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Player/Team Chemistries

Posted: Sun Jun 27, 2010 4:36 pm
by c-heat
I'm actually very suprised that there isn't a feature like this in EHM, where it is only limited to Liked and Disliked staff with no actual usage. I think that within the game players should be able to create a chemistry percentage between each other, this would take setting lines and tactics deeper and easier. Also, after setting your lines the game could maybe indicate chemistry percentage between the players in the line. The chemistry could be somewhat randomized and then be affected by players assisting eachothers on goals and also by the time the players spend on lines and in the team.
Also, it would be cool if the players would have an orientation attribute which could affect creating chemistries and that coaches and assistant coaches would have an attribute on creating chemistries inside their teams.
What do you think dabo?

Posted: Sun Jun 27, 2010 5:07 pm
by dabo
I think it is a nice thought. I am gonna implement the "Liked and Disliked staff/players/teams" you mention and have it affect the likelihood of a player/staff member signing/extending a contract with a team.

As for the lines, I remember ea sports had (have?) something like that but maybe it was only based on the player types? Chemistry could definitely be a factor just look at the Sedin twins, will put the idea in the ever-growing stack of ideas.

Posted: Sun Jun 27, 2010 6:42 pm
by c-heat
Yeah actually I kinda took the line chemistry idea from EA, their NHL games had that at least in NHL 06, I really dont know why they took it out, it was working very well yet it was much based on player types, in a manager game it could be deeper although even the player type system could work well due to the fact it is very simple. Nice to know you digg the idea!

Posted: Mon Jun 28, 2010 1:52 pm
by axwel3221
So the liked and disliked staff would affect like...
fireholder wrote:it effects gameplay... depending on your player's mindset, temperament, competitiveness, and playstyle, playing against people you dislike will motivate you more, or more easily upset you if they are succeeding. also more likely to fight them. players you like you have more chemistry with, and if they are on another team it can effect you as well... makes you less likely to fight with them, though

due to the nature of ehm, exactly what liked/disliked players and teams will do varies from player to player, though
?

Posted: Mon Jun 28, 2010 2:05 pm
by dabo
axwel3221 wrote:So the liked and disliked staff would affect like...
fireholder wrote:it effects gameplay... depending on your player's mindset, temperament, competitiveness, and playstyle, playing against people you dislike will motivate you more, or more easily upset you if they are succeeding. also more likely to fight them. players you like you have more chemistry with, and if they are on another team it can effect you as well... makes you less likely to fight with them, though

due to the nature of ehm, exactly what liked/disliked players and teams will do varies from player to player, though
?
I mostly thought of it as something that would be taken into consideration when deciding a team to sign for. But sure that's something to think about as well.

Posted: Mon Jun 28, 2010 3:43 pm
by ArtVandelay
Chemistry is tricky isn't it? I mean, 2 guys can really like each other and impact where each other is going to sign (think of the Hatcher brothers). But that doesn't mean they'll play well together (think of the Hatcher brothers).

Maybe use the "liked/disliked" thing along with a something like freeware EHM's "click"? I know the click in EHM seems arbitrary and random, but I think chemistry is kind of like that. I only wish it was implemented more thoroughly in freeware EHM.

Posted: Mon Jun 28, 2010 3:56 pm
by Hooligan_Tactics
Yeah, I remember the whole EA chemistry thing, where if you put a playmaker, sniper, and power forward together they'd all have higher overall player ratings. And adding something like that to the game would be awesome. I think that maybe coaches should have something to do with chemistry too. Some NHL coaches have gotten a lot of production out of players/line combos after a previous coach couldn't, so the coaches should have some "Chemistry Development" rating.

Posted: Mon Jun 28, 2010 4:53 pm
by bruins72
The liked/disliked in the current EHM affects players signing contracts only, as far as I know. I don't think it has any in-match effect.

I remember the freeware EHM's "click". It was just a number between 1 and 5, if I remember correctly, and players with a click of 2 would play well together while players with a click of 4 would play well together. It's not a bad place to start but I do like the idea of certain players matching up well together and then developing chemistry together over time. Think Hull and Oates.

Posted: Mon Jun 28, 2010 5:14 pm
by ArtVandelay
bruins72 wrote:Think Hull and Oates.
That always makes me think of Hall & Oates.

Posted: Mon Jun 28, 2010 7:44 pm
by capschmap
Another option would be to input players' mental attributes into this calculation. For example an ambitious player with low work rate and loyalty wouldn't get along with a player with a high work rate and loyalty ratings.

Posted: Mon Jun 28, 2010 7:51 pm
by ArtVandelay
capschmap wrote:Another option would be to input players' mental attributes into this calculation. For example an ambitious player with low work rate and loyalty wouldn't get along with a player with a high work rate and loyalty ratings.
I don't know about that. "Opposites attract" and that sort of thing. Sometimes, the selfish player benefits from being on the ice with the hard worker. In fact, if I'm a coach and have that selfish but really skilled guy, I want him on the ice as he can be my biggest scoring threat. But I'll probably want to put the hard-worker out there with him to act as a defensive safety valve and, possibly to set a more intense tone. Sometimes, the hard worker can actually have a positive influence on the enigmatic, selfish guy. I think of Messier with Kovalev on the Rangers in the 90s like this.

Sometimes it works and sometimes it doesn't. That's why I think chemistry is so tricky. I doubt there's a reliable formula - or least a reliable one that doesn't require differential equations. And that's again why I actually kind of like the pure arbitrariness of freeware EHM's "click".

Posted: Mon Jun 28, 2010 8:11 pm
by c-heat
no reliable formula
Amount of the times two players assist eachothers on scoring?
Time spent on same line?
Position of the stars?

It's all up to dabo's imagination now >:-D

Posted: Mon Jun 28, 2010 8:39 pm
by ArtVandelay
c-heat wrote:
no reliable formula
Amount of the times two players assist eachothers on scoring?
Time spent on same line?
Position of the stars?

It's all up to dabo's imagination now >:-D
Or maybe just a random event (in the code - not in the sim life). Put a line together and perhaps calculate a random "chemistry".

Posted: Mon Jun 28, 2010 8:43 pm
by bruins72
Maybe a weighted formula using a random number, like freeware EHM's "click", which is then adjusted by time spent on the same line, position, and combined points production?