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'''PES17 ruleset: The stat boost system'''
'''PES17 ruleset: The stat boost system'''


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Revision as of 08:15, 28 December 2017

PES17 ruleset: The stat boost system



Some prerigged exports to test for yourself: http://puu.sh/yPjJL/08c7a039ea.zip

/fit/, /mlp/, /lgbt/, /sp/

These exports aren't necessarily optimal. The focus was to make four teams with different playstyles to see how these rules affected each of them.

Make sure to backup teams before overwriting them with these exports. My save file is outdated, so their rosters may be fucked.



Base rules:

  • Each player has 4/4 weak foot frequency/accuracy
  • Each player has and injury resistance rating of 3
  • Stat boosts may not be applied to the same stat twice or more on the same player



Regular (outfield) players:

  • Default height of 180 cm
  • Default statistics of 75
  • Boosts of +10 (85) to three statistics of choice
  • Three skill cards of choice
  • One A rated position (has to be the registered position)
  • Form 4

Star players:

  • Each team gets four star players
  • Default height of 185 cm
  • Default statistics of 90
  • Star players may max out five statistics of choice (99)
  • Five skill cards of choice
  • One A rated position (must be the registered position)
  • Form 8
  • One free trick card of choice (Flip flap/Scissors feint/Marseille turn/Sombrero/Cut behind&turn/Scotch Move/Rabona)

Goalkeepers

  • Each team must have a minimum of one and a maximum of three goalkeepers
  • Default height of 190 cm
  • Default statistics of 75
  • No boosts
  • One skill card of choice
  • Registered and A rated position must be GK



Sacrificing cards for additional A rated positions:

  • Each player may sacrifice a skill card to gain an extra A rated position of choice.
  • Skill cards may be sacrificed for A rated positions a maximum of two times per player (max of three A rated positions)
  • Goalkeepers may not gain additional positions
  • Non-goalkeepers may not gain an A rated GK position.




Observations in testing:

These rules have a powerful effect on team's playstyles. Teams can really focus on becoming good at a specific tactic by utilizing boosts effectively. Short pass teams can ping pong the ball around the map rapidly and accurately, long ball/crossing teams can produce powerful throughballs/crosses. Overall arial play is reduced in effectiveness somewhat due to flat heights and the lack of 200cm tall turbo titans, and 180cm tall defenders with 85 "physical contact" can effectively contest 185cm tall star strikers. Header goals exist, but are rare. Crossing teams score more often on early crosses from quick counter attacks, playing throughballs from wide into the feet of a goalpoacher or other fast star player. Corner headers rarely happen due to keepers being able to outreach strikers in the box with no problems. In contrast, squat toilet goals from layoffs are more frequent due to a reduced defender size, meaning less coverage and more openings for goals. Long range blooter goals are more frequent for this reason as well. The 4/4/ weak foot frequency/accuracy buff has had a a remarkable result on defenders being able to intercept and clear balls (especially with acrobatic clear).

Overall, skill level of all players on the pitch increases dramatically, because the game now considers a teams/player's strengths. I would definitely think a cup with this system would be enjoyable for both viewers and managers.