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Controls idea
This is a discussion on Controls idea within the Madden NFL Old Gen forums.
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06-18-2008, 03:27 PM | #1 |
Rookie
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Controls idea
WARNING: Long post
Here's an idea I had about controls in Madden, to make it more realistic. These would be for a potential realism mode, since they would destroy alot of cheesing. RUNNING Left analog: Player movement. No speed burst, so the left stick works gradually, as in NHL 08. Also, spin moves are executed by pointing the left analog in any direction, then rotating it either clockwise or counter-clockwise. This way, you can start your spin by pointing to a 3 o’clock angle to make your player plant his foot to the right, then rotate the stick in any direction to alter the effect of the spin on the defender. To end the move, you can release the stick while it is pointing in any direction to break out of the spin and run in the specified direction. Spin moves would now be adaptable to each and every situation. Cuts are also executed with the left analog, by pointing the stick in any direction. To stop, a player would have to pull the analog backwards momentarily. Hesitation moves are executed like in Madden 09, by shaking the left analog right and left very quickly. To increase the quality/effectiveness of each move, the player must slow down, or regroup, before executing the cut, spin or hesitation move. This is done simply: the player must bring the left stick back to the middle before doing a move, thus simulating the player slowing down. If the gamer decides not to regroup, his player would be penalized with a loss of balance*, which would result in the player stumbling and the move being ineffective. This rule would affect certain players more than others, so LT, Devin Hester and Wes Welker wouldn’t receive as big of a penalty as an O-lineman or a linebacker. This system would place more emphasis on the skill of the gamer and less emphasis on the animations. The system would also be very momentum based, so players can’t accelerate like crazy as it is in the current game. Right analog: Juke moves and lower shoulder. Basically, you can point the right stick in any direction except up to juke in that direction. By pressing up, you would lower your shoulder, preparing to lay it into a defender. This wouldn’t be nearly as exaggerated as it is now, so players wouldn’t fling themselves into a defender. With all jukes, you could use the left analog to break out of the animation in any direction. To do a back juke, a player could just pull back without regrouping, to do sort of a change of pace/slow down/Walter Payton scissor kick move, regroup then pull back to do the back juke as it is now, or stop, by pulling back on the left analog, then pulling back on the right analog to actually jump backwards. The same principle as above about regrouping applies here. A: Hurdle. The same as in Madden now, no changes. X: Dive. Pretty simple, this move could be triggered during contact, so the player could stretch the ball out for extra yards. Context sensitive dives (high, low, to the side) would be in. Y: Brace for contact. By pressing this button, the player would basically get ready for taking a hit. This would be used on about every single play. By putting this control on a face button, players wouldn’t be able to juke as they take contact. Pulling a last second juke would be a risk-reward type of thin, as in real life. In real life, players often get laid out because they try to do too much. As soon as the player has taken the hit though, he can try using the break away controls from this year’s Madden. He would again expose himself to contact, but would also have a chance of breaking free. This move would also correlate to a players AWR rating, so if a defender closes in on a rookie with low AWR, this wouldn’t work and the rookie would get nailed. Making the AWR rating more important is something that would make Madden more realistic and less reliant on player speed, in my opinion. B: Is anything else needed? LB: Lateral/fake lateral. To do a lateral, hold the button. To fake it, tap the button. You would have to hold the button through the whole animation to do a lateral, which would expose you to contact. RT: Right stiff arm. A stiff-arm would be a two step process. First, the player would hold the trigger half-way to set up the stiff arm. The arm would be sort of cocked at the runner’s side. Then, the player could pull the trigger all the way to stick out the arm and rock the defender. LT: Left stiff arm. Same principle as above applies here. This running system would provide to the user a much more organic feel in terms of running the football. I also have thought of some passing controls and defensive controls. I might post them later on. |
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06-18-2008, 06:09 PM | #2 |
Rookie
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Re: Controls idea
Here are the passing controls I had thought of:
PASSING Left analog: QB movement in pocket. With the left analog, you can basically move your QB around. If you push the stick slightly, the QB will take normal steps, while if you push it completely, he will start to run. This is momentum based, so you have to realistically accelerate and decelerate. This stick would also dictate leading the receiver, which would also be pressure based. This would make throwing on the run very difficult, because if you were running and holding the analog stick to the max, the throw would likely be way off target, not only because you were running, which would involve a penalty, but also because you were leading the receiver in the direction that you are running in. Guys like Favre and Romo would receive less of a penalty for throwing on the run, which could be tied to a throwing on the run rating. Making the directional pass controls more sensitive would make it easier to put the ball where you want, also. A slight tap up would make the receiver catch it above his head, while a hard tap up would make him jump. A slight tap to the sides would lead him in that direction, while a hard tap would make the receiver dive. A slight tap down would make the receiver reach down, while a hard push down would make him come to the ground. You get my point… Players would also be forced to step up in the pocket to make an accurate/powerful throw. Right analog: QB evade. This would be sort of a QB evade feature, so tapping the right analog in any direction would make the QB take a quick step in that direction, trying to escape the rush. A, X, B, RB, and LB: Throw to receiver. This would be similar to the current set-up, except the controls would be much more sensitive, allowing the QB to have different amounts of touch they can place on the ball. A tap would make the throw very high, like a Hail Mary, while a long hold would make the throw very hard. Lots of different degrees of touch/strength would separate lobs from bullets. Right now you basically have 2 or 3 ways to throw the ball. Y: Brace for contact. This would be the same as running the ball, only with a quarterback. This would also be tied to the AWR rating and would prevent big hits on your QB. RT: Modifier. While holding RT, the QB would get the running controls. They would be very ineffective for guys like Brady and Manning, but could save you on a desperation play. LT: Anything else? |
06-18-2008, 06:23 PM | #3 |
Pro
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Re: Controls idea
Good ideas. I prefer the current single button for stiff arm though.
For the passing controls LT could be tied to pump fake. While holding LT you press R-stick to pump fake. |
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