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What should the setting for this plot be?
Standard exp boosting for games, or none at all. Estimated Stats. 23%  23%  [ 5 ]
Bonuses for good results. Use edited pitcher/batter BP for stats. 77%  77%  [ 17 ]
Total votes : 22
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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Wed Sep 07, 2011 8:04 pm 
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I don't really get the question or the answers.

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Wed Sep 07, 2011 8:19 pm 
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BrewersFuzz wrote:
I don't really get the question or the answers.


I think he's asking how he should give players EXP. boosts.

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Thu Sep 08, 2011 1:52 am 
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The poll is on how game results should be rewarded.

In Power Pros games, good results (I went 3-4 with 2 RBI today.) are typically rewarded with a higher experience boost. For example: I played the Mach Socks and went 1-3 with a double. I got +15 Strength, +17 Technique, etc. Now I play them again. 3-5 with a HR and 6 RBI nets me +32 Strength, +28 Technique, etc.

Thus my question being: do you want the aforementioned rewards method, or do you want a flat rate (evil glare from the USPS spokesperson) or none at all.

To illustrate the latter, let's say I just went 0-5 against the Mach Socks. I get a boost of +10 Strength, +8 Technique, and so on. Now game 2 off the Mach Socks. I've just hit 2-3 with an RBI. This gets me +10 Strength, +8 Technique, same as before. We could also make it so that there a no boosts at all from games, which is more or less the same thing as the flat rate, it's really more of a mental preference than an actual factor in gameeplay, which is why I grouped the two together. Note that if you want one of the leveled out options, but don't want the other (You really think that games should get 0 points because practice makes perfect, not getting an exp boost for RBI doubles is against your religion...), just don't worry about it. I've just got these together to differentiate flat rate from dynamic rate, and to determine which game-playing method I will use. We can separate these out later if need be with another poll.

In case you missed the connection, the dynamic rate method goes with the edited batting practice idea I referred to on the last page, and the flat rate method would mean I could just make estimated guesses for game results, due to their lessened importance. Make sure to re-read the last page if none of this makes sense, it should help a bit.

Just to list my personal view on the pros and cons of each:

The BP Method will allow fairly accurate results, and the traditional dynamic rate from real games. It also allows me to play as your character, which seems kind of fun, IMO. However, it does mean that there's a human factor, ordinarily that would be you, but this time it's me, which may be a blessing or a curse depending on your ability. I personally think of myself as a consistently above-average player, so I'm not terribly worried about game results fluctuating wildly. It also will be more time-consuming than the estimations.

The estimations will be quick and easy, but possibly very inconsistent. They'll also mean that the flat rate would have to be used, which Is monotonous albeit easy.

I think that covers everything...


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Sep 17, 2011 6:52 pm 
Can someone please explain this to me in deeper perspective?


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Sep 17, 2011 9:40 pm 
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What part, and how deep?

Tinkered around with the BP method today, looks like it'll work just fine. Maybe I can write an arc plotline this weekend, while I have time.


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Sep 17, 2011 9:48 pm 
Are you trying to get a new Power Pros game published or something?


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Sep 17, 2011 10:57 pm 
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Hey, I've got a question, will we be making players, or will we be assigned ones?

Also, will this be like the RPG, or will this be something like a playable Power Point Presentation (which, when done right, is absolutely amazing)?

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sun Sep 18, 2011 7:58 am 
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@test

I am making my own plotline for a fictitious success mode.

@ppfan

You will be making players by going through the plotline that I've created, the decision-making process will be similar to the RPG, but there will be differences. I was hoping to have more of it done by now, but homework has been absolutely brutal, and I haven't had any time to write random events or anything of the kind. I have the roster for freshman year planned out, as well as rosters for a few other teams. The good thing is, I think I have the whole gameplay entirely planned out, which will save loads of time later on.


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sun Sep 18, 2011 11:56 am 
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lanceberkman wrote:
@ppfan

You will be making players by going through the plotline that I've created, the decision-making process will be similar to the RPG, but there will be differences. I was hoping to have more of it done by now, but homework has been absolutely brutal, and I haven't had any time to write random events or anything of the kind. I have the roster for freshman year planned out, as well as rosters for a few other teams. The good thing is, I think I have the whole gameplay entirely planned out, which will save loads of time later on.

I see, alright. I'm looking forward to this!

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sun Sep 18, 2011 12:30 pm 
Will we be able to play this online?


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sun Sep 18, 2011 12:43 pm 
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It's not an actual video game for a real video game system, this is probably going to be an RPG we play on the forum, right?

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sun Sep 18, 2011 1:45 pm 
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Yes, it is an RPG for the forum.


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Fri Oct 14, 2011 10:33 pm 
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Does anyone have a list of all possible practice types for '07's Success Mode? Just their names would work, correlating experience gains and vitality losses would be a great bonus.


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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Oct 15, 2011 12:05 am 
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Fielding/Pitching Machine Training
Swings/Swinging
Sprints
Fungo Drills
Long Throws

Power Lifting or Weight Lifting or something
Batting Practice
SQR or something Radar Training
(Unknown)
Tube Training

This is just from memory, so I don't know a few and not sure about the exact points given.

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 Post subject: Re: NCAA Power Pros Development Thread
PostPosted: Sat Oct 15, 2011 7:05 am 
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Fielders:

Free Weights/FMT (Fielding machine training)
Swinging/Batting Practice/Batting Simulation
Sprints/SAQ
Long Throws/Tube Training
Fungo Drills/Defense Simulation

I know that Swinging is +10 STR, +11 TCQ, +? MNT.
BP + Batting Sim. give no MNT points.
Free Weights serves as an overpowerful version of Swinging.

Tube Training is +30-something STR points and nothing else.

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