Post by Rob on Nov 6, 2015 12:29:44 GMT -5
Hey fellas, I'd especially like to have Dax's input on this as well.
I'd like to propose an idea and get peoples opinions as I've been trying to think of a way we can train and *specialize* on a player but remain very limited on the way we can perceive this.
For some players we're seeing attributes drop considerably in a matter of a few months as we receive our development reports, And the game currently doesn't allow any type of specialization to focus on just "one" strength. Now, I'd like to present the idea that every single team in a Month of ingame play has a bank that builds *one* attribute distribution point (contracted players only) that can be given to a player but not exceeding a maximum of 13 in any particular skill.
So we're talking on the 1st of every single month but limited to ONLY the months of (September-April) we can add one point to any players skill but not exceeding 13 in any skill whatsoever. So essentially we will only have 8 points to spend per season to help players "train and specialize" in attributes but not exceeding an very average base of 13. I feel this would help "specially" train players but not exceeding the way the game develops players, and ruining the way the game develops on its own.
Example:
Say I wanted a certain player to play more physical, I would have him training in the physical template in training and depending on my assistants to help him gain attributes directed to this portion of the game.
But instead a month later this particular player doesn't gain a "hitting" skill which Im aiming for him to do but receives a "stamina" skill that really doesn't pertain to what I'd like for him to be working on. If this "hitting" skill was 12 I'd be able to add the point to his hitting thus bumping it to the max allowed rule of 13, If this "hitting" rating was 13 or higher, I CANNOT spend that attribute point on his hitting so perhaps adding to his "bravery" of 11 and making it 12 will certainly help this particular player shape into the checker I would like for him to become.
Again its just an idea and will add to an already busy workload but it sounds feasible to me, others might find flaws in this idea or just hate the whole concept of it altogether lmao!
I'd like to propose an idea and get peoples opinions as I've been trying to think of a way we can train and *specialize* on a player but remain very limited on the way we can perceive this.
For some players we're seeing attributes drop considerably in a matter of a few months as we receive our development reports, And the game currently doesn't allow any type of specialization to focus on just "one" strength. Now, I'd like to present the idea that every single team in a Month of ingame play has a bank that builds *one* attribute distribution point (contracted players only) that can be given to a player but not exceeding a maximum of 13 in any particular skill.
So we're talking on the 1st of every single month but limited to ONLY the months of (September-April) we can add one point to any players skill but not exceeding 13 in any skill whatsoever. So essentially we will only have 8 points to spend per season to help players "train and specialize" in attributes but not exceeding an very average base of 13. I feel this would help "specially" train players but not exceeding the way the game develops players, and ruining the way the game develops on its own.
Example:
Say I wanted a certain player to play more physical, I would have him training in the physical template in training and depending on my assistants to help him gain attributes directed to this portion of the game.
But instead a month later this particular player doesn't gain a "hitting" skill which Im aiming for him to do but receives a "stamina" skill that really doesn't pertain to what I'd like for him to be working on. If this "hitting" skill was 12 I'd be able to add the point to his hitting thus bumping it to the max allowed rule of 13, If this "hitting" rating was 13 or higher, I CANNOT spend that attribute point on his hitting so perhaps adding to his "bravery" of 11 and making it 12 will certainly help this particular player shape into the checker I would like for him to become.
Again its just an idea and will add to an already busy workload but it sounds feasible to me, others might find flaws in this idea or just hate the whole concept of it altogether lmao!