lellow2011 wrote:
RLWJR wrote:
lellow2011 wrote:
Speaking of changes, I suggest getting rid of the formation sliders in the play calling matrix. A better system might be to be able to rate a play from 1-5 in how much you like it and thus increase the likely hood it would get called. Or allow us to create packages of plays that we could set to a certain percentage. The current play calling matrix seems convoluted and confusing, basically it makes it difficult to determine what your team is even going to run (this is even difficult for guys who have been playing this game for a while). It seems the only way to ensure certain plays get called is to use rules or to really trim down your playbook.
I don't have the option to down vote this idea, but if I did have the option I would down vote it.
What's to dislike about simplifying the play calling? For defense we are talking about 3 different set of sliders to determine what play will be called and then those may not even match the plays selected in the playbook. Perhaps you dislike my ideas for how to do it, but I think most can agree that the current system in place is messy at best.
The fact that it isn't a simple process is what makes it challenging. It's what seperates an owner who is a good strategist from one that just lets the AI do his game planning. Knowing how to maneuver the sliders, and how multiple plays from the same formation are going to affect your play selection is a skill.
If you are talking about an improvement to the way the UI is implemented, then for the most part I'm indifferent. If you are talking about removing even more strategy from the game, then I am whole heartedly against it. The last thing I want is for this game to degenerate to just a drafting sim.
For example, I believe that displaying the base ratings on players was a move in the wrong direction. Why even set up your own skill weights if the base rating is just provided for you? Yeah, you may want to tweak the numbers to better fit your game plan, but there is much less skill involved in that as opposed to not knowing exactly what the base rating is to begin with. Huge chunk of strategy went out the door on that one, so I'm not in favor of dumbing down the game planning, if that is what you are proposing.