I am sure this will get shot down immediately but here goes.
I think a good course of action might be to get rid of the confidence attribute, which doesn't do much anyway except prevent morale spirals, which most people think *should* hardly ever happen anyway) and replace it with a consistency attribute. The higher the consistency, the lower the RNG variance in your player's rolls. The lower the consistency, the higher the variance. Scale it from 10 to 170 like so:
equation: y =31.7ln(x)- 63
http://i221.photobucket.com/albums/dd314/tpaterniti/Graph.png
When your player makes a roll, the variance as a percentage of that roll is subtracted from the roll with 1 being the lowest end result possible.
So for example: Let's say your Consistency attribute is 70. Your variance number is 28.32. This means that whatever you roll for a break block roll, let's say hypothetically it is 150 (just a random number I picked). The sim would then take 28.32% of that number as the base and the actual roll as the ceiling, so base + 150 - 28.32% of 150 which is 42.48 = 107.52 and the ceiling is the actual roll = 150.
So to summarize, the sim would be looking at a base of 107.52 and a ceiling of 150.00. It would then randomly generate a number between those two and that would be the outcome of your roll.
Let's say your Consistency was 90. Your variance would only be 20.36%, so for the roll above the sim would randomly generate a number between 119.46 and 150.00 and that would be the outcome of your roll.
If your confidence was very high, say 120, your variance would be only 11.24% and you would get a random number between 133.14 and 150.00 as the outcome of your roll.
In other words, the higher your consistency, the more likely you are to get 100% of your roll. This is how it works like consistency. Thus it would be possible to create super players who are very inconsistent and mediocre players who are super consistent and everything in between.
This is also very realistic because consistency is typically what separates average from great players in professional sports. Great players are not necessarily faster or more agile than mediocre players - often they are great because they perform to their full ability every play whereas mediocre players sometimes play their best and at other times do not.
***The numbers can be scaled differently - the idea is not totally dependent on the scale I provided - it was just a rough idea***
I think a good course of action might be to get rid of the confidence attribute, which doesn't do much anyway except prevent morale spirals, which most people think *should* hardly ever happen anyway) and replace it with a consistency attribute. The higher the consistency, the lower the RNG variance in your player's rolls. The lower the consistency, the higher the variance. Scale it from 10 to 170 like so:
equation: y =31.7ln(x)- 63
http://i221.photobucket.com/albums/dd314/tpaterniti/Graph.png
When your player makes a roll, the variance as a percentage of that roll is subtracted from the roll with 1 being the lowest end result possible.
So for example: Let's say your Consistency attribute is 70. Your variance number is 28.32. This means that whatever you roll for a break block roll, let's say hypothetically it is 150 (just a random number I picked). The sim would then take 28.32% of that number as the base and the actual roll as the ceiling, so base + 150 - 28.32% of 150 which is 42.48 = 107.52 and the ceiling is the actual roll = 150.
So to summarize, the sim would be looking at a base of 107.52 and a ceiling of 150.00. It would then randomly generate a number between those two and that would be the outcome of your roll.
Let's say your Consistency was 90. Your variance would only be 20.36%, so for the roll above the sim would randomly generate a number between 119.46 and 150.00 and that would be the outcome of your roll.
If your confidence was very high, say 120, your variance would be only 11.24% and you would get a random number between 133.14 and 150.00 as the outcome of your roll.
In other words, the higher your consistency, the more likely you are to get 100% of your roll. This is how it works like consistency. Thus it would be possible to create super players who are very inconsistent and mediocre players who are super consistent and everything in between.
This is also very realistic because consistency is typically what separates average from great players in professional sports. Great players are not necessarily faster or more agile than mediocre players - often they are great because they perform to their full ability every play whereas mediocre players sometimes play their best and at other times do not.
***The numbers can be scaled differently - the idea is not totally dependent on the scale I provided - it was just a rough idea***
Edited by tpaterniti on May 4, 2012 15:36:37






























