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With these big injuries...what do you do in Franchise?
This is a discussion on With these big injuries...what do you do in Franchise? within the Madden NFL Old Gen forums.
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09-10-2008, 03:52 AM | #41 |
Banned
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Re: With these big injuries...what do you do in Franchise?
Ian,
Grand idea but not realistic IMO. In franchise mode, it supposed to be an "alternate" season, if it mimics real life then why am I playing a franchise, why not just watch the NFL? Alternate Idea: Now to have this for offline play now games and online games would be fantastic! This is where this idea needs to go, updated rosters all the time for online play... I hate playing Madden online since everyone uses the Pats all the time and I am a Pats fan! C'mon it just gets old. Now if Brady is not there, boom there goes the Pats! Keep online rosters updated ie. NBA lives DNA, 2ks hourly roster updates and then you have a great online experience waiting to happen. Now to answer your question... what do I do? Well I get the rosters as accurate as possible, then start my franchise and let bygones be bygones, if Brady goes down in the franchise for a career ending/season ending injury so be it. It sucks but it the way it is. But what we need is as everyone says, customization, let us do what we want to do. I want to be able to go into the game and change the rate of how players get hurt, how long those injuries keep them out for, the rate at which body parts get hurt the most, ie. something like this. (THIS IS TAKEN FROM POSSIBLY THE MOST REALISTIC DRIVING GAME EVER... GPL FROM SIERRA/PAPYRUS) Now I know this is for PC, but if you gave us somekind of editing tools and/or super customization then we would be able to make the most realistic game ever... Now in this copy of the main AI for GPL below it has everything from mechanical failure rates to chances to behavior, scaling, and it goes farther than this. I still have the ability to change individual peoples reactions to these parameters and how often things happen to them, reactions times, behavior etc... as you can see for yourself there is a huge list and there are more then this, quite a bit more. Basically the game is broken down like this. Main AI---- which effects the basic parameters. Driver AI---- effects individual performance. Car AI----effects car performance. Track AI----effects track parameters. each AI has a page like the one below for the same parameters so that by tweaking numbers you can get down to the nitty gritty on every detail. Basically what I am saying is this: I want to be able to change how Tom Brady plays in each stadium, against each team, against certain players, against whatever weather situation, whatever time of day it is, how often he gets injured and where and for how long, how he throws the ball---accuracy, trajectory, speed, distance... how he thinks---short, medium, deep, high, low, lead, behind, throw away, pocket, mobile, scramble, take the sack, force a throw, accuracy of a forced throw, accuracy of a pass in the pocket, accuracy of a pass on the move, accuracy of pass while being hit, etc. Now I doubt this can be done, but the parameters should be there in the coding. Just open it up for us to play with. Let us customize the game the way I see fit... If I want to play a game with no gravity let me do it, what is it hurting anyone? Just my 2 cents... Chris ; ************************************* ; MAIN AI PARAMETERS ; ************************************* [magic] ; **************** LINE TO MODIFY *************** npt_override = 1.00 ; set to desired value e.g. 1.10 will give lap-times 110% of baseline ; **************** END OF LINE TO MODIFY *************** disable_random_modifiers = 0.000000 ; set to 1.0 to prevent random driver modifiers (0.0 = modifiers allowed) dump_turn_map = 0.000000 ; dump the turn map using REPORT_MESSAGE global_speed_override = 1.000000 ; start of session speed override for all AI cars (0.0 = stopped, 1.0 = normal) improve_base_index_ahead = 3.000000 ; base index ahead at which to begin assessing dlat errors improve_down_amt = 0.002500 ; % by which to decrease speed when decrease implemented improve_down_threshold = 0.450000 ; dlat error (in meters) after