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Off Topic Boards => Whoa Nellie College Football Board Game => Topic started by: OrangeAfroMan on August 13, 2019, 12:13:27 AM

Title: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on August 13, 2019, 12:13:27 AM
Post here about gameplay.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MUTTS on September 14, 2019, 03:05:22 PM
Congrats on the release. Certainly to me at least, this is an item that has been missing from the sports games available today.

Is strength of schedule a part of each teams ratings?

Thanks.

Malcolm
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on September 15, 2019, 03:07:55 PM
The only SOS influence is the differentiation between P5-type programs and G5-types.  So teams from the SEC or B10 are on the one level and teams from the MWC or the old WAC, etc have a penalty when they play P5 programs.  Against other G5 programs, they're a full-strength, so to speak.


Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MarqHusker on October 03, 2019, 10:26:39 PM
I'll post up here once I get a shot to play OAM.   Cant wait to play.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 04, 2019, 02:43:06 AM
Great!
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: ryanek11 on October 12, 2019, 07:19:15 PM
Love: The mix of quick play and full simulation. I can play a game with full stats in about 45 minutes. Overall gameplay is very fun.

Suggestions: d100 play charts. Only 10 results for yardage means some frustration with limited run/catch results. For example, Ahmed on UW has rolled at least 2 19 yard runs a game with only a couple of other options.

On the fence: Penalties seem a bit high. Whoa Nellie card overall feels gamey. Maybe include fumbles in the d100 play results
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 12, 2019, 09:49:49 PM
The guy who got the first copy of the game had an idea, if the specific, repeated yardages bother you - roll 2 different-colored d6 die and subtract one from the other - so it would take up to 5 yards off the play or add up to 5 yards.  

*

One concern about a d100 result with penalties included in it....at that point, what's the difference between that and Bowl Bound?  
And the game was developed to keep eye movement/strain to a minimum...quick, repeated places to look and move on quickly.  Having a big d100 chart may spoil that.

*

If penalties are too common, you can play with it - maybe just make 1 and 20 be penalties.  We all make games our own with house rules and such, and I encourage that (see above).

*

Teams average between 1-2 fumbles per game, and long TDs can obviously vary from 0 to 4-5 per game.  With a 25% chance of a fumble or long TD occurring each time the Whoa Nellie card is played, and it being played 2 times per game (or 4, for option teams), this gives you basically a 50/50 chance of fumbling or breaking a long TD.  In solo play, we did the math, which is why the rules are what they are.  
If you want it incorporated more often, do it.  If you hate it, drop it.  We can come up with something different if you want other ideas, and if they catch on with other players, then maybe we could change the game officially.



Thank you SO MUCH for your feedback and thoughts.  It's vitally important and wanted.  THANK YOU THANK YOU THANK YOU!
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MarqHusker on October 13, 2019, 01:01:12 AM
I'll admit, I've self regulated the penalties by not rolling it each play.   I think that's still pretty fair, or remove two of the four penalty counts, as suggested above.   9 penalties in one game (about 80% roll) and 3 in the other (where I know I rolled it 1/2 the time).

I actually think the punt block (small sample size) chances are too high, at least that's my impression.  
I've also had an overall very low net punt average (again sample size).  That's just a dice roll trend observation, not any kind of flaw.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 13, 2019, 01:06:38 AM
I'll admit, I've self regulated the penalties by not rolling it each play.  I think that's still pretty fair, or remove two of the four penalty counts, as suggested above.  9 penalties in one game (about 80% roll) and 3 in the other (where I know I rolled it 1/2 the time).

I actually think the punt block (small sample size) chances are too high, at least that's my impression. 
I've also had an overall very low net punt average (again sample size).  That's just a dice roll trend observation, not any kind of flaw.
Good input, we'll get some more data before officially tweaking anything, but thanks for sharing.

*

Low net punting due to short punts, long returns, or both?  I thought 3 out of 12 (25%) being fair catches would make that a non-issue.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MarqHusker on October 13, 2019, 01:17:24 AM
Low net? a result of die rolls,  short kicks, and decent returns.    I just haven't had high rolls on the punt side.   My punters are shanking them.

One question:  when you play the Whoa Nellie card,  say there's a fumble, are we to assume the fumble occurs at the LOS, or are we to simulate a play of some kind (either plus/negative).   If I missed it, forgive me.   Same thing on an INT, appears all INTs occur and are returned at the LOS, not down field.   Wondering if that can be factored based on SP/LP play call.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 13, 2019, 01:38:07 AM
As the defense plays the Whoa Nellie card, the offense should have made a play call.  So the fumble would occur at the yardage of the play call/outcome.  You would roll the necessary dice to get a play outcome and if there's a fumble, it occurs there.


Say I call an inside run and roll the d10 and it reads "4 yds", but I fumble due to the Whoa Nellie card.  The fumble occurs 4 yds down the field, and I roll the d12 to get the return, from that spot 4 yards past the LOS.
*


I'll specify this in the rule book.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MarqHusker on October 13, 2019, 09:52:14 AM
Ok, good that's how I've played it.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 13, 2019, 04:08:34 PM
Same as the Whoa Nellie card on a long TD - it's the play type and player on that offensive call when the Whoa Nellie card is played, but instead of the yardage you get with the die roll, it's a TD of however many yards away you are from the goal line.


