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Fred Ex
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So most of the SAs to choose from for an equipment upgrade are 18 bonus tokens. Then there are a few that are worth 75 Bonus tokens. I understand that you may be building dots for specific reasons and choose SAs for each responsibility. Is it understood that the SAs that are worth 75 bonus tokens are that much better then the ones that are worth 18 when you compare them straight up? Is that why the cost is so much higher?
 
RyanCane26
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I think it's more that the 75 bonus token ones are further down the SA tree or not on there at all, so harder to raise with SPs. Not necessarily better.

A lot of people swear by First Step but it's only 18 BTs because it's usually early on a players SA Tree. Aura of Intimidation is cheap because it's on a tree, Pummel is more expensive because it is not.. Etc.

If you have a specific position or SAs you'd like to compare we can help as well
 
Theo Wizzago
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An SA's cost is generally based on it's "Tree Value". Quick example;
When looking at a Strong Safety's SA tree you see the following;

(coverage abilities)
Change Direction, Superior Vision, Swat Ball, Sticky Hands, & Closing Speed.
(hard hitter abilities)
Wrap Up Tackle, Diving Tackle, Growl, Big Hit, & Monster Hit.

Correspondingly the BT cost for adding the SA onto your AEQ gear will line up with those SA's as listed above... with Change Direction and Wrap Up Tackle costing the least (18 BT's) and Closing Speed and Monster Hit costing the most (75 BT's). And, yes, that is why the cost is higher. The higher on the SA tree the better (supposedly) the SA is.
SA's that I am unsure of the cost would be the Bonus Sa's you can choose from: http://wiki.goallineblitz.com/index.php/Special_Abilities

Take note of the cost needed to raise a SA in your dot's chosen SA tree. The more it costs to raise that SA the more it costs to add it to your AEQ... however, the more VALUE you get out of adding it. Using the quick SS example above, If I had a piece of AEQ and added Closing Speed to it, it would cost me 75 BT's... but it would SAVE me a lot of SP's in the end that I would have had to spend to raise not only the Closing Speed SA but to also raise all the SA's ahead of it because you can't raise the next SA in the tree without raising the one in front of it (on a sliding scale explained in the link I provided).

Hope that helps.
 
TJ Spikes
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iirc, the ones that are 75BTs are the special ones added later in development that aren't in trees at all.

Fwiw, that's a crazy price.

You can use CEQ bonuses to get a +4 if there's something you really need and don't want to spend the SPs on

 
Fred Ex
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Ok, I understand what you're saying. One last question about a break tackle% or catch %. Is that a flat %bonus to strength/carry or catch individually on the break tackle/catch roll or is it you roll with the current numbers and then you have a higher (?)% chance to either break the tackle or catch the ball on whatever you roll. Or am i completely misunderstanding how this works...
 
TJ Spikes
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You have to think in terms of imaginary numbers to understand the concept.

Let's use Break Tackle as an example

So.... Your attributes will give you a baseline score, let's say 200. Your weight and current velocity and who knows what else will adjust that score. Let's say +20. Then if a SA goes off, like Power Thru, that will add to the score say +30.

No one knows the scores, these are just probably dumb examples.

So then the % EQ modifies that score. So say 250 x 1.15 (for a 15% increase) makes your total score 287.5 Then your current energy and morale reduce that total score to a final score. Say -12% which would get you a 253 final score.

Now a would be Tackler does the same thing, and gets his final score.

Then there's a random roll (RNG) for each player.

The rolls are added to the final scores.

Whoever has a higher total wins, meaning in this case, either breaks the tackle or makes the tackle.

That's the gist.

 
Fred Ex
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thanks for the example and answers
 


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