No work has started on this, but it will be a from scratch effort, trying to make it a pure sim with more options. The current version is a hack/slash effort from NRL tweaked the best I could to get sim like output, and doesn't leave many options for the coaches/captains. Basically, the first thing I'd like to add compared to the current version are: 1) Ability to choose where your interchange players will come on. Ie, you'd say something like... 14. Some **** (Prop) 15. Another **** (Second Row) 16. Worst **** (Lock) 17. Tiny **** (Hooker) 2) some tactical options Looking for some good and feasible ideas on that one. Along with those, I'd like to improve the way the code works, and be about to hand out more commentary, say for line breaks, and things like this, so you can get a better idea of what's happening in games, and help GYR during his live games. I'll keep the stats the same for the site/continuality reasons, but hopefully you'll be better able to see how you played with the other improvements to it. And no not sure when this will start or end yet, and apparently Cribb wants to be involved with it as well, from memory.
I think I suggested tactical options a few days ago. Perhaps like type of defence (up and in, slide, combo of both), Kick early in count/late in count, Option of attacking the fringe more or less,
Haha, yeah, there will probably be a bit of that, but I actually want some ideas and discussion on it so I have something to work with when I do start on it.
It'd be good if anyone could find the page to the old "Suggestions" thread for RLSim. There were some good ideas in there.
Well the interchange is fairly basic and self-explanatory.. as for tactical options, I don't see how it'd work as the games wont be live.
Yeah, want to be as involved with it as you are, TBH. We need to start with a complete overhaul of the attributes IMO. I absolutely hate them ATM, and IIRC I was actually the one who came up with most of them to begin with ages ago. They ovelap way too much - at the moment we have general athleticism things like strength, and then rugby-league specific things like "hit-up" and "tackle-break" which would involve strength anyway. I think if we focus on the RL-specific abilities it'll be easier to code and things won't overlap as much. What are we actually going to code it in, BTW? I don't have VB6 anymore and you hate .NET so arguments ensue. We could use C but I don't know to do graphics work with that at all.
I doubt you could do it anytime soon but 2D gameplay would be cool on a play-by-play basis. Sort of like GLB.
Sounds just like RL1 where you decide whether your team has 7 defence points and 5 attack points... is it really worth it when we already do that with the actual players?
I only hate .NET for it's lack of transparency over images and stupid database handling. We don't need to use either of those really, so maybe .NET will be possible for this.... However you have cable internet and know how to torrent.... VB6 is a possibility
*Expects in season 209875796070* Anyway yeah the tactical thing would be a nice edition. One thing that comes to mind is if captains are able to submit their tactical thing before the match and are able to say things such as "at the 59th minute, this player switches to fullback and this player switches to halfback" etc. So the sim would have a tab with different minutes and options to switch players around. There could also be options for teams to decide whether or not they will be playing more of a defensive or attacking game. AKA, trying to beat them by defending their ass off or by scoring as many points as they can. Also, to increase their defense or attack if they are winning/losing towards the end of the game.
This was something that I had planned to do from the start, since I had some of the framework for it written for NRLM anyway, and the way I plan on coding this new version should lend itself to it more, but it's something that'd take a lot of time and effort, so don't expect it in the first release/usage of it.