Marauders -> RE: What Maximum-Football Could Have Been (4/22/2009 5:07:47 PM)
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-- No individual player identities/skills, other than names perhaps. All players created equal. I disagree with that one. For many leagues, fictional players can develop fictional lives of their own. It's nice to give players personality, and one is much more able to do so if players have differing stats. One problem with Maximum Football is that such a small percentage of the skill attributes numbers can actually be used. This was a concern of mine long ago, as I questioned David about the range in each attribute hat would be required for the game to work well. If all quarterbacks have to have a minimum 80 PSA, then that really only allows 20 points of the attribute to make a difference between QB's. Showing a 100 point range in the game really is meaningless, because the game will not play well under the minimum. Nevertheless, one can use JD's utility to set all players of any position to near or same attributes if that is what one would like. quote:
-- Stadiums of each type -- outdoor grass field, outdoor artificial field, indoor artificial field -- with associated possible weather conditions (that would affect play). As a Minnesota Vikings fan, I can honestly state that weather conditions have won or lost many games in football. Not having wind conditions that affect gameplay is an omission that should have been adressed. It was something that both the community and the beta team brought up from time to time. quote:
-- A set of default offense, defense, and special teams plays, playbooks, and gameplans (that actually work well). In my opinion, good playbooks and gameplans are critical to the success or failure of any computer football game. Just having a bunch of nonrelated plays thrown together in playbooks is not good enough. This is an area that I lobbied hard to correct for Maximum Football, but obviously, it was not a high priority development concern. It is an area where being good enough isn't really good enough and is a gameplan for a disaster. quote:
-- The ability to create new plays, playbooks, and game plans (with builtin AI buster restrictions). Maximum Football certainly has one of the best play creation tools ever released for a computer football game. quote:
-- A League Generator/Editor. Maximum Football has that. It is much better than the FBro and Madden league tools. One problem is that it is open ended, so game owners would try to create leagues with odd numbered teams that didn't match the schedule length and then complain about it. If the math doesn't work, there isn't much the game can do about it. quote:
-- A Schedule Generator/Editor. I tried to have this addressed, but schedule generation is not as simple as one would believe. There are many variables. That stated, myself and others were willing to provide several schedule types if the schedule tool had supported saving and loading of schedule templates. quote:
-- A Stats Database and Report Generator. The database is there, but it is not easy to use, and it is missing a few stats areas. The reports generator isn't where many computer football games are now. That's too bad, because it would be nice to see leagues show off more of what the game can do, but one can see that online leagues like Dreamteams's Metro Football League do display many stats for fans keeping up on records, scores, and statistics. quote:
-- Gameplay graphics would be relatively unimportant. X's and O's would be fine as long they accurately represented the actions of the offense and defense. That used to be fine, but team colors, uniforms, stadium graphics, and 3D play can add so much to the immersion into the game. There is no reason not to add them into any game that actually shows the plays rather than just posts text of the plays. quote:
Since I was (and still am) a mainframe computer application developer, I really didn't want to spend all my free time coding also. [;)] Did you get a chance to play Head Coach on UNIX? It became Professional Football Simulation on the Amiga.
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