RLSim 2.0

Discussion in 'CribbSim Rugby League' started by Flack, May 15, 2009.

  1. Flack SA Flack

    I think he means the one a pommy guy was making recently, not NRLM.

    Edit: And NRLM isn't on my list at all, scrapped due to legal difficulties.
     
    Last edited: May 15, 2009
  2. Fungus K Fung

    Sounds like a gun idea.

    An option to play freely, through the middle of the field, spread it out wide etc? Prob already been mentioned.
     
  3. MatthewJay TA Miokovic

    Sounds like a much better idea.
     
  4. Hybrid A Kolar

    Decent idea.
     
  5. Boobidy BJ Gemmell

    This will be finished after Rob's top 50 NRL players, IMO.
     
  6. Benny BS Read

    I think it would be awesome to be able to right into your tactics the ability to utilise the skill of certain players.

    e.g I would like my halves to take over the organisation and control of the play later in the tackle count when I'm looking for some play with wider runners and backline movements. So the sim could be coded to have a percentage of organisation between the hooker and halves.

    like 1st tackle 9 = 80%
    6 & 7 = 20%
    4th Tackle 9 = 25%
    6 & 7 = 75%

    Defensive structure like teams which work harder on quick line speed and coming up and in as opposed to a tactic of keeping a steady even line and sliding with good communication could be great.

    I'd also like to be able to have your kickers have some designated targets within their side for aerial kicks. e.g how Folau and Monaghan are constantly provided with attacking marking contests by their halves.


    I really dont know how feasible this is but the ability to have some possible set moves for attacking scrums or penalties would be ****ing awesome even if they are simple and the effectivity of your set plays could be effected by the team stability of your lineup so say for every game you 170 points - 10 from each player in the lineup. If the next round you make two changes either positionally or player wise you would gain only 150 points instead and the higher your accumulated rating the better your set moves perform. this may be too in depth but would be awesome, this same sort of system could be joined with a rating of your halves organisational skills to gauge the level of skill we to play to a structure in all play.
     
  7. Notsure SM Green

    Most of this stuff seems too specific to me and would just take too much effort to implement. General tactics are a good idea but I think specific things will just be too tough.
     
  8. Hybrid A Kolar

    Can what Benny is suggesting even be implemented?
     

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