blockerdave
ICC Chairman
What I'd like to see is the variation per bowler that I've mentioned that makes differences in the ease of bowling certain deliveries that force you to think about who you're bowling with and how you should bowl.
It would also affect who you bowl to certain batsmen, since the batsman's ability vs different types of bowling, and their approach and shots to different types of bowling should vary. This will affect bowling changes, team selection etc.
And more dynamic settings to change exactly how easy/difficult I'm finding things with a given bowler based on pitch/ball/weather conditions (eg Bowler A has good swing control, bowler B less so & in good swinging conditions it's harder to be accurate with bowler B; make it harder to bowl spin if it's wet because of lack of grip etc.). Vary my timing windows based on confidence/rhythm, if it's a pressure situation then based on how I handle that etc.
This variation per bowler and even with the same bowler in different conditions/situations stops bowling being about muscle memory.
Allied to a better AI that has differing abilities and skills vs different types of bowling which is reflected in available shots; that has risk in playing across the line, that might prod and push and play and miss, that plays appropriately for their skill and temperament and feels differently per opponent then you've really got bowling worth playing.
You can of course hand hold /toggle things on and off etc as required to allow for casual gamers too
It would also affect who you bowl to certain batsmen, since the batsman's ability vs different types of bowling, and their approach and shots to different types of bowling should vary. This will affect bowling changes, team selection etc.
And more dynamic settings to change exactly how easy/difficult I'm finding things with a given bowler based on pitch/ball/weather conditions (eg Bowler A has good swing control, bowler B less so & in good swinging conditions it's harder to be accurate with bowler B; make it harder to bowl spin if it's wet because of lack of grip etc.). Vary my timing windows based on confidence/rhythm, if it's a pressure situation then based on how I handle that etc.
This variation per bowler and even with the same bowler in different conditions/situations stops bowling being about muscle memory.
Allied to a better AI that has differing abilities and skills vs different types of bowling which is reflected in available shots; that has risk in playing across the line, that might prod and push and play and miss, that plays appropriately for their skill and temperament and feels differently per opponent then you've really got bowling worth playing.
You can of course hand hold /toggle things on and off etc as required to allow for casual gamers too