Suggestions / Ideas / Wishlist

Thats' cool, just suggesting different ideas...keep going guys!
 
I have had a theory about a new batting system. It might be a bit late to introduce it for TAOC 1 but maybe for a later version. Basically, like in previous games, you see where the ball is pitching. However, with a cursor of your own, you have to pinpoint where you think the ball is going to pass the batsman. Better batsman may have a slower moving cursor or the AI giving hints to where it is going to end up. If you end up above the actual passing spot, the batsman plays over the ball and vice versa if you aim under. If you aim left or right of the actual point, then it will be timed poorly but connected with. This will open up loads of new shots too, as you can see that the ball is way outside off and still select a straight shot which may be a cross batted swipe, or whatever.

Just a thought...
 
ok, nice thought manee.

one more question, when we make a new file, be it team/kit/bat etc. How will we go about naming the file, will it be the same long and tiring process as in C07, or can we just name it 'GN Xiphos.xyz' and drop it into the root directory.

Also, when we make a new tournament, will we have to make the tournament again if we want to play with a different team, or will the tournament save as a tournament with no team chosen, and when you want to start it again, you load it up and select a team.
 
@HnC

That's pretty similar to what I was thinking!

I don't think it would be wise to start getting lines on the pitch and stuff as it would sort of spoil the visuals which should remian as uncluttered as possible...the use of gauges on the side bottom of the screen during the run up mught be more suitable.

Swing bowling idea sounds neat.

I think the gist of what we're trying to say is that we would like to see a bowling system based on timing that determines length\line\pace etc.

This would make a coherent and elegant system with respect to batting.

Caveat: In theory only... only LM and JK can say what's possible and what's not.
 
my suggestion would be to have a ball on the bottom corner and the ball should rotate according to the cursor keys and this rotation would determine the position of the ball in our hand according to which different ball deliveries would be balled....

like if the ball is in the position straight,then the ball would go straight,if holded tilted,the off cutter etc...
this would increase the different ball deliveries.....
and also,Is there and setup like,the more the match is played,more the condition of ball worsens....

and also,the new ball swings more than old ball,so will there be any sort of coding which would increase the swing in the beginning,and decreases the amount of swing as time goes...

In reality,ballers adjust there run up according to conditions,will there be any sort of thing by which we can adjust our run up....(this would increase more things in the balling and make it more challenging)

sorry if you do not liked the suggestions.....:)
 
my suggestion would be to have a ball on the bottom corner and the ball should rotate according to the cursor keys and this rotation would determine the position of the ball in our hand according to which different ball deliveries would be balled....

like if the ball is in the position straight,then the ball would go straight,if holded tilted,the off cutter etc...
this would increase the different ball deliveries.....
and also,Is there and setup like,the more the match is played,more the condition of ball worsens....

this was considered 2-3 years ago. theoretically, it seemed difficult with the infinite conditions attached to it ! but its definitely something to consider seriously.....

and also,the new ball swings more than old ball,so will there be any sort of coding which would increase the swing in the beginning,and decreases the amount of swing as time goes...

yup.....the ball movement on and off pitch will be according to the conditions. so, new ball will definitely swing more than the old one.......but
the old one will have reverse swing and stuff like that !

In reality,ballers adjust there run up according to conditions,will there be any sort of thing by which we can adjust our run up....(this would increase more things in the balling and make it more challenging)

sorry if you do not liked the suggestions.....:)

sorry.....not in the initial release.....too much work required.
 
ok, nice thought manee.

one more question, when we make a new file, be it team/kit/bat etc. How will we go about naming the file, will it be the same long and tiring process as in C07, or can we just name it 'GN Xiphos.xyz' and drop it into the root directory.

Also, when we make a new tournament, will we have to make the tournament again if we want to play with a different team, or will the tournament save as a tournament with no team chosen, and when you want to start it again, you load it up and select a team.

The external editor will hopefully make it easier than doing it manually. To do it manually you would basically just create the new bat texture, for example, dump it in the 'bats' folder, open the batlist.txt file and add the name of the bat in there. Wouldn't take long. But hoping to get the editor working so it could automatically add the file into the directory and add the name to the batlist.txt file.

Tournaments will be made to be generic and modular, so you would create a new custom tournament structure which could be saved out and then re-used in the future. Any teams could then be 'plugged into' that new tourny at any time without affecting the base tournament template for future use.

legend_master added 7 Minutes and 59 Seconds later...

my suggestion would be to have a ball on the bottom corner and the ball should rotate according to the cursor keys and this rotation would determine the position of the ball in our hand according to which different ball deliveries would be balled....

like if the ball is in the position straight,then the ball would go straight,if holded tilted,the off cutter etc...
this would increase the different ball deliveries.....
and also,Is there and setup like,the more the match is played,more the condition of ball worsens....

and also,the new ball swings more than old ball,so will there be any sort of coding which would increase the swing in the beginning,and decreases the amount of swing as time goes...

