Simulation Hockey League

Full Version: S51 PT #2 - New Attributes
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As you all know, one of the possible routes moving forward for the SHL is switching the sim engine. If we were to do that, there would be a whole new set of attributes that make up our players. Regardless of the direction the league decides to go, I think we can all agree that the theoretical concept of adding new attributes is, at the very least, an interesting one.

Written task: Write about a new attribute (or two or three or however many) that you think would be fun/unique/important/interesting/cool to add. This can be one that actually exists in FHM (thanks @Tomen for the first screenshot and thanks @DrunkenTeddy for the better screenshot), a funny one as a joke, or whatever you can think of off the top of your head - as long as it's something new that doesn't currently exist in STHS. What's the new attribute? Would you personally add lots of TPE to this attribute? How will it affect players on the ice? (150+ words)

Graphic task: Create a graphic showing off a player (doesn't necessarily have to be yours) and their ratings in several new attributes. Something like the picture below (or something similar):
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Additional information:

THIS PT IS FOR SHL PLAYERS AND SEND DOWNS. IT IS NOT FOR SMJHL ROOKIES. 
You will receive 3 capped TPE for fulfilling all requirements.

This PT will close Sunday, December 8th at 10pm.

Welfare claims from either PBE or NSFL are accepted! (if you’re claiming welfare and have a different username on the affiliate's site then you need to state that in your post to get credit.)

If you have any questions/concerns, please PM me. Tasks with malicious intent will not be graded.
I think the best stat that could possibly ever be added to a sim is the heckling ability.  This ability would allow a player, when on the ice, to taunt and demoralize the opponents while simultaneously boosting your own team’s morale.  This would be closely tied to the goon strategy where the optimal strategy would be to have a goon maximize fighting and heckling in order to target better players and take them out of the equation for 5 minutes or longer.  While the randomness factor could be frustrating to some people in a sim, the randomness would also help make them more lifelike.  You never know when a certain heckle will hit a target and force them to do something stupid.  As a non-enforcer, Phineas would definitely max this stat as captain of his team.  It is his responsibility to keep the team going even when the game looks bleak.  Whether by scoring or showboating, this would be a definite must!
Id like to see us use the '*Experience and or leadership' attributes which we currently leave off in our current player builds. The goal is to try and mimic real life hockey.... half of this site is stats and the other half runs on imagination and the 2 attributes above lean towards the imagination portion of the attributes. They give meaning to those that stick it out with there players and move up the rankings within an organization, which is exactly what happens in real life hockey as experience and leadership does factor into any 1 game. I'm not sure how those attributes work within the SIM but perhaps players with a certain amount of seasons + where they are within a lineup could factor in during high level games.. or it can be a team component where a certain ave of seasons for a team roster can factor into the outcomes of a game. I wouldnt want it to be a big factor in either instance as we don't want to punish good young teams, but something that reflects what leadership means in a real life situation.

189 words
I love the idea of getting a whole new set of attributes, honestly. At the very least, it'll spice things up a little bit. The attribute that we should really consider adding--one that would obviously be of great importance--is Flow. Dudes with great flow get no recognition in the SHL and that's such an epic tragedy. As an attribute, having great flow would improve on-ice performance because of like...I don't know, aerodynamics or some shit. It'd be kind of like how swimmers shave their legs and wear swim caps to create less drag or whatever. When you've got that sick flow, the hair is all slicked back. It's hella aerodynamic. The ends of the hair fluttering majestically above the collar of your sweater, but the rest of it stuck in place, not moving at all. If we turn injuries on, Flow is also good protection against a concussion. All that extra hair/hairspray stuck up under your helmet is just a lot of extra padding.
I think an attribute that would be very interesting to incorporate would be the “Carry” attribute. Yes that’s right, the ability for a player to carry, or be carried, by their line mates. The higher the attribute, the more likely you are to take over a game and get your teammates points when they seem to be doing nothing on the ice. Take the puck off their stick, go end to end and score a goal, you just carried that teammate to an assist.

