crio
Caddy
Posts: 59
TGCT Name: Rio Sewell
Tour: Platinum
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Post by crio on May 14, 2021 12:08:50 GMT -5
With the past couple of balance changes, I've been thinking of ways that things have been done well and things I wish could be improved when a fairly obvious idea struck me. Most sports games have a physics preset with options like: Arcade, Competitive, Simulation.
I feel like this would be a huge step towards keeping everyone happy. The current changes would be the competitive setup, release setup would be arcade, and I have a few changes I would like to see to make it simulation (more horizontal penalties for tempo).
To take this a step further I would love if they added the ability to make a custom physics preset that can be used for a society.
Some settings I would love to be in there:
Per club type (Driver, Fairway, Hybrid, Iron, Wedge) & for each type of tempo miss & for each shot type with upper bounds, lower bounds, and distribution: - Horizontal Penalty Percentage - Distance Penalty Percentage
Surface Options: - Distance penalty in different surfaces (what's a good lie, what's the worse lie possible, what's an average lie). - Accuracy penalty in different surfaces (predictability, chance of a flyer, chance that a ball will come out on line)
I'll be posting a longer example of what a simulation slider would look like to me as a comment to this post.
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crio
Caddy
Posts: 59
TGCT Name: Rio Sewell
Tour: Platinum
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Post by crio on May 14, 2021 12:44:28 GMT -5
Drivers:
- Very Fast & Very Slow - Horizontal Penalty (20yds - 40 yds, avg 33 yds) - Distance Penalty (7%-11%, avg 9%) - Fast & Slow - Horizontal Penalty (7yds - 30 yds, avg 22 yds) - Distance Penalty (-2%- 10%, avg 6%), 2% extra to 10% less
Fairway Woods:
- Very Fast & Very Slow - Horizontal Penalty (15yds - 35yds, avg 28yds) - Distance Penalty (6% - 15%, avg 9%) - Fast & Slow - Horizontal Penalty (7 yds - 25yds, avg 20yds) - Distance Penalty (2% - 9%, avg 5%)
Hybrids:
- Very Fast & Very Slow - Horizontal Penalty (12yds-32yds, avg 24yds) - Distance Penalty (4% - 12%, avg 7%) - Fast & Slow - Horizontal Penalty (5yds - 18yds, avg 10yds) - Distance Penalty (-2% - 9%, avg 5%)
Irons:
- Very Fast & Very Slow - Horizontal Penalty (10yds - 25yds, avg 17yds) - Distance Penalty (4% - 10%, avg 7%) - Fast & Slow - Horizontal Penalty (3yds - 14yds, avg 6yds) - Distance Penalty (-2% - 8%, avg 4%)
Wedges:
- Very Fast & Very Slow - Horizontal Penalty (5yds - 15yds, avg 8yds, thin shots would be on low horizontal) - Distance Penalty (-10% - 10%, avg 7%, rare thin shots, maybe on fast only) - Fast & Slow - Horizontal Penalty (3yds - 8yds, avg 5yds) - Distance Penalty (-5% - 7%, average 3%, fast will occasionally be a flyer)
Most of the minus percentages (extra distance) will be rare thin shots on fasts only.
Short Game: - Personally I think the current short game setup is what I would stick with for simulation.
Heavy Rough: - Distance Penalty (-5% - 40%, avg 11%) - Accuracy Penalty (Distribution 20% larger? larger aiming circle to show this?)
Rough: - Distance Penalty (-2% - 6%, avg 3%) - Accuracy Penalty (Distribution 10% larger)
Bunker: - Distance Penalty (3% - 40%, average 13%) - Accuracy Penalty (Distribution 15% larger)
Pine Straw: - Distance Penalty (-5% - 10%, average 4%) - Accuracy Penalty (Distribution 50% larger)
Not sure what the best unit of measurement is for accuracy from surfaces. Decided to go with distribution but let me know if you think of other ways of measuring that.
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