blockerdave
ICC Chairman
One of the things I've personally found disappointing about DBC14 when batting, is the lack of variety offered by opponents. Generally you're facing the same fields regardless of opponent, pitch condition, ball age etc.
I was hoping that, per one of the things I've suggested previously (and I assume @MattW and @Ross printed it out and put it on the Big Ant office wall) we'd see in DBC17 Academy:
But this isn't there, however it's possible I think we could co-opt the bowling mentality attribute to achieve the following:
ASSUMPTION: I'm assuming the Match Engine can already calculate match conditions specifically the match type (fc, list a, t20, other but fc type, other but limited over type, other but t20 type or shorter); whether we're in the early, middle, or late stage of the match (or powerplay or death for limited overs); whether the match is balanced or the batting or bowling side is ahead.
ADDITION: I would add a team goal - aggression, attack, containment, defence, desperation. Each of these would be a flag on field sets, so calculating the team goal filters the field set from which the actual field in place is selected.
CO-OPT and addition: I would co-opt the existing bowling mentality, with the addition of a panicky mentality (more prone to desperation). Each would add a modifier to the probability of a certain team goal being selected.
So at any given time, tbased on the match type, stage and balance, each of the goals mentioned would have a “Base Weight” determining a broad probability of the likelihood of that goal being chosen: e.g. at the beginning of a test match, with the game even, the goal will be aggressive or attacking, and no chance of the other goals.
As Power Play and Death stages do not apply to first class, there are 165 combinations that would apply to the base weight.
The base weight would then be adjusted by the captain's mentality:
e.g. an aggressive captain would increase the probablity of aggression being the team goal by 1.5 and attack by 1.25, and reduce the chance of containment or defence; a panicky captain would increase the chance of desperation etc.
ideally, the match engine would also calculate the pitch condition (favours batting, favours bowling, balanced), ball condition (new, wearing with movement, wearing with no movement, old), batsman/partnership status (new, settled, in control, dominant) and each of these would also further amend the base probability.
I feel this would give us the holy grail of varying opponents that DBC is lacking.
You would limit the calculation of the team goal according to the match type to avoid constant field changes, a suggestion might be:
FC all except late: only once per batsman every 4 overs, reset at fall of wicket, or after 3 boundaries in 1 over
List A: once per batsman per over in power play; once per batsman per over rest of the match but reset after 2 boundaries in an over; every ball at death
T20/short: twice per batsman per over; reset at fall of wicket or after 2 boundaries in an over; every ball at death
FIELD SETS: the field sets in the academy would have the flag as being suitable for the team goals, and also available to the AI. so when the match engine calculates an AI goal (e.g. aggression) it can pick ANY field marked as suiting aggression and available to AI.
Hope that something similar to this can be implemented. The variety of opponent is desperately needed to increase immersion.
I was hoping that, per one of the things I've suggested previously (and I assume @MattW and @Ross printed it out and put it on the Big Ant office wall) we'd see in DBC17 Academy:
- A captaincy attribute, that sets how aggressive they are, how likely they are to switch from their plans, how quickly they change bowlers, likelihood to use part time bowlers
But this isn't there, however it's possible I think we could co-opt the bowling mentality attribute to achieve the following:
ASSUMPTION: I'm assuming the Match Engine can already calculate match conditions specifically the match type (fc, list a, t20, other but fc type, other but limited over type, other but t20 type or shorter); whether we're in the early, middle, or late stage of the match (or powerplay or death for limited overs); whether the match is balanced or the batting or bowling side is ahead.
ADDITION: I would add a team goal - aggression, attack, containment, defence, desperation. Each of these would be a flag on field sets, so calculating the team goal filters the field set from which the actual field in place is selected.
CO-OPT and addition: I would co-opt the existing bowling mentality, with the addition of a panicky mentality (more prone to desperation). Each would add a modifier to the probability of a certain team goal being selected.
So at any given time, tbased on the match type, stage and balance, each of the goals mentioned would have a “Base Weight” determining a broad probability of the likelihood of that goal being chosen: e.g. at the beginning of a test match, with the game even, the goal will be aggressive or attacking, and no chance of the other goals.
As Power Play and Death stages do not apply to first class, there are 165 combinations that would apply to the base weight.
The base weight would then be adjusted by the captain's mentality:
e.g. an aggressive captain would increase the probablity of aggression being the team goal by 1.5 and attack by 1.25, and reduce the chance of containment or defence; a panicky captain would increase the chance of desperation etc.
ideally, the match engine would also calculate the pitch condition (favours batting, favours bowling, balanced), ball condition (new, wearing with movement, wearing with no movement, old), batsman/partnership status (new, settled, in control, dominant) and each of these would also further amend the base probability.
I feel this would give us the holy grail of varying opponents that DBC is lacking.
You would limit the calculation of the team goal according to the match type to avoid constant field changes, a suggestion might be:
FC all except late: only once per batsman every 4 overs, reset at fall of wicket, or after 3 boundaries in 1 over
List A: once per batsman per over in power play; once per batsman per over rest of the match but reset after 2 boundaries in an over; every ball at death
T20/short: twice per batsman per over; reset at fall of wicket or after 2 boundaries in an over; every ball at death
FIELD SETS: the field sets in the academy would have the flag as being suitable for the team goals, and also available to the AI. so when the match engine calculates an AI goal (e.g. aggression) it can pick ANY field marked as suiting aggression and available to AI.
Hope that something similar to this can be implemented. The variety of opponent is desperately needed to increase immersion.
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