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
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