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Spreadsheet for RS/RP/MS Relationships


Lamefest

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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 by Lamefest
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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


 


 


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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?


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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.


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[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?

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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: 31-75


RP: 19-44 (with a handful of players at 50)


MS: 13-69


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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. 


 


 


 


 


attachicon.gifSpeed Analysis_brud_Edit.xlsx



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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. 

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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

 

 

attachicon.gifSpeed 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"...

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  • 1 month later...

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?

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