01-28-2008, 02:51 PM
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#52
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MVP
OVR: 11
Join Date: Dec 2006
Location: Minnesota
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Re: ***Official Backbreaker Thread***
Yeah, they really didn't talk about the passing system which is a little disappointing, but I love what they did talk about. It really shows they are dedicated to making it a complete next-gen experience and not just "a tech demo."
http://forum.backbreakergame.com/showthread.php?t=238 Thats a link to the attribute poll which the developers put out for community input on which system we thought was best. The "Blend" system was most voted for, sounds pretty interesting.
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Backbreaker Fans,
Recently on the forum, a very interesting debate took place about which player value and attribute system would work best in Backbreaker. Based on this discussion we have organized this poll to engage your thoughts on the best way to structure Backbreaker. Please vote once on your most desired system, and explain why you chose that system below. While the following are only a handful of ideas, we continue to try to think ‘outside the box,’ and we invite you to help us in our quest to find the best system, which may be something yet to be discovered. Please continue to add your ideas and opinions and to challenge us and yourselves. Lastly, while we will continue to absorb your input, we cannot make any promises that any particular system will be used.
Systems
Number system: This system, as commonly used in other games, breaks down a variety of athletic and position specific attributes and ranks them 1-100.
Special Skills/Deficiencies: This system does not include numbers, but shows where a player may excel at a specific skill (ex. Lock-down corner, runs crisp routes, pancake blocker, cannon for an arm, etc.) or be deficient at a certain skill (ex. Slow feet, poor in man coverage, etc.). Players are identified with icons on the field to help identify potential mismatches.
Combine Testing Scores: This system uses testing scores from a variety of commonly used tests in pre-season training/testing and combine tests (such as vertical leap, 40-yard dash time, pro agility time, bench-press reps of 225 lbs in 30 seconds, etc.) From these tests, as well as position-specific training exercises, one identifies and grades their players’ athletic abilities and skills. Thus, one is forced to evaluate their own players.
Combo: This system involves using one rating, an overall rating of a player, and also incorporates the special skills/deficiencies identifier/icons. It shows the overall value of a player as well as what they do extremely well or poorly.
Blend: This system involves taking a handful of athletic/mental and position-specific attributes. An example for a quarterback would be speed, agility, strength, and concentration (athletic/mental attributes). Then arm strength and passing accuracy (position-specific attributes). These six attributes will each be given a value (1-100 or 1-10 or 5 stars, etc.). Attributes would combine to create special skills as well. For instance, a quarterback with high speed, agility, and concentration ratings may be a great "scrambler." Furthermore, a quarterback with a very high passing accuracy rating might have be a "bull's eye" quarterback. These special skills would be identified through icons on the field.
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