which will decrease speed improve_initial_increase = 0.0000000 ; % for initial across-the-board increase to line speed when learning begins improve_initial_lookahead = 3.000000 ; initial lookahead in seconds for assessing dlat errors improve_lookahead_increment = 0.200000 ; increment to lookahead for when lookahead propagation for flagrant error occurs improve_max_waypoint_hype = 1.150000 ; max. waypoint hype that learning algorithm will apply to given index improve_n_index_to_adjust = 10.000000 ; # indices to adjust for when lookahead propagation for flagrant error occurs improve_up_amt = 0.00500000 ; % by which to increase speed when increase attempted improve_up_threshold = 0.2000 ; dlat error (in meters) for which permit speed increase line_to_improve = 0.000000 ; line to improve using learning algorithm log_spreadsheet_tcircle = 0.000000 ; # log traction circle, spreadsheet format (0.0 = no, 1.0 = yes) log_spreadsheet_telemetry = 0.000000 ; # log telemetry, spreadsheet format (0.0 = no, 1.0 = yes) n_ai_cars = -1.000000 ; overrides # of AI cars set in UI (use -1.0 to ignore this override) override_difficulty_hype = 1.0 ; override difficulty hype adjustment (0.0 = no, 1.0 = yes) parameter_table_magic_number = 1234.000000 ; magic # for integrity check--DO NOT MODIFY signal_induced_problems = 0.000000 ; have drivers raise hand if have induced problem/error (0.0 = no, 1.0 = yes) startup_npt = 1.20 ; new player starting normalized player time [behavior] attempt_outbrake_dlong_sep =12.410000 auto_blocker_line_speed_pct =0.74 base_gearshift_hiatus =6.000000 base_race_start_hiatus =18.0000 being_squeezed_speed_coeff =0.85000 crashing_recovery_alt = 0.600000 ; altitude threshold below which will attempt recovery from crashing mode crashing_recovery_pitch_roll = 0.980000 ; safe pitch/roll velocity v. surface normal cosine for recovery from crashing mode crashing_recovery_slip_angle = 0.349 ; slip angle threshold (~ 20 degrees)below which will attempt recovery from crashing mode crashing_recovery_yaw_velocity = 0.050000 ; yaw vel. threshold below which will attempt recovery from crashing mode dlong_speed_dropoff_coeff = 0.000000 ; value * (line yaw vel.)^2 * (dlat offset from line)^2 = line speed adj. long_term_avoid_time_coeff = 0.80 ; adjusts avoid_time_coeff for long term decision making long_term_check_min_speed = 0.620400 ; min. dlong speed in ms./tick for doing long term decision making loss_of_control_coeff = 1.200000 ; adjusts parameters that determine whether loss of control has occurred loss_of_control_speed_adj_scaling = 0.20 ; scaling factor for loss of control adjustment based on speed relative to 75 MPH low_speed_override_threshold = 0.434280 ; dlong speed below which misc. low speed overrides will kick in. max_practice_pit_wait =240.000000 min_cornering_outside_pass_radius =400.000000 min_dlat_sep_back =2.7000 min_dlat_sep_front =2.70000 min_dlong_sep_back =5.025000 min_practice_pit_wait =120.000000 min_speed_dropoff_coeff = 0.750000 ; min. coeff for dlong_speed_dropoff_coeff formula no_pass_zone_speed_pct_override =0.1 passee_dlong_sep_coeff =0.35 slow_lap_speed_adj_coeff =0.900000 start_practice_dlong_sep =60.000000 start_practice_pit_wait =60.00000 straightaway_pass_closing_velocity = 0.022 ; dlong closing vel. to designated passee at which pass attempt initiated straightaway_pass_dlong_sep = 10.0 ; dlong sep to designated passee at which pass attempt initiated straightaway_pass_max_accel_pct = 0.925 ; % of our max_accel applying (due to dlong avoid) below which pass initiated straightaway_pass_speed_coeff = 0.000000 ; value * Aggression if >= 1.0 modifies dlong speed for pass attempt in waypoint-marked straightaway [driver_modeling] ; GLOBAL SCALING global_driver_mod_scaling =1.050000 fast_global_hype_scaling =1.020 slow_global_hype_scaling =1.23000 novice_behavior_scaling =1.7500000 intermediate_behavior_scaling =1.2500000 pro_behavior_scaling =1.0000000 ; PARAMETER-SPECIFIC SCALING aggression_desired_sep_scaling = 1.000000 ; INVERSE_SCALE_COEFF(aggression,value) modifies desired dlong/dlat separations aggression_trans_time_scaling = 1.000000 ; INVERSE_SCALE_COEFF(aggression,value) modifies goal transition times aggression_yaw_k1_scaling = 1.000000 ; SCALE_COEFF(aggression,value) modifies yaw spring/damper k1 alertness_desired_sep_scaling = 1.200000 ; INVERSE_SCALE_COEFF(alertness,value) modifies