jsid wrote:
I think the #1 right now is TOs, which you've mentioned you're going to change. However, I've seem a lot of people discussing the "rubber-band" effect in blow out games. Is there any changes planned to tone down the effect? What about an option to put in bench players in blowouts?
Hopefully the TO issues have all been resolved - that's one piece that I hope this release has in it. Please continue to post any TO issues that occur in MFN-1 because at this point I don't know of any that I haven't addressed.
The bench players is definitely on the docket, but won't be in the 0.3.1 version. The blowout logic (which only kicks in while one team is 22 points ahead of another and turns off as soon as that threshold is reset, mainly to prevent 82-3 type scores - and is nothing more than a tiny decrease in attribute values) will probably be removed with the ability to pull your starters when ahead. It will be interesting to see if removing the blowout logic solves it, part of me thinks that what happens is teams go into hurry-up and throw more, which is a greater risk/reward situation - and further, if you had a run-heavy game plan, your QB will be fresh meaning he'll be more effective against a tiring defense. So I don't think the "rubber-band" effect as you say is all from the blowout prevention logic. I may turn it off altogether even before giving you the ability to rest your starters with a big lead just to see what happens.