vialli82
International
- 4 September 2005
- Juventus
If one day, you're advancing in your project, and need some advice about stats and how to make them works to "feel the game" and also discussing about "how should i do to rate players" ask me, no problem.
I was already in the past building a project like this. You will need standards, scales, etc.
But i gotted a better idea than that. To improve aswell AI, and players identity, without being too difficult.
In fact, it's not really stats, it's more mentality related. What's new on this is : it's weaknesses representation > it would be sliders vs stats. Some for CPU, some for both you and CPU. And those sliders will confront stat.
Very simple example so you can understand better, it's a CPU slider, a player with high slider in "Dribbling frequency" but low in "Dribbling" (accuracy etc.).
If you want to represent an AI simple and effective, that's the way.
But whatever the system, no tons of stats if you do them or 99, but i precognise stats rated on 20 with natural correlations with playing styles (negative and positive)
I was already in the past building a project like this. You will need standards, scales, etc.
But i gotted a better idea than that. To improve aswell AI, and players identity, without being too difficult.
In fact, it's not really stats, it's more mentality related. What's new on this is : it's weaknesses representation > it would be sliders vs stats. Some for CPU, some for both you and CPU. And those sliders will confront stat.
Very simple example so you can understand better, it's a CPU slider, a player with high slider in "Dribbling frequency" but low in "Dribbling" (accuracy etc.).
If you want to represent an AI simple and effective, that's the way.
But whatever the system, no tons of stats if you do them or 99, but i precognise stats rated on 20 with natural correlations with playing styles (negative and positive)