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Originally Posted by LBzrule |
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One, I don't presuppose that it is easy per se. But second, just about everything that is being advocated for in this thread has been done before under some capacity in different games. All I'm asking is for the expansion of those things. Take auto-motion defense for instance. It was in NFL 2k1-2k4 (moreso in some of those games than others). All that is being said here is expand on that idea. In those games it was not user controlled. What's so hard about focus/chip blocking? They have a focus feature on defense already in the game? Is it really that uber difficult for them to write code for a system in which we can get our backs and TE's that we keep in to focus and chip block specific players? What is so hard about tweaking the pass rush angles of defensive linemen and blitzers so that they attack gaps instead of going everywhere or allowing the offensive linemen to determine where they can go? The biggest question I would ask is if it is hard for them or has it just not been a priority? Pass rush moves = motion capture, for one. A system that uses these moves might be a bit sophisticated the way I described it, but I'm not sure.
What could be so hard about an explosiveness rating and pass rush rating, when explosiveness = a rating that controls jump the snap, which was something already in the game, that was one time user controlled. A pass rush rating would only be a rating to govern different speeds. Would it really be that difficult to tweak the slide protection to where only the Center and the players lined up toward the slide side, slide, and the backside players are big on big? I know in my questioning I shouldn't presume since we haven't heard from Ian on this. So let me step back from my presumptions for a moment and I'd ask you to do the same and let's ask:
Ian if you have read any of the ideas in this thread, are they difficult ideas for your programmers to implement? What challenges do any of these ideas bring on the development side?
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Great ideas LB. The biggest hindrance to your ideas is the pass blocking engine will need to be completely re-written. The current animation system doesn't support double teams, passing off defenders or partially blocking a defender that's engaged with another blocker (aka chip blocking).
In order for this to work all sucking blocking will have to be eliminated which will not be easy since it's a core part of the blocking engine. That's in addition to all the new AI that would have to be written.
Considering that 09 still doesn't have any sense of a real passing pocket I estimate your ideas are at least 2 - 3 years away from seeing light of day. Next year we'll be lucky just to get a real pocket with DEs that take proper rushing angles and don't get sucked into the OT every time.