desired dlong/dlat separations alertness_lookahead_scaling = 1.000000 ; SCALE_COEFF(alertness,value) modifies lookahead time experience_lookahead_scaling = 1.000000 ; SCALE_COEFF(lookahead,value) modifies lookahead time experience_nom_traction_scaling = 0.500000 ; SCALE_COEFF(experience,value) modifies nom_traction_circle hype_dlong_accel_scaling = 1.000000 ; SCALE_COEFF(hype,value) modifies dlong_accel hype_nom_traction_scaling = 1.100000 ; SCALE_COEFF(hype,value) modifies nom_traction_circle quickness_adj_traction_scaling = 1.000000 ; SCALE_COEFF(quickness,value) modifies adj_traction_circle quickness_dlong_accel_scaling = 1.000000 ; SCALE_COEFF(quickness,value) modifies dlong_accel quickness_gearshift_scaling = 2.000000 ; INVERSE_SCALE_COEFF(quickness,value) modifies base_gearshift_hiatus value smoothness_adj_traction_scaling = 1.000000 ; SCALE_COEFF(smoothness,value) modifies adj_traction_circle smoothness_trans_time_scaling = 1.500000 ; SCALE_COEFF(smoothness,value) modifies goal transition times smoothness_yaw_k1_scaling = 1.000000 ; SCALE_COEFF(smoothness,value) modifies yaw spring/damper k1 ; DRIVER ERRORS base_brake_lock_chance =13.000000 base_missed_gear_chance =10.000000 check_driver_mistake_interval =2160.000000 ; RANDOM MODIFICATIONS n_mods_per_interval = 0.500000 ; if mods to be applied apply this # per car on track in_session_chance_aggression_mod = 10.000000 ; in session chance in 100 that given random mod affects aggression in_session_chance_alertness_mod = 3.000000 ; in session chance in 100 that given random mod affects alertness in_session_chance_experience_mod = 0.000000 ; in session chance in 100 that given random mod affects experience in_session_chance_hype_mod = 2.000000 ; in session chance in 100 that given random mod affects hype in_session_chance_qualifying_mod = 0.000000 ; in session chance in 100 that given random mod affects qualifying in_session_chance_quickness_mod = 50.000000 ; in session chance in 100 that given random mod affects quickness in_session_chance_smoothness_mod = 35.000000 ; in session chance in 100 that given random mod affects smoothness in_session_driver_mod_interval = 21600.000000 ; interval (in ticks) between random, in-session driver mods start_session_chance_aggression_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects aggression start_session_chance_alertness_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects alertness start_session_chance_experience_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects experience start_session_chance_hype_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects hype start_session_chance_qualifying_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects qualifying start_session_chance_quickness_mod = 100.000000 ; [unused for GPL] start session chance in 100 that given random mod affects quickness start_session_chance_smoothness_mod = 0.000000 ; [unused for GPL] start session chance in 100 that given random mod affects smoothness [mechanical] base_brake_wear =0.000100 base_fuel_consumption =0.000200 base_fuel_drag =0.001000 base_suspension_failure_coeff = 0.600000 ; * traction circle = adj. traction circle base_suspension_problem_coeff = 0.800000 ; * traction circle = adj. traction circle base_tire_failure_coeff = 0.500000 ; * traction circle = adj. traction circle base_tire_wear = 0.000000 ; wear (as traction circle coeff.) per kilometer (1000 ms) brake_failure_chance =4.000000 brake_problem_chance =3.000000 coolant_leak_chance =5.000000 driver_fuel_consumption_scaling = 0.000000 ; scales effect of quickness, smoothness, and aggression driver_tire_break_wear_scaling = 0.000000 ; scales effect of smoothness and aggression engine_failure_chance =18.000000 engine_problem_chance =26.000000 front_tire_failure_yaw_k1_scale = 0.035000 ; see aiCar::ComputeYawSpringCoeff fuel_leak_chance =3.000000 fuel_system_failure_chance =8.000000 fuel_system_problem_chance =8.000000 mechanical_failure_chance =5.000000 mechanical_failure_interval =540.000000 oil_leak_chance =12.000000 rear_tire_failure_yaw_k1_scale = 0.035000 ; see aiCar::ComputeYawSpringCoeff suspension_cond_accel_scaling = 0.100000 ; max_accel *= SCALE_COEFF(suspension_condition,value) suspension_cond_decel_scaling = 0.500000 ; max_decel *= SCALE_COEFF(suspension_condition,value) suspension_failure_chance =11.000000 suspension_failure_yaw_k1_scale = 0.330000 ; see aiCar::ComputeYawSpringCoeff suspension_mechanical_drag_coeff = 0.0025000 ; meters/tick^2 drag--see aiCar::ComputeMechanicalDrag suspension_problem_chance =16.000000 suspension_problem_pitch_adj_coeff = 0.100000 ; value * susp. condition adjusts pitch suspension_problem_roll_adj_coeff = 0.100000 ; value * susp. condition adjusts roll suspension_problem_slip_angle_adj = 0.150000 ; value * slip angle * k is added to suspension coeff. suspension_problem_yaw_k1_scale = 0.050000 ; see aiCar::ComputeYawSpringCoeff tire_cond_accel_scaling = 0.100000 ; max_accel *= SCALE_COEFF(tire_condition,value) tire_cond_decel_scaling = 0.300000 ; max_decel *= SCALE_COEFF(tire_condition,value) tire_failure_chance =6.000000 tire_failure_mechanical_drag_coeff = 0.00300 ; meters/tick^2 drag--see aiCar::ComputeMechanicalDrag tire_problem_chance =4.000000 tire_problem_slip_angle_adj = 0.150000 ; value * slip angle * k is added to tire coeff. [physics] alt_accel_k1 = 0.070000 ; k1 for altitude control spring/damper alt_accel_k2 = 0.32000 ; k2 for altitude control spring/damper ;alt_accel_k1 = 0.121800 ; k1 for altitude control spring/damper ;alt_accel_k2 = 0.488700 ; k2 for altitude control spring/damper drive_train_friction_adj = 0.250000 ; fudge factor for drive train friction coeff. use for max. engine accel gear_shift_rpm_decrement = 195.000000 ; during gear shift decrement RPM each tick by this amount idle_scaled_power = 0.080000 ; eng. power when engine idling scaled between 0 and 1 inertial_factor = 0.300000 ; adj. max_accel to simulate inertia--see aiAdvanceCarOnLine() inverse_slipcurve_k = 0.166700 ; in (meters/tick^2)/radian; calculated by JDK for use with fnSlipcurve table by yaw pipeline ;inverse_slipcurve_k = 0.168700 ; in (meters/tick^2)/radian; calculated by JDK for use with fnSlipcurve table by yaw pipeline max_lat_acc_from_speed = 0.0125000 ; value * speed = max. lat accel allowed minimum_rpm = 1000.000000 ; min. engine rpm (e.g., when car idle) nominal_downforce_coeff = 5700.657227 ; ????????? coeff = v^2 / X.XXXG. = XXXMPH^2 / X.XXXG = 200MPH^2 * 7 / ONE_G nominal_drag_coeff = 2638.590088 ; ???????? coeff = v^2 / 0.XXXXG. = XXXMPH^2 / 0.XXXXG pitch_accel_coeff = 2.000000 ; value * averaged_applied_tire_dlong_accel = radians of pitch roll_accel_coeff = 3.000000 ; value * dlat_accel = radians of roll rolling_drag_amt = 0.040000 ; value * external_N_accel = drag (in meters/tick^2) caused by tires et. al. yaw_accel_k1 = 0.120000 ; k1 for yaw accel. spring/damper yaw_accel_k2 = 1.000000 ; k2 for yaw accel. spring/damper max_ws_interval = 108.000000 ; max time(ticks) to stop wheelspin min_ws_interval = 54.000000 ; min time(ticks) to stop wheelspin wheelspin_min_adj_coeff = 0.50000 ; max grip reduction from wheelspin ; ************************************* ; FUZZY LINE PARAMETERS ; ************************************* [follow_line] avoid_time_coeff = 0.100 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 14.0 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.0045 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.1202 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 0.000000 ; default lookahead in ticks for calculating dlat accel goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 17.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff = 0.12000 ; cornering param cornering_desired_dlong_sep = 13.5 ; cornering param cornering_dlat_accel_k1 = 0.0086 cornering param cornering_dlat_accel_k2 = 0.1432 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_long_term_lookahead = 90.000000 ; cornering param cornering_short_term_lookahead = 17.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.10 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [basic_line_transition] avoid_time_coeff = 0.0875 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 13.5 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.0056 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.1254 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 0.000000 ; default lookahead in ticks for calculating dlat accel goal dlat_trans_time = 4.000000 ; default time in ticks to achieve dlat goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 17.