While this attribute may not be explicit in STHS, I think we can see it’s effects when looking at the Hamilton Steelhawks top line. Robert Phelps (@DrunkenTeddy ) and Aaron Wilson (@aaronwilson ) are tremendous hockey players, while Dale Miller (@dmills3 ) is riding their coattails to successful seasons. It’s nice playing with top quality talent, but at some point, you want to help your line drive offense, not just be a passenger. Adding the carry attribute might mean that Phelps would have around 90, Wilson an 80ish and Miller a very strong 45 (Using STHS attribute values).
There are a lot of positives from FHM that I like moving forward, one of the big things I'd love to see changed are how shooters operate. Accuracy and Power are two totally different things that should have had their own attributes FOREVER but unfortunately the sim limited that. Thankfully, FHM does not. Having these two as different variables make for a ton of fun. Want a boomer on the blue line who can absolutely rifle a shot at a goaltender, causing panic, but can't hit the net? Now you can go straight power. Want to be a sharpshooter who can always find the angle but isn't dependable to put it in from far away? Upgrade accuracy. Want to be an elite scorer? Upgrade both. Having these separate attributes makes for a really interesting dynamic to add to goal scoring that allows for more in depth control that we haven't seen before.
Simmer claim
some random ideas for stats

first stat would be some sort of Maneuverability stat which influences how well your player can get out of sticky situations when you have the puck. Preferably this would lock out strength (more maneuverability equals less you can put in strength)

second stat would be Risk Taking. It would be a decision making stat that makes your player more risky, however your success would depend on your other stats. For example a player with higher Risk Taking might try and cut through the defense but only succeed if he has a high skating.

third would be some sort of seperation of scoring. Deflections, Wrist Shot, Slapshot and the like. Makes it easier to specialise yourself in certain parts of the game.

fourth. some sort of Presence or Renown. There would be one for Offense, Defense, and Toughness and they would depend on how good your stats are and how many awards you have won. Players that often win scoring titles would have a high Offensive Renown which would make players try to shut them down more or intimidate younger or less experienced players. This would be especially interesting for Toughness since it could cause people to steer away from them or have certain hotheaded players take them on to make a name for themself.
Adaptability would be a skill that would make most sense to add. How does your player react when things around him change and nothing is like it was for years. The reason I mention this skill is that it feels like a big step to switch engines. Your whole league history will basically be wiped, we will need to be able to adapt to this situation and acknowledge the fact that we no longer can compare our players to the players we had in the past.

On ice it will also be more of a mental attribute as it could influence all kinds of stuff, like you are currently 3-0 up, how does your player adept to that? If the attribute is low he might become lazy and give away some easy pucks, thinking the win is already achieved. While as it would be a high attribute, he would want to keep winning, the whole adaptability skill like that would sound like an important one to have and one that influences both the player as the player agent who needs to join the transition.
2 attributes to add if we switch to FHM

1 - Chirping for sure. You always gotta have someone on your team that can throw off your opponents with a well-timed barb, like “Get off the ice, scrubduster” or “Work on your cardio, fatty”. Well, what if there was a stat that showed how good or bad you were at chirping? Well, that’s a fantastic idea that should be implemented. A lower rating would equal worse chirps, and the higher up you go, the better your chirps are.

2 - Gritgrinderiness. No, that’s not a word. Do I care? No. Everyone has a teammate who shows grit and grinds along the boards for every puck. It’s David Clarkson, basically. This rating would show how good you are at grit-grinding your way through the game. The highest rating would equal David Clarkson in terms of how great of a grit-grinder you are, while the lowest rating would equal you basically sucking at the attribute.

Just a couple of ideas, hopefully they’re actually implemented!
Nice idea for a PT and one that I actually had to think about for a bit. One of the first things that came to mind for me were stats like Experience and Leadership who already exist but don't actually have an effect in the sim at the moment. But those aren't really new stats so I don't think they would count, so I went for something that could be seen as a bit of an extension of those Stats: Mental Attributes. Those attributes wouldn't necessarily all be ones that you actively improve either, but ones that work through a slider were being towards either end of it comes with different positives and negatives. Think of aggressiveness for example, where a high value might give your team a boost once in a while because you inspire them, but you also pick up more penalties. Or something like flair where you can build a super flashy player who has some great moves, but which might also lead to him becoming cocky or less consistent.

