New Registrations Explanations

Discussion in 'Seasonal Rugby' started by Eds, Dec 28, 2009.

  1. Eds E Ames

    Reading this lot could well give you an advantage in making sure you do a good rego, which will result in you doing better in the sim. So I recommend you read it.

    The first part is simple, forum name and simming name.

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    Inside the red circle, you can see it says Position, Points and Shirt Number. The positions that you can choose from are listed at the bottom of the page, here:

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    The number of points that you put on a certain position affects how well you can play that position. For example, if somebody put 60 points on Crash Ball Centre and 40 on Agile Winger, then 60% of his stats will be generated by Crash Ball Centre and 40% by Agile Winger. Obviously there are many other things that affect the stats as well.

    The shirt number is basically only for Props, Second Rowers, Flankers, Centres and Wingers. Here is a brief explanation of what the different areas of these positions do.

    Props - #1 and #3
    The loosehead prop (#1) differs from the tighthead prop (#3) in being more agile and involved more in the loose, and generally better outside of set pieces and rucks and mauls. The loosehead will be better with ball in hand, and general play. The tighthead will have an advantage at set pieces, though, and also rucks and mauls.

    Second Rowers - #4 and #5
    Yes, I've decided it would be nice to seperate the Second Rowers. The difference between the two is a fairly small one though. The #5 will generally receive more ball at the lineouts and the #4 will be better at scrums.

    Flankers - #6 and #7
    These are the two that probably differ the most. The blindside flanker (#6) will generally be bigger and stronger and play more of a part in defence. The openside flanker (#7) will be better with the ball in hand and will play a much bigger role in attack than the blindside flanker. Also, the blindside flanker will generally be more influencial at set pieces with the openside having more effect in general play.

    Centres - #12 and #13
    No real difference between these two at all. They will both do a very similar job. The only difference is, the inside centre (#12) will generally be more like a playmaker than the outside centre (#13). The outside centre will generally be a better runner, and the #12 will be a bit more like the Fly Half.

    Wingers - #11 and #14
    The same as centres, really. No difference at all between these two.

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    There is the Attacking/Defending/Goal Kicking/Tactical Kicking points allocation section. This is fairly obvious, and you can pretty much tell what putting points on these will do. The maximum is 100 for Attacking and maximum is 100 for Defending. You get 100 points to spend on Attacking and Defending. Then, if you are a fly half primarily, you get an extra 14 points to spend on kicking. If you're a full back primarily, you get an extra 12 points to spen on kicking. If your a scrum half, you get an extra 10 points to spend on kicking. And if your a winger of a centre primarily, you get an extra 5 points to spend on kicking.

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    Below is a brief explanation on what each of the Special Abilities do and how they effect your rego.

    Super Fit - Increases Stamina skill.
    Sticky Hands - Increases Handling skill.
    Awesome Kick Catching - Increases Kick Catching skill.
    Bullet Pass - Increases Passing skill.
    High Jumper - Increases Jumping skill.
    Lightning Speed - Increases Speed skill.
    Electric Side Step - Increases Side Step skill.
    Super Strength - Increases Strength skill.
    Godly Technique - Increases Technique skill.
    Crash Ball Expert - Increases Crash Ball skill.
    Attacking Guru - Increases Wide Attack skill.
    Offloading Master - Increases Offloading skill.
    Fringe Defensive Brilliance - Increases Tight Defense skill.
    Wide Defense God - Increases Wide Defense skill.
    Rucking Demon - Increases Rucking skill.
    Mauling Expert - Increases Mauling skill.
    Explosive Punter - Increases Tactical Kicking skill.
    Huge Conversion Kicker - Increases Goal Kicking skill.
     
    Last edited: Dec 30, 2009
  2. BoyBlunder BOY Blunder

    Place kicking and conversion kicking not the same thing?
     
  3. Eds E Ames

    Needed to think of a new name for kicking out of hand.
     
  4. BoyBlunder BOY Blunder

    I also think the way the points system works doesnt take into account the fact that flyhalf should be really good at all 4 stats, and a fullback 3 of them. Whereas a prop needs no kicking attributes.

    Maybe have the kicking stats seperate completely, and have say a maximum of 20 or 30 points there and 100 points between attack and defend, but only backs get to put points in kicking?

    If someone wanted to be a really good kicker with 20, 20 in kicking they can take points out of their normal attributes and put them into kicking, but not vice versa.

    Looks good apart from that though.
     
  5. Escath LE Schaw

    Interesting.
     
  6. Eds E Ames

    Anything to add?
     
  7. Escath LE Schaw

    Yes. Should clarify that the fullback is jersey number 15, and not 1, as some of these people may think.
     
  8. SmellyStuff MP Chung

    Looks good.
     
  9. Eds E Ames

    It does say the prop is #1 tbh.
     
  10. Escath LE Schaw

    Hooker = 2 as opposed to 9?
     
  11. Eds E Ames

    Well they know now.
     
  12. Eddie EI Morris

    Now to open the regos ;) ...
     
  13. HeathDavisSpeed HT Davis

    Looks good. Glad to see tighthead/loosehead and blindside/openside split out.
     
  14. CCG C Golding

    The Technique stat, is that overall for everything or just scrums or something? Cos if you had godly technique you could just be awesome at everything...
     
  15. Eds E Ames

    Nah, it is mainly for ball winning.
     
  16. CCG C Golding

    So, as you're saying that a 12 and 13 aren't different, you're essentially saying the transition from a Fly Half to an Outside Centre is just as easy as moving to Inside, which we know isn't the case as most 10s only move to 12. Sorry for being picky, but this is the kinda situation i'm in with my rego :p
     
  17. SmellyStuff MP Chung

    Ugh, not sure whether to go Rucking Demon or Godly Technique now. :(
     
  18. Luffers JRE Luffman

    The only problem I can see is that anyone who needs to be able to kick well. IE 9/10/15 will be held back by the fact that they only have 100 points. Whilst back rowers and 13's/ wingers who won't really need it will be able to put almost the full maximum on the attacking/defending stats.

    What I would do is give everyone 100 points for Attack/defence and then all backs have 20 points for kicking.

    However any back can choose to allocate some of his attack/defence points to kicking. This will maintain the balance between kicking flyhalfs and handling flyhalfs and allow them to stay at a similar level to everyone else.

    Also it will be more realistic as nearly every back in pro rugby is at a certain standard of kicking, but some are better than others.
     
  19. CCG C Golding

    AW Luffers, it does have limitations TBF in terms of kicking. A 10 is always going to have almost a 50 50 attack/defence split (notice I said almost) and then be able to kick.
     
  20. stupersteve03 SJ Cambridge

    It is looking good, but I would differentiate a bit more between Inside centre and outside centre. And also I agree with luffers to an extent with the kicking... although I'm not entirely sure how it would work best.
     

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