Variable skill cost
Posted: Thu Jan 21, 2010 3:26 am
NOTE: for lazy people that think this is a wall of text, skip to the end for the conclusion ... that might get you to want to read the reasoning (bold text at the bottom of this post)
This is more like a general observation and something that might spark some ideas that make the skill aspect of the game better (I hope).
Ok, lets start by assuming that skills have two spheres of influence: offensive and defensive
/Leaving out extraordinary skills as they can't be selected by level ups
By category:
General:
Offensive: Block, dauntless, dirty player, frenzy, kick-off return, pro, strip ball, tackle, wrestle
Defensive: Block, fend, kick, pass block, shadowing, sure hands, tackle, wrestle
Skills that are both offensive and defensive: Block, tackle, wrestle
Agility:
Offensive: Catch, diving catch, Dodge, jump up, leap, sneaky git, sprint, sure feet
Defensive: Diving tackle, dodge, side step
Skills that are both offensive and defensive: dodge
Passing:
Offensive: Accurate, dump-off, HMP, Leader, NOS, Pass, Safe throw
Defensive: Dump off (which in turn makes pass and safe throw defensive too), NOS
Skills that are both offensive and defensive: Dump off, NOS
Strength:
Offensive: Break tackle, grab, guard, juggernaut, mighty blow, multiple block, piling on, strong arm
Defensive: guard, stand firm, thick skull
Skills that are both offensive and defensive: Guard
Mutation
Offensive: Big hand, claw, extra arms, horns, tentacles, two heads, VLL
Defensive: disturbing presence, foul appearance, prehensile tail, tentacles, (too obscure to include VLL here just for defending against safe throw)
Skills that are both offensive and defensive: tentacles
Another aspect of skills is the number of times they are used: Per action, per drive, per game.
By category:
General:
Block: 2x action (offense and defense)
dauntless: 1x action (diminished value if you are not targeting high ST players)
dirty player: 1x action
frenzy: 1x action
kick-off return: 1x drive
pro: 1x action
strip ball: 1x drive (sometimes multiple, sometimes never)
tackle: 2x action (offense and defense - but diminished if not used against dodge players)
wrestle: 2x action
fend: 1x action
kick. 1x drive
pass block: 1x drive (diminished value if not against passing plays)
shadowing 1x action ("forcing" the opponents action)
sure hands: 1x drive (increased value against strip ball)
Agility:
Catch: 1x drive
diving catch: 1x game (1x drive if you have HMP)
Dodge: 2x action (offense and defense)
jump up: 1x action
leap: 1x drive (1x action if you have AG4+VLL or AG5)
sneaky git: 1x action
sprint: 1x drive (1x action if sure feet too, diminished value though)
sure feet: 1x action
Diving tackle: 1x action (forcing the opponents options)
side step: 1x action
Passing:
Accurate: 1x drive
dump-off: 1x drive
HMP: 1x game
Leader: 2x game
NOS: 1x drive
Pass: 1x drive
Safe throw: 1x drive
Strength:
Break tackle: 1x action
grab: 1x action
guard: 2x action (if not more)
juggernaut: 1x drive
mighty blow: 1x action
multiple block: 1x drive (1x action on high ST players)
piling on: 1x action (diminished value though because of forcing blitz to use every turn)
strong arm: 1x drive
stand firm: 1x action
thick skull: 1x game
Mutation
Big hand: 1x drive
claw: 1x action
extra arms: 1x drive
horns: 1x action
tentacles: 1x action (forcing the opponents option)
two heads: 1x drive
VLL: 1x game (1x action with leap)
disturbing presence: 1x drive
foul appearance: 1x action
prehensile tail: 1x action (forcing the opponents option)
So, grouping by "usefulness"
2x action: Block, guard, wrestle, dodge, tackle (dodge and tackle go hand in hand here)
1x action: Dauntless, dirty player, frenzy, pro, fend, shadowing, jump up, sneaky git, leap, sprint, sure feet, diving tackle, side step, break tackle, grab, mighty blow, piling on, stand firm, claw, horns, tentacles, VLL, foul appearance, prehensile tail, multiple block
1x drive: two heads, extra arms, pass, accurate, safe throw, strong arm, multiple block, juggernaut, dump off, NOS, leap, sprint, kick-off return, strip ball, kick, pass block, sure hands
x game: Leader, diving catch, thick skull, HMP
Then there are skills that deal with freeing/securing the ball:
Securing the ball: Block, dodge, sure hands, side step, fend, dump-off, foul appearance
Freeing the ball: Block, wrestle, tackle, strip ball, dauntless, frenzy
Right, this isn't the definitive description of course ... just my observation. With this in mind its easy to see why skills like block, guard and dodge are commonly picked skills ... they are useful in most situations that present themselves in the game.
