![]() |
Fridgecast 103: Sim Updates - Printable Version +- Simulation Hockey League (https://simulationhockey.com) +-- Forum: League Media (https://simulationhockey.com/forumdisplay.php?fid=610) +--- Forum: SMJHL Media (https://simulationhockey.com/forumdisplay.php?fid=48) +---- Forum: Graded Articles (https://simulationhockey.com/forumdisplay.php?fid=403) +---- Thread: Fridgecast 103: Sim Updates (/showthread.php?tid=77020) |
- gfridge - 07-05-2017 Listen Here (50:58) I go through some of the updates to my work-in-progress sim engine, and cover the notion of mental attributes and how they could work for us. Shoutout to <a href='index.php?showuser=1322' rel='nofollow' alt='profile link' class='user-tagged mgroup-13'>mpc</a> and <a href='index.php?showuser=2327' rel='nofollow' alt='profile link' class='user-tagged mgroup-69'>ztevans</a> for feedback/comments/etc - ztevans - 07-05-2017 Quote:Originally posted by gfridge@Jul 5 2017, 01:27 PM Hot damn, right before I get off work. I know what I'm doing when I get home. - fgh - 07-05-2017 In regard to some of the mental attributes, from STHS manual: Experience - The higher the stat, the better his morale and his team morale will be. Limited effect on faceoff. Leadership - The higher the stat, the better his morale and his team morale will be. Morale - Affect all game stats at beginning of game. The higher the stat, the higher the players performance boost will be. (It's combined with the Team Morale) Potential - Only used in the STHS Rerate Formula - fgh - 07-05-2017 And for some mental attributes, we could make it more, say, automated than that. Make it based on activity. When running a test sim with Morale and some other stuff on, I basically made a quick formula for Experience based on the percentage of TPE a person had earned compared to the maxed out build possible: EX = 40 + ((Player TPE/Maxed out TPE)*60). Then Leadership could be a system based on playoff games or on awards earned, with seasonal boosts for captains. |