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff = 0.105000 ; cornering param cornering_desired_dlong_sep = 12.5 ; cornering param cornering_dlat_accel_k1 = 0.00920 ; cornering param cornering_dlat_accel_k2 = 0.152400 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_dlat_trans_time = 3.000000 ; cornering param cornering_long_term_lookahead = 72.000000 ; cornering param cornering_short_term_lookahead = 17.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.10 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [abrupt_line_transition] avoid_time_coeff =0.06 desired_dlong_sep =13.0 dlat_accel_k1 =0.0087 dlat_accel_k2 =0.1224 dlat_lookahead =0.000000 dlat_trans_time =3.000000 long_term_lookahead =108.000000 short_term_lookahead =16.000000 cornering_avoid_time_coeff = 0.0950 ; cornering param cornering_desired_dlong_sep = 12.0 ; cornering param cornering_dlat_accel_k1 = 0.0101 ; cornering param cornering_dlat_accel_k2 = 0.1274 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_dlat_trans_time = 2.000000 ; cornering param cornering_long_term_lookahead = 54.000000 ; cornering param cornering_short_term_lookahead = 17.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.10 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [entering_pits] avoid_time_coeff = 0.250000 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 12.563100 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.002000 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.120000 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 1.000000 ; default lookahead in ticks for calculating dlat accel goal dlat_trans_time = 0.000000 ; default time in ticks to achieve dlat goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 36.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff = 0.250000 ; cornering param cornering_desired_dlong_sep = 12.563100 ; cornering param cornering_dlat_accel_k1 = 0.003000 ; cornering param cornering_dlat_accel_k2 = 0.140000 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_long_term_lookahead = 108.000000 ; cornering param cornering_short_term_lookahead = 36.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.1 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [approaching_pit_stall] avoid_time_coeff = 0.450000 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 12.563100 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.002000 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.120000 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 0.000000 ; default lookahead in ticks for calculating dlat accel goal dlat_trans_time = 1.000000 ; default time in ticks to achieve dlat goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 54.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff = 0.250000 ; cornering param cornering_desired_dlong_sep = 12.563100 ; cornering param cornering_dlat_accel_k1 = 0.003000 ; cornering param cornering_dlat_accel_k2 = 0.140000 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_long_term_lookahead = 108.000000 ; cornering param cornering_short_term_lookahead = 36.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.1 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [leaving_pits] avoid_time_coeff = 0.250000 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 12.563100 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.002000 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.120000 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 1.000000 ; default lookahead in ticks for calculating dlat accel goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 36.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff = 0.250000 ; cornering param cornering_desired_dlong_sep = 12.563100 ; cornering param cornering_dlat_accel_k1 = 0.003000 ; cornering param cornering_dlat_accel_k2 = 0.140000 ; cornering param cornering_dlat_lookahead = 0.000000 ; cornering param cornering_long_term_lookahead = 108.000000 ; cornering param cornering_short_term_lookahead = 36.000000 ; cornering param switch_to_cornering_dlat_velocity = 0.10 ; default dlat vel. (in meters/tick) at which use cornering fuzzy line params [line_improvement] avoid_time_coeff = 0.07000 ; value * est. time to collision = ticks before do obstacle avoidance desired_dlong_sep = 8.0 ; default desired dlong separation in meters between us and car in front dlat_accel_k1 = 0.00500 ; k1 for dlat accel. goal spring/damper dlat_accel_k2 = 0.155000 ; k2 for dlat accel. goal spring/damper ;dlat_accel_k1 = 0.00300 ; k1 for dlat accel. goal spring/damper ;dlat_accel_k2 = 0.13000 ; k2 for dlat accel. goal spring/damper dlat_lookahead = 0.000000 ; default lookahead in ticks for calculating dlat accel goal long_term_lookahead = 108.000000 ; default long-term lookahead in ticks short_term_lookahead = 16.000000 ; default short-term lookahead in ticks cornering_avoid_time_coeff =0.1000000 cornering_desired_dlong_sep =7.5 cornering_dlat_accel_k1 =0.009000 cornering_dlat_accel_k2 =0.200000 ;cornering_dlat_accel_k1 = 0.004000 ; cornering param ;cornering_dlat_accel_k2 = 0.100000 ; cornering param cornering_dlat_lookahead =0.000000 cornering_long_term_lookahead =96.000000 cornering_short_term_lookahead =14.000000 switch_to_cornering_dlat_velocity =0.10 [entering_pit_stall] dlat_trans_time = 108.000000 ; default time in ticks to achieve dlat goal [leaving_pit_stall] dlat_trans_time = 108.000000 ; default time in ticks to achieve dlat goal ; ************************************* ; CAR CLASS PARAMETERS ; ************************************* [GP] braking_efficiency_coeff = 0.80000 ; value * adj_traction_circle = max. decel ;braking_efficiency_coeff = 0.700 ; VALUE USED FOR LEARNING ALGORITHM nominal_max_accel = 0.006806 ; accel. in meters/tick^2 (1G = 0.007562) ;nominal_traction_circle = 0.0109649 ; same units as accel. (meters/tick^2) -- 1.45 * ONE_G nominal_traction_circle = 0.0111540 ; same units as accel. (meters/tick^2) -- 1.475 * ONE_G |
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09-10-2008, 04:35 AM | #42 |
Pro
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Re: With these big injuries...what do you do in Franchise?
I think this is a great idea, anything that brings more realism and helps mirror the NFL. This is the type of thinking from the in-charges of sports games that hardcore gamers have been hoping for.
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"Another brick in the house"- Lloyd Carr after Michigan's victory over the Washington Huskies in the 2002-2003 season. |
09-10-2008, 12:37 PM | #43 | ||||||||||||||||||||||||
Pro
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Re: With these big injuries...what do you do in Franchise?
There you go, that sums it up perfectly! |
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09-10-2008, 03:39 PM | #44 |
Rookie
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Re: With these big injuries...what do you do in Franchise?
It is an idea with merit, but I wouldn't use it and I am not sure it would be possible to implement, other than an option for a player to use or not. This game is played so many different ways for so many reasons. I echo the others who have said once a franchise starts, it's its own entity. Even though I actually play out my schedule on pace with the actual NFL (I played the two Monday night games on Monday night), I don't want the real world to impact my franchise outside of getting the rosters before I start. But after that, what happens in my franchise should be independent of the real NFL.
It also would prove problematic for those who play many seasons in a few months, as this feature would be impossible to use in these cases. And for those players, realistic mirroring of the NFL probably isn't even relevant, since the rookies coming in over those several seasons are fictional and already has separated their franchises from the National Football League they first assumed to emulate. But that does bring up a point. I have read that injuries don't impact Madden like they should, so maybe that is an issue that needs to be corrected. But regardless, let's look at Tom Brady. Is there ANYONE out there who didn't hear about it? Brady went down, it was news. But in Madden, how do know when a star (or a third-string special teams grunt, for that matter) goes down with an injury? NFL 2k5 is a gem in so many ways, and one of those I loved was the weekly Sportscenter. Chris Berman ran down last weeks scores and showed highlights, but even more important Trey Wingo ran down trades, free agent signings and injuries. As one who controlled all 32 teams, this was an incredible value, as I knew which teams I needed to address before the next week. Why can't we have something like this in Madden? They DID sign that exclusive contract with ESPN, didn't they? When are they actually going to use it?