So, a logical question is: why are skills like block and guard equally valuable in TV as thick skull and kick-off return despite their obvious difference in effectiveness.
The answer should of course by that they aren't equally valuable. This leads to a split in the skill categories. At least two value sets in each category, for example:
General:
20k skills: Block, Dirty player, Fend, Frenzy, Tackle, Wrestle
10k skills: Dauntless, Kick, Kick-off return, pass block, pro, shadowing, strip ball, sure hands
Agility:
20k skills: Dodge, Sneaky git, Jump up, diving tackle, sure feet, side step
10k skills: catch, diving catch, leap, sprint
Passing:
20k skills: Dump off, NOS
10k skills: pass, accurate, HMP, Leader, Safe throw
Strength:
20k skills: break tackle, grab, guard, mighty blow, piling on, stand firm
10k skills: juggernaut, multiple block, strong arm, thick skull
Mutation:
20k skills: claw, foul appearance, horns, prehensile tail, tentacles
10k skills: big hand, disturbing presence, extra arms, two heads, VLL
Ok, this means that if a player can for example get GS on normal rolls and APM on double (storm vermin) then (double categories cost a base of +10TV more):
10k GS skills will cost +10TV
20k GS skills will cost +20TV
10k APM skills will cost +20TV
20k APM skills will cost +30TV
The option here is to select "worse" normal/double skills ... the "worse" normal skills increase your TV less than a skill increase generally does and a "worse" double skill is an option to get instead of a normal "good" skill without sacrificing TV (you still need a double to get the skill)
... so, if you made it this far and still understand what I am trying to accomplish... thank you.
This is more like a general observation and something that might spark some ideas that make the skill aspect of the game better (I hope).
Ok, lets start by assuming that skills have two spheres of influence: offensive and defensive
/Leaving out extraordinary skills as they can't be selected by level ups
By category:
General:
Offensive: Block, dauntless, dirty player, frenzy, kick-off return, pro, strip ball, tackle, wrestle
Defensive: Block, fend, kick, pass block, shadowing, sure hands, tackle, wrestle
Skills that are both offensive and defensive: Block, tackle, wrestle
Agility:
Offensive: Catch, diving catch, Dodge, jump up, leap, sneaky git, sprint, sure feet
Defensive: Diving tackle, dodge, side step
Skills that are both offensive and defensive: dodge
Passing:
Offensive: Accurate, dump-off, HMP, Leader, NOS, Pass, Safe throw
Defensive: Dump off (which in turn makes pass and safe throw defensive too), NOS
Skills that are both offensive and defensive: Dump off, NOS
Strength:
Offensive: Break tackle, grab, guard, juggernaut, mighty blow, multiple block, piling on, strong arm
Defensive: guard, stand firm, thick skull
Skills that are both offensive and defensive: Guard
Mutation
Offensive: Big hand, claw, extra arms, horns, tentacles, two heads, VLL
Defensive: disturbing presence, foul appearance, prehensile tail, tentacles, (too obscure to include VLL here just for defending against safe throw)
Skills that are both offensive and defensive: tentacles
Another aspect of skills is the number of times they are used: Per action, per drive, per game.
