Ross,
Couple of queries/concerns regarding the batting/bowling implementation in the game...
Bowling - You mentioned that bowling would be intuitive and not dependent on pressing a button to select a spot and then press another button to bowl. In your case line & length will be dependent on when you sort of release the ball, i.e. release it earlier, it would be on the shorter side and release it later it would be fuller. My concern is that though this should work well offline but online the bowling may break due to lag. In button mashing mode the lag wouldn't impact where the ball would pitch but in your case it would. It's unrealistic to expect lag-free games online and with a lag I expect every other ball would be a full toss (maybe at head height). Would appreciate it if you can test the bowling mechanics with lag when you test the game.
Batting - Would love to get a little bit of insight into the batting mechanics, i.e. how will batsman be able to judge line & length in time to react accordingly and play an intelligent shot. In IC10 (International Cricket 2010) I tried batting with HUD Off and it reduced me to guess or premediating shots coz the marker wasn't there and by the time you realized where the ball was going to pitch it was already too late. Ideally there would be a slider where you could select when the ball is visible (i.e. 1 sec before pitching, 2 sec before pitching etc.) so that you can select an option more suited to your reflexes. And again, if you can try out batting mechanics with lag, it would be helpful coz we wouldn't want a game which is unplayable online due to lag.
Any insight from your side regarding the concerns would be appreciated. Maybe at this point just a confimation that the bowling & batting mechanics won't break down with lag would be more than enough.