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Mr_SmigsOffline
Post subject: penalizing the passing game?  PostPosted: May 23, 2009 - 03:46 PM



Joined: Nov 08, 2008
Phoenix, AZ
Posts: 28
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been thinking...


you get what... 1 SPP for a proper pass... which takes 3 rolls, not to mention positioning... and you have to have the ball in the first place...

you really are only guaranteed to get the ball once during the game...
and many teams don't even have the skills to capitalize on it...

but,

causing a casualty, still 3 rolls, but...
you know you're getting at least 3 chances for it each game... (3 guys on the line) and there are far more models with skills to improve the chance (just about ever team has blitzers of some sort)


why is it a casualty is awared more Star Points than a pass completion?

I can watch a dwarf team on the recieve ignore the ball for an entire turn just to fold an enemy team in half and knock darn near every one to the ground...
and will most likely get at least one player some SPP out of the deal....

but a human team that manages to punch through that wall and make a scoring pass, only gets half the credit..
 
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CoffinDodgerOffline
Post subject:   PostPosted: May 25, 2009 - 02:05 AM



Joined: Jun 03, 2004
Scotland
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Hi,

The number of passes is largely determined by the team you're playing and your opposition. WE / HE are much more likely to go for several passes during the game. Khemri *might* attempt one pass if they're desperate. If the other team has pass block / foul appearance, then the number of passes goes right down.

I reckon the 1 point for a pass is to stop speed / finesse teams scoring too many spp - they should get plenty from touchdowns...

BFN

Paul
 
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AxtklingeOffline
Post subject:   PostPosted: May 25, 2009 - 03:57 AM



Joined: May 29, 2006
Portugal
Posts: 325
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All in all, its more difficult to earn SPP doing Cas than by Passing.
Of course it depends on the team you're playing, but if you pick up a regular human or orc lineman (that are the "average" players), you'll see that you'll need higher rolls to do the Cas than to score a pass.
Besides, you can re-roll each of the 3 steps of the pass.
A.
 
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Mr_SmigsOffline
Post subject:   PostPosted: May 26, 2009 - 04:20 PM



Joined: Nov 08, 2008
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lets see.... for a break, a human, most likely rolling 2 dice from an assist somewhere...
83% or so to get the knock down, 30% or so for the armor, and 30% for the KO...
and you can reroll the block roll.. so...

about 9% .(ignoring the reroll).. 3 garunteed hits a game... so 27% chance at 3 points...
not counting 1 blitz a turn you have access to....


a agility 3 pass to agility 3 catch... with one reroll (oh, wait, you can reroll that block roll)... on a quick pass (3 to pass, 3 to catch)
40% or so... assuming you get the ball...
30% if it's a short pass...
20% on a long pass...


ok, I get the "speed/finesse teams could hang back and pass a dozen times.. if the points were more..." one pass a turn, means a maximum of 16 passes... assuming you somehow control the ball every turn...

one blitz a turn, and three at the kickoff... 19 blocks... even if you don't have the ball.

and a block doesn't endanger your turn/score nearly as much as a pass...
 
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HullekoenigOffline
Post subject:   PostPosted: May 27, 2009 - 01:38 AM



Joined: Nov 10, 2005

Posts: 43

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But you ara not looking at the context...
A passing time usually scores a hell of a lot more touchdowns (which are 3 spp each).
A bashy team does not... two, maybe three are more than you can ask for.
So even IF passing would be penalized (which I don't agree) the agility team will more
than make up for it by making more touchdowns.
 
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KarlLagerbottomOffline
Post subject:   PostPosted: May 30, 2009 - 03:28 AM



Joined: May 25, 2004
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I can go back and look again, but I believe that a CAS awards 2 SPP, not 3.
3 SPPs is awarded for scoring a TD...therefore CASs are "penalized" when compared to scoring.

I am assuming that the Khemri Coaches feel that this is unfair, and many ork coaches may wish that their favorite tactic is undervalued...however...how many points would you like to award the human thrower for making a COMP when there are 3 "built-in" RRs to completing that action. (This way they can save their Team RRs for the "over valued" blocks.)

-RobO

P.S. Completions or Casualties in themselves do not win the game...therefore they must both take a back seat to TDs in terms of SPPs

EDIT: One quick addition...SPPs should not be just based on the ease of performing the task, but on their relative value to winning the match. Otherwise, an INT should really be given the most SPPs...considering that it often takes a 6 to accomplish.

_________________
Karl Lagerbottom - Dwarf Blocker of Renown
NAF Member #5236
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Mr_SmigsOffline
Post subject:   PostPosted: May 30, 2009 - 11:14 PM



Joined: Nov 08, 2008
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      KarlLagerbottom wrote:

EDIT: One quick addition...SPPs should not be just based on the ease of performing the task, but on their relative value to winning the match. Otherwise, an INT should really be given the most SPPs...considering that it often takes a 6 to accomplish.


that I can agree with...

it's a shame there's no assessment system for "did this action aid a score"

tho, one could argue that the value of each action should be reduced in any turn a player does not score
but then, this means, it's assumed, in a scoring turn, that all actions that turn were relevant to the score.... and we know that's not really true...
 
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