Okay I am going to use this thread in order to try and detail what AI I would like to see in future Maddens. This is going off of what I said in the "with these big injuries" thread that Ian started.
Now I am going to start this off with a quick sample of what I've got done so far... just injuries as of now. I will keep this thread updated... hopefully this will help someone.
Injury Behavior: How often injuries are created, how long they affect the player, how it affects the player. Injury chance: The chance of a certain injury. Based on a 100 percentage scale. These numbers would have to add up to 100.
Head: How often this body part gets hurt.
Neck: How often this body part gets hurt.
Shoulders: How often this body part gets hurt.
Arm: How often this body part gets hurt.
Chest: How often this body part gets hurt.
Stomach: How often this body part gets hurt.
Back: How often this body part gets hurt.
Hip: How often this body part gets hurt.
Leg: How often this body part gets hurt.
Foot: How often this body part gets hurt. EXAMPLE OF WHAT IT WOULD LOOK LIKE: numbers are strictly examples and not made out to be exact information taken from anywhere.
Head: 5
Neck: 3
Shoulders: 17
Arm: 20
Chest: 10
Stomach: 2
Back: 17
Hip: 3
Leg: 7
Foot: 16 Injury Type: Type of injury.
Arm: These will add up to 100 as well.
Strain: 8
Bruise: 75
Severe Bruise: 14
Broken: 2
Fracture: 1
Injury Effects: How the injury will affect the player. Head: How a head injury will affect players abilities.
Concussion: 98, 98% of players attributes will be lost.
Arm: How a arm injury will affect players abilities.
Strain: 3, 3% loss.
Bruise: 1, 1% loss
Severe Bruise: 5, 5% loss
Injury Length: How long injuries will last. Based on severity of injury.
Arm: How long injuries in this body part will last.
Bruise:
And so forth…
Now this is just a percentage of each injury, so if a players gets injured it will go into this and see the percentages and take what is most likely to happen.
So in this case player A has a rating of 90 injury, meaning that 90% of the time he is vunerable of getting hurt. I prefer a backwards scale for injury, 0 meaning that you have no chance of getting hurt.
So back to point, Player A has an injury rating of 90, he gets hurt in game, the CPU will look at the chance of injury types and takes from the percentages, so in this case the most likely injury to occur is to the arm (20%) so lets just say that he gets an arm injury. It will then go into the next category which is injury type for that specific part, it will go into arm and from there you will have your injury types, again it will select from the percentages, so in this case he has an arm injury and it will most likely select bruise (75%). So on and so forth…
Now this is just an example, I would keep going on this but I do have to go to work and will continue my AI update on my own and will keep posting it as I go. I will go into depth on AI parameters that I would like to see in the game.
Please discuss…