Post by kjinx101 on Mar 27, 2016 18:56:23 GMT
After seeing the animations video, I excited to see some new mechanics making their debut in axis football 2k16
Thanks to abugaj 's videos (He's "Dollar Junior" on youtube) and thread (here: axisgames.proboards.com/thread/10/game-play-improvements-focused-on ) I got to thinking on ways the player and AI can use moves previewed in animations to make a convincing game (especially with longer games being added).
So we know that we'll probably have more simple Jukes, stiff-arms, spins, dives, and on special teams we'll even have field goal blocks! [YES FINALLY] These alone make me happy. But if the Devs get the time or haven't though of this yet (which they may have) I'll just share my thoughts on a little extra that could take it all a bit farther.
Sprint/Afturburn - maybe a once-per-play move that all players/ai can use that gives them a sudden increase in speed for maybe 2 seconds followed by a slow decrease over another 4 seconds back to normal speed. (This would be very interesting if sprint-speed, and sprint-decrease-time were mod-able features that changes for individual players. It could be used even more effectively if these two things changed or had general ranges based on position, like longer decrease time for safeties and corners, and faster sprint speed-wise, but a much quicker decrease time for RB) Also, for RB this could maybe make them harder to tackle while in use but it'd be very short, so not OP. Edit: So that would make 3 mod-able variables that would affect sprinting for different position: Sprint-speed, Speed-Decrease-Time, and Tackle-Break-%. That would make running plays MUCH more useful; especially if the user can have a chance to sprint through a couple of tackles (like for 1.5 seconds) and pick up a good 3 or 4 yards (maybe more). And running plays like Leads, tosses, and punches would have a much lower chance of getting you 2 to negative yards with good plays: like if defense does a zone and RB punches you should get around 6 yards. Or if defense run-commits and you toss, you should pick up four or more (though, certain toss plays I can't recall right now already get you 6+ yards 50% of the time). Basically what I'm saying is I think sprinting/trucking can also be useful in getting the RB good yardage, and more realistically, if he breaks through the line and gets a first or close [after sprinting], the corners/safeties should be fast and powerful enough to take him down [especially when sprinting so it'd be good for defense, too].
Back-juke - I'm not sure if I saw this in that long string of moves in that one animation but if sprints used momentum this would be a great counter against sprints if you give them that purpose. The only thing we'd have to make sure with this is that it would not be an exploitable feature (like it would only give you a TD if you have one man to beat [hopefully not often], but if 2 defenders are coming at you, you only pick-up around 3-6 yards)
Abugaj, whom I mentioned above made a video and post about the defenders running at a slanted angle to catch the (for this example) WR. But they are not running at the ball; they are running at a point a certain distance in front of the ball where they believe they can catch the receiver. This is best explained here www.youtube.com/watch?v=CJ7ORkIgiy0 on his video. Something you may notice is that in the madden clip, the defender sprints a little faster when he's a certain distance from the receiver. It would be great for player and AI to have the ability as a defender to sprint to catch the receiver. And maybe for defenders to be faster in general.
Another thing I saw in the madden scenario in the video above was an opportunity for the WR to backjuke and have a slight chance to stay in bounds (if #32 wasn't so close and the angle was more turned out). Then he could've gotten a couple more yards before #32 would have caught up and tackled him. Just a thought.
I know this may not be possible yet but I'd love to just get the idea out, thanx. What are your thoughts?
Thanks to abugaj 's videos (He's "Dollar Junior" on youtube) and thread (here: axisgames.proboards.com/thread/10/game-play-improvements-focused-on ) I got to thinking on ways the player and AI can use moves previewed in animations to make a convincing game (especially with longer games being added).
So we know that we'll probably have more simple Jukes, stiff-arms, spins, dives, and on special teams we'll even have field goal blocks! [YES FINALLY] These alone make me happy. But if the Devs get the time or haven't though of this yet (which they may have) I'll just share my thoughts on a little extra that could take it all a bit farther.
Sprint/Afturburn - maybe a once-per-play move that all players/ai can use that gives them a sudden increase in speed for maybe 2 seconds followed by a slow decrease over another 4 seconds back to normal speed. (This would be very interesting if sprint-speed, and sprint-decrease-time were mod-able features that changes for individual players. It could be used even more effectively if these two things changed or had general ranges based on position, like longer decrease time for safeties and corners, and faster sprint speed-wise, but a much quicker decrease time for RB) Also, for RB this could maybe make them harder to tackle while in use but it'd be very short, so not OP. Edit: So that would make 3 mod-able variables that would affect sprinting for different position: Sprint-speed, Speed-Decrease-Time, and Tackle-Break-%. That would make running plays MUCH more useful; especially if the user can have a chance to sprint through a couple of tackles (like for 1.5 seconds) and pick up a good 3 or 4 yards (maybe more). And running plays like Leads, tosses, and punches would have a much lower chance of getting you 2 to negative yards with good plays: like if defense does a zone and RB punches you should get around 6 yards. Or if defense run-commits and you toss, you should pick up four or more (though, certain toss plays I can't recall right now already get you 6+ yards 50% of the time). Basically what I'm saying is I think sprinting/trucking can also be useful in getting the RB good yardage, and more realistically, if he breaks through the line and gets a first or close [after sprinting], the corners/safeties should be fast and powerful enough to take him down [especially when sprinting so it'd be good for defense, too].
Back-juke - I'm not sure if I saw this in that long string of moves in that one animation but if sprints used momentum this would be a great counter against sprints if you give them that purpose. The only thing we'd have to make sure with this is that it would not be an exploitable feature (like it would only give you a TD if you have one man to beat [hopefully not often], but if 2 defenders are coming at you, you only pick-up around 3-6 yards)
Abugaj, whom I mentioned above made a video and post about the defenders running at a slanted angle to catch the (for this example) WR. But they are not running at the ball; they are running at a point a certain distance in front of the ball where they believe they can catch the receiver. This is best explained here www.youtube.com/watch?v=CJ7ORkIgiy0 on his video. Something you may notice is that in the madden clip, the defender sprints a little faster when he's a certain distance from the receiver. It would be great for player and AI to have the ability as a defender to sprint to catch the receiver. And maybe for defenders to be faster in general.
Another thing I saw in the madden scenario in the video above was an opportunity for the WR to backjuke and have a slight chance to stay in bounds (if #32 wasn't so close and the angle was more turned out). Then he could've gotten a couple more yards before #32 would have caught up and tackled him. Just a thought.
I know this may not be possible yet but I'd love to just get the idea out, thanx. What are your thoughts?