I actually kinda agree/disagree here. I don't want to see Sledging persay in the Arcade or Career modes, because it's just unnecessary and something that very few professional teams actually do these days, outside of Australia. You only have to look at the success of the NZ team to see how you can totally eliminate sledging from the team environment and play with positive intent using your skills, the results on the field back that up. I wouldn't want a game to shine light on a part the game that's negative. Any computer game needs to reflect the
positive aspects of the sport well...
Cheerleaders, would be more appropriate.
...that being said, you can get the
intent of player-pressure by having more dialogue from the players on the field, as play progresses. You'd need a couple of dialogue trees to reflect the match situation/s. Quick wickets, means more banter "Great bowling, one more... etc etc" ...be cool to hear the wicket keeper chirping away around the match situation and you all-but do away with commentary altogether if it's done right. It means more sound recording and sourcing, I imagine accents as well... that's something I'm sure the Big Ant guys are looking to imrprove upon the great work established.
In terms of online play, I'd actually like there to be an option to enable your PC mic (or headset) so you can have real-time banter with your opponent if they're similarly equipped. I have some great banter with
@MattW in the Steam chatbox, but typing "Wooo" doesn't quite have the same impact as screaming it at him...
_________________
Regarding the bowling, I think it all starts from the field set to be honest and the AI being able to bowl to a plan. There's no issue with online because you can bowl to a plan easily enough against an opponent, figure out strengths/weaknesses accordingly.
At the moment the AI doesn't bowl to a plan at all. It reacts nicely now and changes the field but it's just reactionary rather than proactive. Rather than rethinking the bowling mechanics the elegant solution is to establish strengths/weaknesses in the player-creation area.
For example, Player X is an attacking opening batsman but has a weakness around short deliveries. The AI knows this so targets him with a shorter ball more often. Another batsman might have a weakness for spin bowling, and therefore the AI reacts accordingly.
...or perhaps the fast bowler isn't as effective with the older ball, so the AI batsman targets that player if you bring him on. Or perhaps the spin bowler has a weakness towards defensive-minded batsman... therefore the AI promotes a batsman up the order who's better equipped to that match situation.
You could set literally dozens of strength/weakness combos (Gets out LBW quite a bit, AI targets his pads, player Y in the field is a poor fielder) and so on.
I think it's something that's easily handled in the player-creation phase, should be editable and as complex or as simple as you want it to be. Create specific player types for Batsman, Bowlers and Specialist Fielders and work from there. Have a base set of strength/weaknesses for each specific player type so pick-and-up-play folks aren't alienated but the core nerds like us can really get stuck into the Academy and create some solid combinations of player-created teams with appropriate strengths and weaknesses.