Lamefest Posted August 21, 2015 Share Posted August 21, 2015 (edited) So I'm working on a massive project in which I'm designating all players' attributes from 1978-2006 together on one rating system. This way I can create a series of ROMs for every year with consistent and transferable attributes across the series. Anyways, I've usually defaulted to using 69 for RP, as I've assumed it didn't matter much. Keirre21 prompted me to play around with it, so I did. I think there is a little bit of value to using a range of lower RP's. So, I needed to determine where on the speed spectrum would these combinations fall in order to properly assign them in the project. To help myself out, I put together the attached spreadsheet. I got the values of all the different levels of each attribute from a couple different Bruddog posts (thanks as always for that info and please correct me if I applied some logic wrong). There's a list of every RS/RP/MS combo using the ranges of 6-81 for each, and what speed the player would be at each Tecmo second interval. Taking into account the possibility of a RB restarting, potential of a long TD run, and the amount of time it takes a RB to get into the secondary; I chose 11 Tecmo seconds as a good point to take a the snapshot of average speed. I then ranked all combos by that average speed to see where a combo would fall versus starters from the original. I think it seems helpful, so I thought I'd share it. Again, it's similar to something I've seen Bruddog make (thanks again for figuring this shit out) but a little more comprehensive, I think.Speed Analysis.xlsx Edited August 21, 2015 by Lamefest Quote Link to comment Share on other sites More sharing options...
DFM Posted August 21, 2015 Share Posted August 21, 2015 Sounds interesting. You forgot to attach it. I'd like to see any differences between Bruddog's spreadsheet. Quote Link to comment Share on other sites More sharing options...
Lamefest Posted August 21, 2015 Author Share Posted August 21, 2015 Chose the file. Forgot to attach it. Should be there now. Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 21, 2015 Share Posted August 21, 2015 The sheet had a couple things wrong. 1. The speed values for RS,MS looked like my old measured ones vs the ones in this post... http://tecmobowl.org/topic/55792-the-true-ratings-speed-chart-rsrpms/ 2. The way RP works to speed up the player wasn't being applied right. I fixed up the sheet to be correct. I didn't change the average speed sort order so you could see the differences between the old method. Speed Analysis_brud_Edit.xlsx Quote Link to comment Share on other sites More sharing options...
Lamefest Posted August 22, 2015 Author Share Posted August 22, 2015 Thanks Bruddog. After all the stuff I've swiped from you, I owe you a beer should you make it up to Madison this year. So, let me get this straight. The RP is now listed in how many frames it takes to get to the next RP increment, and there are twenty frames per Tecmo second? If that's the case, I'd have to use really low (like 6-25) RS and RP for them to really make any difference? Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted August 22, 2015 Share Posted August 22, 2015 I think if you use really low RS ratings, then you'll make RS a useless category because, even if you use a low RP range too (like 13-44), the player's speed will still be extremely dependent on his RP/MS dynamic. The reason is because RS has a very weak influence on a player's overall speed, so weakening it even more will effectively eliminate it as a contributing factor in the face of the more influential RP and MS attributes. If you use a high RS range -- and I'm talking offense here -- combined with a low RP range, then RS will have a meaningful role in how fast a player moves. Then, all three attributes (RS, RP, and MS) will actually matter. That's how I see it, at least, and I calibrate my player rating formulas based on that concept. Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 22, 2015 Share Posted August 22, 2015 [quote name="Lamefest" post="451061" timestamp=So, let me get this straight. The RP is now listed in how many frames it takes to get to the next RP increment, and there are twenty frames per Tecmo second? If that's the case, I'd have to use really low (like 6-25) RS and RP for them to really make any difference? Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted August 22, 2015 Share Posted August 22, 2015 So, bruddog, what do you think are the ideal ranges for each of the movement attributes, so that they all carry at least a decent amount of influence? Right now, this is what I use for offense: RS: 31-75RP: 19-44 (with a handful of players at 50)MS: 13-69 Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 22, 2015 Share Posted August 22, 2015 Mine would be pretty similar except maybe RS: 19-69RP: 19-56MS: 06-75 Quote Link to comment Share on other sites More sharing options...
Tecmonster Posted August 22, 2015 Share Posted August 22, 2015 Cool, thanks, I'm glad we're so close on that. Quote Link to comment Share on other sites More sharing options...
Knobbe Posted August 24, 2015 Share Posted August 24, 2015 I think there a few dynasty online leagues that would be interested in this. Quote Link to comment Share on other sites More sharing options...
buck Posted August 28, 2015 Share Posted August 28, 2015 1. am I doing/looking at something wrong or does changing RP in this spreadsheet have no effect in the "average speed" calculation? 2. so this calculated (looked up) "average speed" is the average speed that a player travels at (including acceleration) during an 11-tecmo second interval? I am a bit confused. The sheet had a couple things wrong. 1. The speed values for RS,MS looked like my old measured ones vs the ones in this post... http://tecmobowl.org/topic/55792-the-true-ratings-speed-chart-rsrpms/ 2. The way RP works to speed up the player wasn't being applied right. I fixed up the sheet to be correct. I didn't change the average speed sort order so you could see the differences between the old method. Speed Analysis_brud_Edit.xlsx Quote Link to comment Share on other sites More sharing options...
bruddog Posted August 28, 2015 Share Posted August 28, 2015 1. Buck i hadn't fixed the calculator at the top of the spreadsheet in j1 through K20. Just all the table entries starting at a27-R2223. The calculator is now fixed Speed Analysis_brud_2.xlsx 2. The average speed is just taking the speed values at each time and averaging them together. While it won't be the true players actual speed since we aren't checking every frame in this table it should be VERY VERY close. Actually seeing all their values from 0-11 seconds is more useful. Quote Link to comment Share on other sites More sharing options...
buck Posted August 31, 2015 Share Posted August 31, 2015 1. Buck i hadn't fixed the calculator at the top of the spreadsheet in j1 through K20. Just all the table entries starting at a27-R2223. The calculator is now fixed Speed Analysis_brud_2.xlsx 2. The average speed is just taking the speed values at each time and averaging them together. While it won't be the true players actual speed since we aren't checking every frame in this table it should be VERY VERY close. Actually seeing all their values from 0-11 seconds is more useful. now it seems like RS isn't doing anything to the "average speed"... Quote Link to comment Share on other sites More sharing options...
Lamefest Posted October 10, 2015 Author Share Posted October 10, 2015 Mine would be pretty similar except maybe RS: 19-69 RP: 19-56 MS: 06-75 So my pesky real life derailed my Tecmo life for the last two months, but I'm about to get back to it. Stupid work and family never respect my desire to edit a 26 year old video game - I tell ya. Thanks again Bruddog for fixing that spreadsheet. So I think I fully agree on these ranges and am going to redo these portions of my aforementioned project to use these. With the RP in the 19-56 range, I am again back to the desire to use RP as MS on for PR's and KR's. I truly attempted to figure this one out on my own - spent countless time looking through countless threads. It's just above my head. Any chance anyone could throw me a bone on how to use the PR & KR hacks but make them choose the player's RP value as the MS? Quote Link to comment Share on other sites More sharing options...
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