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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.
@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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