Maybe even more important than those new attributes would be new ways to work on these attributes aside from your regular old TPE-purchases. I already talked about sliders where you could pick to have certain attributes at a value between 1-7 at the start of your career, and then would have to invest money later if you wanted to make (gradual) changes. Another idea would be attributes or perks that you develop of the course of you career based on your achievements. Being a loyal player for your team could give you a bonus in certain attributes as could being a high-paid FA, being a proven winner or being especially hungry because you haven't won anything yet could give you bonuses but maybe also a small malus in other areas. You could also tie this to forum achievements or general activity, so that people who post a lot or do on-site work can gain specific perks for it. Maybe make it so that those perks aren't tied to performance-based stats because it would give an unfair disadvantage to people who are active but just quiet, but create a new attribute like "marketability".

Players with a high value in that attribute are ones who the fans and sponsors love (and forum activity wouldn't be the only way to earn points), and those players maybe give the team they are on a financial bonus through jersey sales and new sponsors and what not, and maybe the can also command more mone in negotiations and through sponsorships. This could be achieved through a modifier that people build by raising their marketability. The skill starts at 0, where no bonus is given, and every 10 points they earn a x0.1 bonus, so x1.1 at 10 all the way up to x2 at 100. This modifier could then be used in various ways, for example in contract negotiations. The player would still count towards the cap as he does now and contract minimums would still apply, but a player who is paid $5M by his team and counts against the cap for that amount would actually receive $10M. We would probably need a way for this value to degrade over time or maybe even make it a usable ressource, so every time marketability is used to get more out of a contract, it drops by 25 points. Or make it something that you can use to earn a "free" 2x bonus for a media article, but for every extra 1M you make through it, marketability drops by 10. It could be a neat little way to reward people for forum activity and other activites that are good for the site and give an extra incentive to engage in those things, but have the rewards purely money-based in order to not create TPE-inflation or allow the super actives to pull away further.
Pugnacity/ Truculence

These are essential stats for any SHL player as it helps to bring them to the next level in so many under lying ways. The main thing it will help with is getting rid of the need for a visor like a french canadian would need to protect their silly separatist faces. Next up is helping to increase the GOOD OL ONTARIA BOY/60 that is a crucial stat for any success for a franchise ( especially if it's located within the confines of the glorious nation of Canadia). This stat being so monumental in showing the success of a player long term or not, would have to have a super high steep cost to be able to be purchased. Oh? You thought this would be purchased with TPE or SHL related money? HO HO HO HO, you are rich, no my young apprentice this would cost the utmost of ultimate costs.

SHL head office would required a proof of birth for any users born into Ontario and registered there as a resident in order to obtain this stat for their SHL based player. Ontarians who have since moved WITHIN canada could apply, but do to their overall treacherous nature, they would receive the benefits only at 50% of the total value.
I'm not sure if I'd really call this an attribute, but I think it would be nice to have separate "Tendencies". Maybe each player would have a certain number of points to allocate to their tendencies. Right now in STHS, we have these attributes that also double as decision makers. If your scoring is higher than your passing, you're going to be more likely to shoot instead of pass. The higher the values, the more effective you are at shooting or passing. I'd much rather see attributes that actually just mean how effective you are at something, and separate tendencies that decide how likely you are to shoot vs pass. Maybe you want to have a high scoring ability but you want to be have balanced shooting/passing tendencies. Maybe you want to have super quick skating ability, but you don't want to just skate around with the puck and would prefer to shoot/pass. It would also be nice to have tendencies on whether you prefer to dump the puck in or carry the puck in. Maybe defensive tendencies on if you prefer to play the puck or go for a hit. Adding these tendencies would not only allow a player to develop their skills, but they can develop their skills in a particular way that best fits their tendencies to maximize their effect on the ice.
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Higher res screenshot for everyone
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