Quote:
Originally Posted by Cryomaniac
To go along with this:
Suggestion
Much more complicated (realistic?) player personality modelling, eg, have ratings for how likely players are to fight, take drugs, fall out with team mates, etc. Maybe have it as three ratings, eg. Temperment, Off the Field self control (Couldn't think of a better name lol), team spirit. This would let me represent people like this guy I went to school with who could run the 100m in <12 secs but is a lier, takes drugs and all sorts of other negative things.
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We're on the same page, Cryomaniac- I was about to post a similar suggestion. It's my understanding from other threads that we'll never see things like narcotics suspensions or fatalities in the game, as it runs counter to company philosophy, which is fine with me as long as injuries can be made fully customizable. In any case, if I can suggest a simpler modification of your proposal, which doesn't make use of new personality ratings:
Suggestion
Introduce a 'Personality' boolean in the off-field injuries database. Injuries with this boolean 'on' would be more likely to occur to players with bad personalities (low leadership, intelligence, work ethic). Off-field injuries like 'was injured running away from the police', 'was injured in a bar brawl', etc, could then be connected with player personalities.
Reason
I'd find the game more immersive if players had more developed personalities, but at the moment, player personality ratings only have a mysterious 'behind-the-scenes' effect (besides the occasional news message describing a player as a 'clubhouse cancer'). Linking certain off-field injuries with personality is one small way players could have more character. I also find it a bit absurd when in my custom database, my team leader turns out to be the team's lone drug addict- not likely- or find that he has been injured running from the police (and for what?). With customized injury databases, this option would be even more interesting.
Priority
Medium.