Alessandro wrote:Great read and good points, I'm only not a fan of "volatility". For example, it's not that Cheechoo at one point un-learned how to play hockey, it's just that a group of events "happened" both before his booming and his busting. Having and not having good line mates means a lot.
I can see how Volatility becomes a bit redundant in a game that has development speed and career longetivity ratings, but it's simply trying to find an explanation for the sudden dropoff. Also probably would be a nightmare to code, so best bet would be to scrap that idea.
I do have a few more ideas for consideration, however.
MULTIPLE CA/PA RATINGS: As I mentioned in my previous post, one thing that I found unrealistic was the fact that technical attributes usually progressed all at once (making them merely the same player, just better). What I suggest is to divide CA/PA into several categories that each have their own unique rating:
SKATERS:
SKATING CA/PA (Speed, Acceleration, Agility, Stamina)
PHYSICAL CA/PA (Strength, Checking, Fighting, Hitting, Balance, Aggressiveness)
MENTAL CA/PA (Bravery, Determination, Adaptability, Influence, Work Ethic, Creativity)
DEFENSIVE CA/PA (Anticipation, Pokecheck, Bravery, Positioning)
TECHNICAL CA/PA (Faceoffs, Deflections, Positioning, Passing, Getting Open, Teamwork)
STICKHANDLING CA/PA (Stickhandling, Wristshot, Slapshot, Deking, Flair)
GOALIES
SKATING CA/PA (Speed, Acceleration, Agility, Stamina)
PHYSICAL CA/PA (Strength, Balance, Aggressiveness)
MENTAL CA/PA (Bravery, Determination, Adaptability, Influence, Work Ethic, Creativity)
TECHNICAL CA/PA (Anticipation, Pokecheck, Positioning, Passing, Rebound Control)
GOALTENDING CA/PA (Blocker, Glove, Reflexes, Stickhandling, Recovery)
Granted, there's a little bit of overlap with these attributes (mainly with mental attributes such as Flair, Anticipation, Creativity, Aggressiveness, etc.), but I feel they're necessary to give an accurate image to a player. Take, for example, a player like Rico Fata. He was a very terrific skater (i.e. Skating CA/PA is ~ 190), but he didn't bring much else to the table (his mental, technical and stickhandling CA/PA's would be far lower [~ 100-120]). A "soft" European player could have solid skating, mental, technical and stickhandling CA/PA's (let's say ~ 130-150), but his physical CA/PA would be significantly lower than the rest (~ 80-90). Meanwhile, a defensive defenseman like Hal Gill has great physical, mental and defensive qualities (CA/PA at 140-160), his skating, technical and stickhandling abilities leave a lot to be desires (CA/PA at 80-90).
INJURIES: Another thing that irked me about EHM was the unrealism of injury recovery, as they would recover to full strength, no matter a bruised elbow or torn ACL. The sad fact of the matter is that injuries destroy careers (just ask Gord Kluzak, Brett Lindros [even Eric Lindros, for that matter], Jason Allison, or any other promising player that was ravaged by them). There should be some sort of variable that measures the amount of recovery a player can make from such an injury (especially if serious).
For example, Player X suffers a torn rotator cuff and is out for 4 months. The player is at risk of his physical and stickhandling attributes atrophying (such as checking, hitting, and even some mental attributes like aggression and bravery) due to the location of the injury. There are several ways he could be penalized for such an injury (with definite variables such as player age, work ethic, determination and whether or not the injury is chronic or recurring). Lets say that Player X is 22 years old, has a solid work ethic and has no injury history in that particular area:
100% recovery (let's say there's a 60-65% chance of this happening)
90-95% recovery (20-25% chance)
80-90% recovery (5-10% chance)
70-80% recovery (1-2% chance)
60-70% recovery (.1 - 1% chance)
Less than 60% recovery (very miniscule chance).
Although, if he re-agitates the injury several years down the road (age 25), his chances of recovery could be like this:
100% recovery (35-40%)
90-95% recovery (30-35% chance)
80-90% recovery (15-20% chance)
70-80% recovery (3-5% chance)
60-70% recovery (1-2% chance)
Less than 60% recovery (.1 - 1% chance).
This would continue (with lesser chance of recovery increasing as he ages) until Player X eventually retires.