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Edit: Chris Gayle
good idea mate, This cud be apply for fast bowlers off and leg cutters by decreasing timer to 1 or 0.5secondsMuhammad Saad said:Hi LM
I have an idea about spin technology in the game,when a bowler ready to release a ball there should be a timer (eg 2 sec for normal spinners and 3 sec for good spinner) to rotate a ball pressing left or right arrow keys repeatedly eg when we press left arrow key for leg spinner 15 times its should equal to 15 revolution and if we press right arrow key for again same leg spinner 15 times its should equal B/W 4 to 10 revolutions depending upon the amount of googly from that leg spinner ,and same for up arrow key for flipper ,same rules for off spinner
I think u Might be able to understand what I m trying to say
This idea also affect fatigue on ur fingers and it feels like actually bowling
Muhammad Saad said:Hi LM
I have an idea about spin technology in the game,when a bowler ready to release a ball there should be a timer (eg 2 sec for normal spinners and 3 sec for good spinner) to rotate a ball pressing left or right arrow keys repeatedly eg when we press left arrow key for leg spinner 15 times its should equal to 15 revolution and if we press right arrow key for again same leg spinner 15 times its should equal B/W 4 to 10 revolutions depending upon the amount of googly from that leg spinner ,and same for up arrow key for flipper ,same rules for off spinner
I think u Might be able to understand what I m trying to say
This idea also affect fatigue on ur fingers and it feels like actually bowling
Muhammad Saad said:and for swing my idea is
there should be 6 combination of arrow keys for eg ,for out swing six combinations are (down,right,up),(r,u,d),(u,d,r),(d,u,r),(d,r,u),(u,r,d) and bowler have figure the right one to get the most swing (combination should be random for each bowl) and only 2 combination are true , for finding first one u get most swing on that bowl ,for finding second one u get little swing and if u fail to figure out u fail to swing the ball (for new ball there will be only 3 combination out of which two are correct so greater chance for swing the ball )
It will not eliminate conditions.depending upon the nature of the pitch we will get turn.RabbleRouser said:I\'m a bit unsure of that, bowling is about skill, trying to decieve the batsman, not about whether you press the right buttons. Also, this completely eliminates the effect of the conditions.
dhruvdeepak said:muhammad i like the lines along which you are thinking, but there are a lot of logistical problems in your suggestion. it just wont work. i think Brian Lara's swing system is pretty decent. it can be modified to our liking, like with this shiny/not shiny side suggestion and the like.
i think i remember LM suggesting somewhere that there would be an animation /picture showing how the ball is held in the hand, at the top of the screen
Hi LMlegend_master said:yeah that's right...i like the idea (think it was Rabblerouser's suggestion) of choosing which side to face where, so i may have like a 3d ball animated icon in the top where you are more or less showing how you are holding the ball - but will probably be based on a default choice of bowling types, but similar to batting in that if your player has no skill level in a bolwing type then it wont be available to choose from. The bowl types he will be able to choose will be available, and upon selection will pop up this 3d ball which will show how the ball is being held in the bowler's hand. So if you shoose inswinger as your delivery type, for example, he will hold the ball as if to do an inswinger. You shouldn't have too much control over what the ball will do, but enough that a real bowler would have. What i mean by this is when a player bowls a delivery, no-one can get it exactly where he wants every time and get it to do exactly what he wants every time, it just doesn't work like that. So you can choose what kind of delivery you want to bowl, and can choose to give it a bit power variance (based on that delivery type), but how much it ends up swinging will depend on so many other factors as well as the player's "inswing stat" for example...i haven't decided yet if i'll allow the user to change the default angle of the ball etc. in the hand grip icon, or if the default will be locked in...is it necessary to change it? Id like some more feedback on this...im not a bowler and dont know all the science behind it, just a very general knowledge and what i have read...i have obviously bowled before, but am not an expert on swing etc....
I think reverse swing will be very uncontrollable, as in real life..players will have a stat for reverse swing, but it will be very hard to pull off and will only come off if many factors are all successful and present, such as ball condition, pitch conditions, weather, stats etc.
LM
Yes He knows it alreadyjk16_4 said:IMO the swing should be uncontrollable.i guess someone already said this but still. cause when the ball is released from our hands, we are unsure how much the ball is gonna swing. so i suggest you not to make a swing meter.
Seaming is more easier to implement.Its just a deviation of the pitch which every bowler may get and if the bowler bowls to a perfect line n length when seaming,then he will get wickets(faint edges).embi said:You should choose which way you want the ball to swing (because not only do you change the grip, you have to change your action a little bit to help the ball swing).
I think the user should choose where the seam is positioned because then you can do scrambled seam deliveries for one thing. Its much harder to implement than the default seam, but it is much more fun (hours spent fiddling around in Nets mode with where the seam is).
Oh yeah, how are you implementing seaming? That is even more unpredictable than swing. Like swing, in BLIC it is far too much. The ball should only move occaisonaly and only on green or damp pitches.
So my wrist isn't helping?embi said:Zorax, drift is more about how you move your arm during your action. If you swing you arm more round from the right, you get some away drift.
Its devestating with off-breaks and googlies.
legend_master said:yeah that's right...i like the idea (think it was Rabblerouser's suggestion) of choosing which side to face where, so i may have like a 3d ball animated icon in the top where you are more or less showing how you are holding the ball - but will probably be based on a default choice of bowling types, but similar to batting in that if your player has no skill level in a bolwing type then it wont be available to choose from. The bowl types he will be able to choose will be available, and upon selection will pop up this 3d ball which will show how the ball is being held in the bowler's hand. So if you shoose inswinger as your delivery type, for example, he will hold the ball as if to do an inswinger. You shouldn't have too much control over what the ball will do, but enough that a real bowler would have. What i mean by this is when a player bowls a delivery, no-one can get it exactly where he wants every time and get it to do exactly what he wants every time, it just doesn't work like that. So you can choose what kind of delivery you want to bowl, and can choose to give it a bit power variance (based on that delivery type), but how much it ends up swinging will depend on so many other factors as well as the player's "inswing stat" for example...i haven't decided yet if i'll allow the user to change the default angle of the ball etc. in the hand grip icon, or if the default will be locked in...is it necessary to change it? Id like some more feedback on this...im not a bowler and dont know all the science behind it, just a very general knowledge and what i have read...i have obviously bowled before, but am not an expert on swing etc....
I think reverse swing will be very uncontrollable, as in real life..players will have a stat for reverse swing, but it will be very hard to pull off and will only come off if many factors are all successful and present, such as ball condition, pitch conditions, weather, stats etc.
LM