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Originally Posted by billsmetalbooze |
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not a bad thought. i've also thought about how to make low AWR impact the user-controlled player.
for example, i thought for a user QB with low awareness, there could be a small time "penalty" that you have to wait for before the QB throws. this would kinda simulate the indecision a rookie QB with poor Awareness has: he reads the field slower. so, when you press a button to throw to a WR, you have to wait a slit second or something. if you Awareness is 50, you wait 1 second, if it's 60 you wait .8 seconds, if it's 70 you wait .5 seconds, etc.
same with running backs: you don't cut and change direction instantly to correspond with the backs lack of "reading" the field.
it's not realistic to take a player with great physical skills but poor awareness and make him play like an All Pro player.
my $.02. i know most will not like it as they like how easy it is to get a guy with low Awareness as it lowers the overall rating and makes him easier to trade for, draft, etc.
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I like your thinking. I had wondered how to get a low awr effect to user controlled players. What are your ideas say for user controlled defenders? I guess you could implement the same concept that they react a little slower. But how would this impact gameplay. if a tackler has even that slight delay would they miss tackles every time do you think?