I'll probably give this game a crack. The fact that it's got career mode is nearly enough to get me interested.
Ways to make a gun NRL game. - Create Fifa/Maddenesque player rating system. - Create an effective franchise mode with salary cap/injuries/rep players going to origin/contracts/training/Q Cup and TC feeder sides to elevate players from. Staff to spend resources on e.g spending cash on a gun recruiting manager results in better juniors etc etc. - sensible passing where a halfback can throw passes to hole runners who actually hold the line you have them set down - Backline set moves for scrums, taps etc. - a button which you need to tap/hold to try and get quick play the balls and if you're defending you can tap/hold the button in an attempt to slow it down but you risk a penalty. - Ability to take the optional kick rather than the tap on 20m restart *more to come*
I've long thought they should just have a "hole-running" attribute, and the higher a player's hole-running ability is, the more likely he is to hit the hole and not the man. That'd be entirely AI even if you were playing as such but it'd be fun to know that if you've got Creagh outside you he's a lot more likely to be running into a hole than if you put Nate Myles there.
I wonder who the untouchable player will be in this. In RL2 it was Willie Tonga, then in RLL it was Gary Warburton. I'm hoping it's a panther, Junior Tia Kilifi or someone.
It'll be Corey Norman I bet, he fits the bill perfectly. * black * fast * dumb * can't pass * people think he has a good running game
Yeah Wesser, Slater, Stewart, Mini and Bowen were unstoppable. Best tactic was just to put them in at halfback.
The most important thing is to make it so the players can turn IMO. Afterwards, it's making the forwards actually useful.