By category:
General:
Block: 2x action (offense and defense)
dauntless: 1x action (diminished value if you are not targeting high ST players)
dirty player: 1x action
frenzy: 1x action
kick-off return: 1x drive
pro: 1x action
strip ball: 1x drive (sometimes multiple, sometimes never)
tackle: 2x action (offense and defense - but diminished if not used against dodge players)
wrestle: 2x action
fend: 1x action
kick. 1x drive
pass block: 1x drive (diminished value if not against passing plays)
shadowing 1x action ("forcing" the opponents action)
sure hands: 1x drive (increased value against strip ball)
Agility:
Catch: 1x drive
diving catch: 1x game (1x drive if you have HMP)
Dodge: 2x action (offense and defense)
jump up: 1x action
leap: 1x drive (1x action if you have AG4+VLL or AG5)
sneaky git: 1x action
sprint: 1x drive (1x action if sure feet too, diminished value though)
sure feet: 1x action
Diving tackle: 1x action (forcing the opponents options)
side step: 1x action
Passing:
Accurate: 1x drive
dump-off: 1x drive
HMP: 1x game
Leader: 2x game
NOS: 1x drive
Pass: 1x drive
Safe throw: 1x drive
Strength:
Break tackle: 1x action
grab: 1x action
guard: 2x action (if not more)
juggernaut: 1x drive
mighty blow: 1x action
multiple block: 1x drive (1x action on high ST players)
piling on: 1x action (diminished value though because of forcing blitz to use every turn)
strong arm: 1x drive
stand firm: 1x action
thick skull: 1x game
Mutation
Big hand: 1x drive
claw: 1x action
extra arms: 1x drive
horns: 1x action
tentacles: 1x action (forcing the opponents option)
two heads: 1x drive
VLL: 1x game (1x action with leap)
disturbing presence: 1x drive
foul appearance: 1x action
prehensile tail: 1x action (forcing the opponents option)
So, grouping by "usefulness"
2x action: Block, guard, wrestle, dodge, tackle (dodge and tackle go hand in hand here)
1x action: Dauntless, dirty player, frenzy, pro, fend, shadowing, jump up, sneaky git, leap, sprint, sure feet, diving tackle, side step, break tackle, grab, mighty blow, piling on, stand firm, claw, horns, tentacles, VLL, foul appearance, prehensile tail, multiple block
1x drive: two heads, extra arms, pass, accurate, safe throw, strong arm, multiple block, juggernaut, dump off, NOS, leap, sprint, kick-off return, strip ball, kick, pass block, sure hands
x game: Leader, diving catch, thick skull, HMP
Then there are skills that deal with freeing/securing the ball:
Securing the ball: Block, dodge, sure hands, side step, fend, dump-off, foul appearance
Freeing the ball: Block, wrestle, tackle, strip ball, dauntless, frenzy
Right, this isn't the definitive description of course ... just my observation. With this in mind its easy to see why skills like block, guard and dodge are commonly picked skills ... they are useful in most situations that present themselves in the game.
So, a logical question is: why are skills like block and guard equally valuable in TV as thick skull and kick-off return despite their obvious difference in effectiveness.
The answer should of course by that they aren't equally valuable. This leads to a split in the skill categories. At least two value sets in each category, for example:
General:
20k skills: Block, Dirty player, Fend, Frenzy, Tackle, Wrestle
10k skills: Dauntless, Kick, Kick-off return, pass block, pro, shadowing, strip ball, sure hands
Agility:
20k skills: Dodge, Sneaky git, Jump up, diving tackle, sure feet, side step
10k skills: catch, diving catch, leap, sprint
Passing:
20k skills: Dump off, NOS
10k skills: pass, accurate, HMP, Leader, Safe throw
Strength:
20k skills: break tackle, grab, guard, mighty blow, piling on, stand firm
10k skills: juggernaut, multiple block, strong arm, thick skull
Mutation:
20k skills: claw, foul appearance, horns, prehensile tail, tentacles
10k skills: big hand, disturbing presence, extra arms, two heads, VLL
Ok, this means that if a player can for example get GS on normal rolls and APM on double (storm vermin) then (double categories cost a base of +10TV more):
10k GS skills will cost +10TV
20k GS skills will cost +20TV
10k APM skills will cost +20TV
20k APM skills will cost +30TV
The option here is to select "worse" normal/double skills ... the "worse" normal skills increase your TV less than a skill increase generally does and a "worse" double skill is an option to get instead of a normal "good" skill without sacrificing TV (you still need a double to get the skill)
... so, if you made it this far and still understand what I am trying to accomplish... thank you.