In reality,ballers adjust there run up according to conditions,will there be any sort of thing by which we can adjust our run up....(this would increase more things in the balling and make it more challenging)

sorry if you do not liked the suggestions.....:)

One question though, using this technique how would it work for Spinners?
 
Hey guys. Can't wait for the next vid.
Something that has always annoyed me about cricket games - cluttered tv style presentation. As in, between every ball, there is about 3 different camera angles of the bowler walking back to his mark, maybe some statistics or something, all of which you have to press a button to skip. It get really frustrating especially when playing a test match, because each ball takes so long, you don't ever feel like blocking out an over, because it takes 5 minutes.
Realistic? Yes maybe, but as much as I want to play a good sim, I dont want a test match to ACTUALLY take 5 days..
Anyone else with me on this one? I think once the ball hits the keepers gloves, you can hit a button, and the bowler starts his next run up. Either that, or have the ability to turn on between-ball replays, statistics etc if you DO want them.

thanfire added 11 Minutes and 40 Seconds later...

One question though, using this technique how would it work for Spinners?

Maybe rather than select the ball position, you could actually start rotating the ball, the more revs you get on it, the more it spins. For bowlers that can bowl a good googly/wrong-un/flipper, it would be easier to add revs in those directions.
 
Maybe rather than select the ball position, you could actually start rotating the ball, the more revs you get on it, the more it spins. For bowlers that can bowl a good googly/wrong-un/flipper, it would be easier to add revs in those directions.

I really like this actually...as the spinner is doing his little 'run up' you could be 'revving' the ball, but the ball accelerates its revs then decelerates, so you have to time the acceleration during his 'run up' to reach the spinning revs at the peak rotations if you want maximum spin, for example ;)

<edit> And for those people thinking they could just master the timing based on the position of the bowler during his runup, well his 'revving' acceleration could vary based on his stamina and morale, for example, so the same spot during his runup won't always give you maximum spin. And sometimes you won't want it to spin much so you will have to time it...wow, this is really exciting actually and very unique.

This could be really cool! I might whip up a prototype and see how it works out. :spy
 
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I really like this actually...as the spinner is doing his little 'run up' you could be 'revving' the ball, but the ball accelerates its revs then decelerates, so you have to time the acceleration during his 'run up' to reach the spinning revs at the peak rotations if you want maximum spin, for example ;)

<edit> And for those people thinking they could just master the timing based on the position of the bowler during his runup, well his 'revving' acceleration could vary based on his stamina and morale, for example, so the same spot during his runup won't always give you maximum spin. And sometimes you won't want it to spin much so you will have to time it...wow, this is really exciting actually and very unique.

This could be really cool! I might whip up a prototype and see how it works out. :spy

This idea is really unique. We could have cases where even if the bowler doesnt have full stamina,if his morale is up he ends up bowling in the near to perfect spots or some thing like that!

a doubt regarding this is about the placement of the marker during the run-up. Is it going to be like Cricket Revolution where you decide the placement first and then start to revv the ball during the run-up. If yes,then it should be thought out because it shouldnt give an advantage to the batsmen as he know where the ball is going to land.
 
This idea is really unique. We could have cases where even if the bowler doesnt have full stamina,if his morale is up he ends up bowling in the near to perfect spots or some thing like that!

a doubt regarding this is about the placement of the marker during the run-up. Is it going to be like Cricket Revolution where you decide the placement first and then start to revv the ball during the run-up. If yes,then it should be thought out because it shouldnt give an advantage to the batsmen as he know where the ball is going to land.

Nope, you will rev first and position the marker just before releasing the ball. How long before release depends on various factors and on play-testing ;)
 
I really like this actually...as the spinner is doing his little 'run up' you could be 'revving' the ball, but the ball accelerates its revs then decelerates, so you have to time the acceleration during his 'run up' to reach the spinning revs at the peak rotations if you want maximum spin, for example ;)

<edit> And for those people thinking they could just master the timing based on the position of the bowler during his runup, well his 'revving' acceleration could vary based on his stamina and morale, for example, so the same spot during his runup won't always give you maximum spin. And sometimes you won't want it to spin much so you will have to time it...wow, this is really exciting actually and very unique.

This could be really cool! I might whip up a prototype and see how it works out. :spy

How's doosra gonna work in this method?
 

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