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Wear and Tear

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Old 12-22-2009, 08:48 AM   #1
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Wear and Tear

One hugely important factor missing in Franchise and online Franchise is the wear and tear players face during a long season.

It would be great if the amount of use over a season would tear down and hurt a players stamina as well as their overall effectiveness in key categories the more they play, exerting themselves the more the stay on the field.

For example if you rush a halfback 40 times a game for a season. A huge decline from game to game takes place because you are taxing that player not allowing him to rest enough for the next game.

Or if you use a corner in strickly tight man coverage all game it tires them out rather than if you put them in zone they have less area to cover and can stay strong and healthy longer.

It would bring another aspect to the game play when it comes to the overall scope of the season.

It is revelant cause it has been a question about teams going for perfect seasons several times where the question is asked to either play or rest for the playoffs.

Last edited by catcatch22; 12-22-2009 at 08:50 AM.
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Old 12-22-2009, 09:30 AM   #2
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Re: Wear and Tear

Again Head Coach 09 already started a system for this but madden was foolish enough not to implement it. It could obviously be more advanced by players with lower health perform at a lesser level because they arent as "fresh" but it was still a step in the right direction.

Quote:
Can you talk more about the wear and tear injury system?
Sure. Each player has been given health at 6 different body parts; left leg, right leg, left arm, right arm, torso and head. We track each time a player is hit during the games and subtract some health based on a number of different factors including the player’s current health, injury rating, severity of impact and their toughness rating. The lower a player’s health gets at each body part, the greater the chance that the next big hit could cause an injury, specific to that body part. So if Kurt Warner takes a huge hit to the head with his already low health there, he stands a really good chance of suffering a severe concussion. How quickly the player heals and is able to return to the lineup is based on their age and toughness rating. Keep an eye on your players as the season goes on…they can and will wear down.
http://www.pastapadre.com/2008/08/06...ad-coach-09-qa
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Old 12-22-2009, 10:02 AM   #3
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Re: Wear and Tear

Yes, extending fatigue game-to-game would be a great addition!
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Old 12-22-2009, 10:33 AM   #4
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Re: Wear and Tear

Another aspect they could add is that if a player does not play for a while or has not been in game action, their awareness dips cause of the lack of play and playing time.

However the problem with that is how would young players get better if they are not playing and not improving their awareness. A prime example would be Aaron Rogers stepping in after sitting for quite some time before being able to start and immediately having impact. Or maybe the awareness jumps up to a certain level after playing one or two games for guys that don't play often and then jump in.

Or even better maybe this only effects veterans more than young players. Young players progress as normal until they reach the tipping point age. While Veterans at that peak tipping point age need more playing time to stay ready with their awareness rather than a young player. As that player gets older his initial growth without playing time starts to go down, but if he is getting consistant playing time he maintains his skills though they may decline with age.

Thus a risk/reward situation develops when it comes to resting veterans for the long haul as opposed to playing them to keep them ready.

Obviously this aspect would be much harder to implement but I think it is something needed to counter the fatigue issue.

So just reasting a veteran is not good enough they still need to play to stay active.

Last edited by catcatch22; 12-22-2009 at 10:35 AM.
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Old 12-22-2009, 11:19 AM   #5
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Re: Wear and Tear

The second part I dont really track well with. Awareness is a stat that almost means nothing.

Quote:
Ian: Great question. In order to answer this best, I just did a full search in the code for the rating. Here are the areas in which AWR is used:

How quickly a defender can realize the ball is in the air to try and make a play
Chance to jump offsides or false start
Whether a defender tries to scoop-n-score or falls on a fumble in the correct situations
How quickly receivers get into “get open” mode after a route (and where they go)
Chance the WR recognizes the coverage & picks the “correct” option on an option route
How quickly OL can recognize and pick up new blitzing defenders
Chance for QB to predict a blitz and assign a hot route
When a QB will choose to tuck and run (scramble) if nothing is open
Chance a defender will try to strip the ball on a ballcarrier with bad carrying ratings
Chance a defender will attempt to get his hands up to tip a ball while engaged


There are quite a few more (mostly assigned to penalty chances), but this seemed like enough to give the general example of what it does. As you know, over the last few years we’ve added more ratings to handle the specific situations that occur most often – ratings like man coverage, zone coverage, press, release, etc. We did this so that we wouldn’t have one rating (like Awareness) that dictated so many aspects of gameplay.
http://www.gameshark.com/features/60...eloper-Q&A.htm

To effectively produce what you are suggesting, you would have to lower certain stats like zone/man coverage, play recog, and the like but realistically those stats normally dont change until a person is over the hill(40+ years old) The reason being those stats are taught skills(or instinct) that only require the mind to be quick and active and most good vet players still have a sharp mind until well after they retire. The mind is the last thing that slows down.

What should happen, is they should temporarily or even permanently lose physical stats like speed, strength, throw power, jump, stamina, ect ect. Most older players retire because their bodies cant physically keep up anymore(injuries, cant recover fast enough, lose the desire, ect ect) but not because they lose the intangibles of the game.

Last edited by Glorious Arc; 12-22-2009 at 11:23 AM.
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Old 12-22-2009, 12:38 PM   #6
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Re: Wear and Tear

Quote:
Originally Posted by GlennN
Yes, extending fatigue game-to-game would be a great addition!
Yes, it would be a great idea... years ago. This is a prime example of a feature that would of been in the game if there was another football game on the market. There is no other excuse I can think of as to why this is not in the game already.

MVP Baseball 2005 had this feature!
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Old 12-22-2009, 01:09 PM   #7
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Re: Wear and Tear

As awesome as these things would be... I think other features should be added first, or improved first.
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Old 12-22-2009, 01:27 PM   #8
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Re: Wear and Tear

Quote:
Another aspect they could add is that if a player does not play for a while or has not been in game action, their awareness dips cause of the lack of play and playing time.
Just because they aren't playing doesn't mean they aren't practicing...
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