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My Idea for Implementation of this feature has a couple different options but the main ones are...
1. We have three build choices to swap between that we can set up in the dressing room. You would have to use a different type for each build (PMD, TWD, OD/SNP, PLY, DNG for examples) and manage their stamina over the course of a period. Stamina replenishes slowly when on the bench during the period, and back to full at the start of one. This has its flaws when multiple penalties slow the period down or even doubles the length of time but could create some unique gameplay requiring people to use more than just one type of build. You could further make this penalizing and only have two builds to choose between when you are on the PK to give the PP team a bigger advantage.
2. Similar to option 1. you run the same 3 lines for your player but this time, it is merely 3 copies of your player. You still have the stamina management with this scenario, and are merely removing out the complexity and uniqueness of multiple builds. You skate to the bench and another copy of you makes the animation of coming onto the ice.
3. By far my favorite option in my opinion, a "spot" by the bench doors you must stop at to get full stamina. In this scenario stamina doesn't replenish from coasting at all like it does currently (maybe at PK rates) and the only way to get back to full is by using these spots by the doors. You could make it so the spot is just a small radius circle by the door so you don't have to visually put something on the ice.
Completely agreed, and I've often thought your option 1 is a nice way of doing that. Make it so that players have multiple "types" out there (although copies are possible) and the game becomes much more interesting. Do you "match up" against the other team? How well do you communicate changes with your teammates?
There's also an element to offence - they can't just hold the puck to the outside and wait because they'd run out of energy too. So they have to skillfully change while in the zone.
- hiperay2 years agoSeasoned Veteran
@kdsmaclean wrote:Completely agreed, and I've often thought your option 1 is a nice way of doing that. Make it so that players have multiple "types" out there (although copies are possible) and the game becomes much more interesting. Do you "match up" against the other team? How well do you communicate changes with your teammates?
There's also an element to offence - they can't just hold the puck to the outside and wait because they'd run out of energy too. So they have to skillfully change while in the zone.
The problem is option 1 would be the most difficult to implement. Option 1 would require a lot of changing to the programming of the game I would imagine requiring multiple builds, restrictions extra server data storage per game played on it etc. Option 3 would be just adding a spot or some sort of status effect change where your energy replenishes to full when at a stand still state, a state that already exists since it changes the animation for both the toe drag and windmill when performed. Oh and also changing the rate at which people regain stamina down to 0, so basically a slider change.
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