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MLB 2007 The Show (PS3): Boston Red Sox NCAA '08 (PS3): Oregon Ducks Madden 2009 (PS3) College Hoops 2k8: Duke, Winston-Salem State |
09-10-2008, 04:12 PM | #45 |
Showtime
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Re: With these big injuries...what do you do in Franchise?
This is something I've been doing since we was able to control all 32 teams, my main reason was becuz I felt the injury in the overall game was lacking...I've went as far as making the win/loss record identical to real life aswhile as doing the FA period and the nfl draft(by position). By time the summer start I would do a couple season before the release of the new madden of course this was a CPU vs CPU franchise, I also had a franchise going as the eagles where I just played the game......anyway this is a great idea for an "option" becuz I'm older now and don't have time to do that stuff anymore lol......I would like to see other stuff fixed first tho, for example the IR
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09-10-2008, 04:50 PM | #46 |
MVP
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Re: With these big injuries...what do you do in Franchise?
I don't think this really works, as there's too many variables that come into play as you progress through your games.
As an earlier post mentioned, what if you play your games at a different rate then the real NFL? How do you resolve these injuries that happened during the real life week 1 and you're on week 7? Also, it would get kind of weird if say, you were playing as the Chiefs, week 1 against the Pats. You finish your game, no one's injured, but then, BOOM sunday rolls around and it turns out Brady gets injured in real life and then your franchise is updated that brady gets injured, but uh, not by you? You get where I'm going with this? Injuries are kind of like stats, in that you can't really "match" them to individuals' personal franchises on a week to week basis. Once you start a franchise, it really does turn immediately into this alternate world, that is different and specific to each individual player. My two cents... |
09-10-2008, 09:08 PM | #47 |
Banned
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Re: With these big injuries...what do you do in Franchise?
If im honest, i really don't think this is feasible ian. sorry to p*ss on your parade but i don't think pats fans wud play franchise mode if brady was out for the season, nor wud i if a.d was out for the vikes.
BUT... if this is possible, then surely you can do a roster rating update every week or 2 rather than every 2 or 3 months as previously?!?!?! i think that wud excite more madden fans than an injury update weekly. this wud obviously be more specific to rookies because older guys rarely improve to the point that they suprise us or you (madden ratings)...but say forte gets another 110 yds next week and week after, boost him to 88 then if it continues 92.... (much like you did with peterson last year but quicker cos the gap between nov and jan was too long). it's good to see chris johnson has got the boost from you guys (not sure why tho- he only rattled of 1 big run in preseason) but the fact that you increased his speed to 98 is admitting you did his rating wrong. there's nothing wrong with being wrong as long as you admit it and you have so well done. cj 4.24 was quicker than mcfadden 4.33 at combine but you failed to acknowlege this initially but within 3 weeks you have!!!! stuff like that it was the fans want. |
09-10-2008, 09:11 PM | #48 |
Rookie
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Re: With these big injuries...what do you do in Franchise?
To answer the OP's original question, whenever something major happens to my team in the NFL - sometimes I duplicate it in Madden, other times I don't. For instance, my fave team lost the starting WR for six weeks. I MIGHT sit him in Madden, just to have the experience of trying to win without a major weapon. However, being FORCED into that scenario may turn-off a great number of dudes.
I was curious as to how the Madden team would approach the "Live Stats" coming across some of the other EA titles this season, namely FIFA 09 and Live 09. I think it could work, but I share the opinion - it would have to be a seperate mode/option. I can see it fitting more into a "Play Now" type of game, with a "Live" option. I used to dig how in older Maddens, when you'd start up the game and go into "Play Now", your favorite team and their opponent for that week on the NFL schedule would be automatically selected for you. Maybe tie the "Live" scenarios of the league into that kinda stuff. I know you guys need a 'hook' every year to bring in new gamers. If there was an absolute need to implement some sort of "Live" tracking to the game, just to keep up with the digital Joneses, I'd lean towards you guys keeping it simple - at least until it matured. Personally, I'm more excited about the "List of 25" taking priority in development...better presentation and more realistic technique and gameplay. Usually the guys who are harcore enough to want to simulate their NFL season, injuries and all, will make the subs themselves - it may not be worth allocating major development resources to something very 'niche'. -SeventhWard |
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