajectory line would mean there is a good chance the ball might drop in field or go out on the full. (hope that makes sense - might need pictures). Scrums: -scrummaging should be tied directly to the total scrummaging stat of the props + the locks. Scrums will use an imaginary line system, so for a team putting the ball into the scrum, the ball will be lost if their props are pushed back over that line. The greater the difference between scrummaging stats the faster a scrum can be pushed back, so those teams with weaker scrums will have to put the ball straight in and get it out straight away making it difficult to set set plays etc. -For defending scrums if you have a weaker scrum stat you will also be given the dig in ability which can only be activated after a second or 2. This prevents a player with a stronger scrum from scrumming their way from one end of the field to another, but also doesn't eliminate the advantage of having a better scrummaging side as you can still push them back a good meter or two which should give ample time to set a set play or give you the go forward you need to score a try off the back of a dominant scrum. A.I./Defense: difficulty modes should be meaningful, i.e. hardest difficulty level should give players like gay-guy a run for his money. If necessary let the AI cheat, i.e. buff the speed of the AI teams, allow them to break tackles more easily forcing you to tackle them multiple times to bring them down and leaving gaping holes in your defence so the not-too bright AI can still make inroads. -From experience a challenging AI is the hardest thing to get right in a short amount of time and with a limited budget, allowing it to cheat keeps things challenging for the more experienced players. Weather effects: Quite simple really: -Extreme heat/humidity = reduce stamina stat for all players by x amount -Wet weather = reduce handling stat for all players by x amount -Playing at altitiude = reduce stamina stat by x amount and increase kick strength stat by x amount. -Add 2 essential defensive formations/behaviour that player can select between on the fly.: 1. Rush - AI defense will sprint up to close distance between their opposite number as soon as a ball leaves the ruck 2. Drift - AI will essentially hold their line and allow the player to run at them -Get rid of the follow the ball defenses with every single team member forming into a pack and chasing the ball carrier. Both the above 2 defensive behaviours will be useless if all players attempt to run after the ball carrier. IF workable a man-up defense system would be better, with each player in a defensive line marking an opposition player. -Add 2 essential attack formations/behaviour that player can select on the fly: 1. Have backline stand deep. 2. Have backline stand flat. Set moves: Accelerate the speed of all set moves, not just the player movement, but the passing speed as well. This will ensure a set move is executed at high speed and is more likely to come off without the first receiver getting crunched before he does anything. Miscellaneous: -Injuries: have full injuries and minor injuries. Minor injuries will have random effects such as reducing a players speed stat or reducing his tackle stat etc. Players should be able to recover from minor injuries in 1 or 2 weeks. You can also continue to select players with minor injuries, but players with minor injuries are more prone to suffering a full injury and being out for a long period of time. All game modes should report the length of time a player is injured for. -Game rules/laws -ensure that all game rules are implemented correctly, i.e. an unstraight lineout does NOT result in a penalty, better detection of knockons and forward passes. Yellow cards and red cards should be handed out if a player/team performs an illegal move x number of times within x number of minutes so multiple high tackles in a short space of time will get you sin binned. Repeat offences will result in a red. Player Form and Morale - form should be determined by a + and - system: +2 for no dropped balls or knockons in a match -2 for 2 or more knockons +2 for no missed tackles in a game -2 for more than 2 missed tackles +Winning all scrums +1 to all members of tight five. Losing 1 or 2 scrums no change. Losing more than 2 scrums -2 to all members of tight five etc. etc. A lot of the other ideas like game modes have already been mentioned so I won't go into them. Suffice to say I have tried to keep my suggestions within the realms of possibility given the time and budget HB must be working with. Can't wait for a new rugby game. Bring it on!!! [/QUOTE]
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