Spin Bowling - An Alternate control Scheme

thevicky

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While I enjoy spin bowling in the game (even if super fielders and over-aggressive AI do make it too easy at the moment) I?ve had a few thoughts about tweaking the system to give the user greater control over the delivery.

For ease of reference when discussing examples I?m assuming a right handed finger spinner, just reverse the direction for leg spinner/doosra etc.

For a start I would do the following:

? Change the control so it is just a single rotation of the LAS rather than 3 which seems unnecessarily clunky. You would still need to time the end of the spin as you do at the moment with the amount of spin imparted controlled by the speed of the turn ? giving analogue control over the amount of revs you put on the ball.
? I would make R1 and R2 (PS3) make the bowler bowl from wide of the crease/close to the stumps. Seems odd that while you can change the angle for pace bowlers spin bowlers are unable to use the crease at all

Now for the control scheme itself ? when I refer to the horizontal plane I mean left to right (9 o?clock/3?oclock) and the vertical plane means up/down (12 o?clock/6 o?clock)

What I propose is for the direction you point the LAS to represent the angle of the seam as you spin it.

This would then impact the following six factors which are vital to spin bowling ?

Turn (sideways movement off the pitch) ? the closer to the horizontal plane the greater
Drift (Sideways movement in the air ? opposite to direction of spin) ? As above
Dip (how quickly the ball drops) ? the closer to the vertical plane the greater
Flight (How high the ball goes) ? the closer to 12 o?clock the greater
Pace (how fast the ball travels through the air) ? the closer to the vertical plane the greater
Bounce (duh(?)) ? the closer to 12 o?clock the greater

So to demonstrate ?

12 o?clock = spinning the ball ?forward? with the seam pointing straight ahead = a top spinner
This would mean
Turn ? min
Drift ? Min
Dip ? Maximum
Flight ? Max
Pace - max
Bounce ? Max

3 o?clock = spinning the ball sideways with the seam pointing to square leg = a slow, hard spun off break
Turn ? Max
Drift ? Max
Dip ? min
Flight ? Average
Pace - Min
Bounce ? Average

6 o?clock = ?back spin? with the seam pointing straight ahead = arm ball/slider/flipper
Turn ? Min
Drift ? Min
Dip ? Max
Flight ? Min
Pace ? Max
Bounce - Max

And obviously you would make subtle adjustments by angling the LAS in different directions.

Obviously not for this iteration but interested to know people?s (@Ross or @hbk particularly) thoughts
 
I might be in the minority in thinking the spin mechanic is perfect as is - maybe just add the ability in to change angle of delivery, that's all Id ask for
 
I might be in the minority in thinking the spin mechanic is perfect as is - maybe just add the ability in to change angle of delivery, that's all Id ask for

I agree it's pretty good - definitely the best so far.

I guess it's just the spinner in me looking for more control over all those little elements that make spin such a challenging yet rewarding art form...

And to be honest the changes I'm suggesting aren't revolutionary to the control scheme itself - more the impact on the delivery and the control the user has over it...
 
I might be in the minority in thinking the spin mechanic is perfect as is - maybe just add the ability in to change angle of delivery, that's all Id ask for

I wouldnt think so, Its pretty damn good.

If i added anything it would be to make the slow ball and quicker ball keys work just as they do for pace. I feel like this is a bug that they dont work. The AI spinners deliver quite noticeable changes of pace that are not available to human players.

Also increase the level of turn for stock deliveries leg break and off break particularly.

job done
 
The use of crease and ability maybe to bowl from 23 yards or pause in the run up etc could be useful.
 
I think the whole bowling controls are great and do not need changing.

The way you select the deliveries and the actions need to perform the delivery WORK and make spin bowling enjoyable to do in the game.

Your controls would make bowling clunky and only 3 choices of delivery. No where near an improvement.
 
I would like the old spin mechanism of pressing a button "X" repeatedly to increase the amount of spin [More the amount of press more the spin]..And the amount of spin will be determined by the amounts of revs when releasing or pushing RAS forward...And the amount of spin can be shown on the left bottom of the screen with a ball spinning [This was there in some old cricket game but don;t remember which one]....That will be perfect for spinning
 
I think the whole bowling controls are great and do not need changing.

The way you select the deliveries and the actions need to perform the delivery WORK and make spin bowling enjoyable to do in the game.

Your controls would make bowling clunky and only 3 choices of delivery. No where near an improvement.

All due respect but I don't think you've followed what I've said at all because the result would be the opposite of what you're suggesting.

For delivery types you would still have the same variety you have now just with MORE control over elemenst like trajectory, pace, spin, drift and dip.

And the actual mechanics of delivering the ball would be LESS clunky as they are largely the same as they are now but with only a single spin of the LAS rather than 3 times as it is now.

The biggest change I've proposed is a slight adjustment to the effect the angle of the LAS (delivery selection) makes to the delivery itself.
 
Spin bowling mechanics are fine, it should be completely different to fast bowling as its a totally different skill set and the control scheme in the game replicates this well.

Of all the things that need a tweak, the control schemes for batting, bowling and fielding are about note-perfect, with the exception maybe being that defending the ball is a little hard to get to on short-notice.

But spin bowling is fine.
 
My career player is a specialist leg-spinner and I must say: I love the spin controls, I feel like I am actually bowling spin in the sense that it is about the rotations of the sticks and the required attention to detail as opposed to the pace bowling which is about simply timing your jump (yes offence pace bowlers). I feel the same way about bowling spin in the game as I do in real life, like I am a part of a different breed, a more artistic breed and that I could never bowl pace because I would loose both my love for bowling and my excuse to act superior to others.*

*I may have gotten a bit sidetracked there, so to sum up: I like the spin bowling controls
 
I know its a tad off topic but do you think it would be a good idea to have the fast and medium bowlers swing applied by a half rotation of the RS to the right or left, for away and inswing? So, for away swing to a right hander, the RS would be rotated upwards from 6 o'clock to 12 o'clock in the direction of the required swing.
 
I know its a tad off topic but do you think it would be a good idea to have the fast and medium bowlers swing applied by a half rotation of the RS to the right or left, for away and inswing? So, for away swing to a right hander, the RS would be rotated upwards from 6 o'clock to 12 o'clock in the direction of the required swing.

NO! Rotations are our thing!
 
Four rotations and it rhymes with swank...
 

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