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Originally posted by sabotai
These will have a numerical (1-10, 1-20, 1-100) or grade (A-F) rating (The system you use is optional). The catch is that these ratings will be entirely based on the player's most recent "official" drill times.
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Does that mean the player will have their "base" ability and what the gamer see will be a modified version of that to reflect the most recent "official" drill time? If so, I dig it.
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These will be done only by the scout report system. In my opinion, these types of attributes should be kept hidden and not given any kind of rating. These come out only when your scout has a chance to see him play and when the coach gets a chance to interview him and sees how he interacts with team mates in practice.
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I don't know how you'd be able to implement it but it would be nice if those reports would be able to become more accurate the more time the scout has seen the players (ie, in the form of a smaller margin for error possibly).
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If the engire does not produce completly realistic stats, the game will fail. For that reason, I plan to make a hybrid physics-attribute based engine.
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I like it more than if it was physics-only. Games are rarely won on physical skills alone.
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And I'm working on a way of "watching" the games as well. Showing it in real-time 2D like CM4 is not possible, but I am working on a few things.
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I don't mind waiting until SabotaiFL v2.3 for the 2D view. But anything beyond v2.4 and I'll be pissed!
Heh. Graphical views are nice but for a project like yours, it'd be kinda rough to try to get it in there. I'd rather have the game work well and play well than visuals. On the other hand, SOMETHING to show what went right and what went wrong in certain plays would be nice.