Monday, May 24, 2010

Game engine v3.1

Until now, the game engine called v3.0 has been in use for all games.

As of now, you'll be able to setup your friendlies using either v3.0 or the new v3.1 game engine. We don't recommend you use v3.1 in tournaments or in friendlies where result means a lot, as bugs or other unpleasant things may happen!

This post will be regularly updated and will be the only official source to list the new features and differences between v3.0 and v3.1. Please check it regularly to get the latest information, as it will be updated when new features become available. (hopefully once or twice a week.)

NEW FEATURES and MODIFICATIONS.
1. After a scrum, the v3.0 engine accepted an action starting with the hooker holding the ball. This was completely unrealistic and won't happen anymore. Only numbers 8, 9 or 10 will start with the ball.
2. After a scrum, the v3.0 didn't see any problem with the fact that the first receiver could give the ball to a first or second row player. That was unrealistic as the front five are just leaving the scrum and looking for the ball. v3.1 will no longer decide that the first pass after a scrum can go to a first or second row player.
3. There will be a walk over if a team has less than 15 players on the pitch at kickoff (in v3.0, it was possible to start with only 14 players on the pitch).
4. Flankers will get tired! They'll stop tackling if they don't have enough stamina. One level is enough for 10 minutes of tackling. Which means that a flanker with a stamina level 3 will be able to tackle during the first 30 minutes only, a stamina level of 7 will give enough energy to tackle until the 70th minute ... a stamina level of 11 should be enough to tackle until the end of extra time. If a flanker is tired, another player will attempt the tackle instead.
5. Line-out. The formula for the two receivers fighting for the ball (still based on handling and height only) is slightly changed to find out who wins the ball in the end. The passing skill of the hooker is used to find "where to throw the ball". The higher the passing skill of the hooker, the more chance he will find a good receiver. (In v3.0, the best receiver of the team was always chosen by the thrower.) The number of potential receivers is unchanged and consists of the five players that make up second and third rows of each team.
6.Injuries. Some injuries will be so small that, although a replacement will need to be used in the match, the player injured will not need to use the sick bay and will still be available for selection the next day. On top of this, the probability of an injury occurring is slightly increased.
7.The Captain. In v3.1 the captain will play a small but significant role in your teams performance. In previous versions (v1, v2, and v3.0) your team would attempt to score a drop goal at random. Teams going into the last minutes of a game with three tries would, instead of attempting to secure a Bonus Point by scoring a fourth try, sometimes attempt a drop goal. The same principle applied when your team was losing by 9 points with a few minutes to go and no drop goal is attempted to secure a losing Bonus Point. In v3.1 the experience level of the player you select as your captain will determine whether these drop goals will be attempted or not, according to the situation your team finds itself in during the final stages of each match.
8. You can now choose the behaviour of 4 of your backs (10,12,13 and 15). According to your choice, they'll mainly pass the ball or try to run through the defensive line when they have the ball. The greyed choices (disabled) are only displayed to remind you how the others act (this is unchanged), and won't be enabled later.

v3.1 won't be in use for official games (league and cup) before season 15, which means that we have a little less than a season to test it.