^ Just had another player ask about this scenario, so similar question, same answer.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: MarqHusker on October 15, 2019, 03:55:26 PM
I sent some revised instruction/rules to your email address for consideration. 
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 15, 2019, 08:52:25 PM
Thanks for taking the time, was looking forward to it.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: randy1216 on March 20, 2020, 07:25:01 PM
Onside kick ? I don't see a chart. How to resolve? Thanks
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on March 20, 2020, 10:59:32 PM
Onside kick ? I don't see a chart. How to resolve? Thanks
On page 10 of the instructions, at the bottom:
You use the d12 (12-sided die).

 On-side kick:
Roll the d12 as the kicking team.
In traditional on-side kicks, it is expected by the return team.  This would be anytime the kicking team is behind in the 4th quarter. 
Expected Onside Kick Roll outcome:
1 or 2 = successful onside kick (10 yards)  1st & 10 for the kicking team.
3 – 12 = unsuccessful onside kick (10 yards)  1st & 10 for the receiving team.
If the onside kick is unexpected (ahead or behind prior to the 4th quarter), the success rate goes up.
Unexpected Onside Kick Roll outcome:
1 - 5 = successful surprise onside kick (10 yards).
6 - 12 = unsuccessful surprise onside kick (10 yards).
*the receiving team can SAY they’re ready for an onside kick before the kickoff, which makes it traditional and only a 1 or 2 roll will make it successful.

Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: randy1216 on March 21, 2020, 02:53:27 PM
Order 410 when you ship can I get instructions for the game ?
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on March 21, 2020, 04:56:05 PM
Instructions are emailed to you when your order ships out.  We send to the email you provide through the site when you order.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on March 21, 2020, 04:57:36 PM
Sent to your _______62@gmail.com email address.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: randy1216 on March 21, 2020, 06:09:23 PM
Thanks I've had some good game will make anothe order soon thanks
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on June 21, 2020, 01:26:34 AM
Like a few other teams, 1945 Army has 3 QB choices, one of which is Glenn Davis.  So his completion percentages are inflated on his QB card, with the note on it that specifies completed passes to himself count as incomplete.  

And all running plays featuring Davis are merely QB keepers, instead of what's listed on the team plays card.  
Title: Re: Game Mechanics Questions/Comments/Suggestions-Kickoffs
Post by: rnorton on July 01, 2020, 08:56:02 AM
I was wondering if anyone in here adjusts kickoffs so they don't all start at the goal line. I am thinking about rolling the d10 and moving up the field that far. So a roll of d7 would result in the kick traveling to the 7 just to add a bit more realism. Thoughts???
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on July 01, 2020, 07:52:00 PM
Along similar lines....
you've got that d20, what about rolling that and count it out from the back line of the end zone, and if it's 10 or less, you have the option of returning it or not?  

roll a 13, your kickoff starts at the 3 yard line
roll a 5, you field the kick 5 yards deep in the end zone, with the choice to return it or not (before you roll for KR)


Just an idea.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: rnorton on July 06, 2020, 09:35:42 AM
I think that is a great idea! Thank you!
R
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Blacksheep on September 01, 2020, 01:04:33 AM
Congrats on getting your game pushed out.  I've played four solo games and have had a lot of fun.

I bought a ten-team 2019 set: LSU, Clemson, Ohio State, Oklahoma, Alabama, Georgia, Florida, Michigan, Penn St. & Texas.

I'm a LSU season ticket holder so I've been running my team through the gauntlet with winning scores but somewhat mixed results.

So far I have wins over Texas (24-10 using a double blind system, in other words truly random both ways - I have since switched to controlling my beloved State U.'s offensive and defensive play call); Alabama (21-13, a hair-raising game against a superior statistical team, all hail Joe Burrow); Penn St. (34-17, PSU was stilted offensively but a beast on D with their 16% blitz); and Michigan (24-14, much like the PSU game where UM was weak offensively but killed me defensively).

Early thoughts:

1.  The place kickers are gods.  If you can get in range, try the 3.

2.  The Whoa Nellie card has absolutely killed me. It's a straight up rolling thing, but PSU scored both TDs (a breakaway run and a fumble backed up by a friggin 12 return for another score fml lol), and both UM scores were breakaways.  Meanwhile, I've had two TDs called back by penalties (one of which I scored anyway) and the WN card hasn't done jack for me.  Again, it's just the rolls and you have to go with the flow but it's a bummer when it flows against you.

3.  Every team I bought plays D like crazy so there's lots of negative rushes.  How do you even run the ball against a -4 PSU?  I'm thinking a house rule where you get no less than zero might be in order - btw, this happens frequently though not as often on short passes - but IDK.  I'm a RAW kind of guy so I'll probably see the season through w/o house rules to see how it goes.  That said, the logical consequence of being behind the down and yardage situation with nothing to do but throw long passes tends to limit the scoring output vs. real life.

4.  Finally, as mentioned above, brah, Joe Burrow.  I can pretty much short pass my way up and down the field with runs mixed in for FDs, but his long pass ability borders on the short pass abilities of other mere mortals.  Truly a pleasure to play, even if their D is suspect (pro tip: defend the pass, let the runs take care of themselves - the sack opportunities and extended INT chances more than make up for the few yards opponents get over between the tackles).

All that said, what do I know, I haven't played Ohio State or Clemson yet lol.

In any event, I'm having much fun and depending on how COVID plays out this may yet be my fall pastime.

Cheers!
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on September 01, 2020, 07:21:25 PM
Great feedback, thank you very much!

We've suggested a "house rule" that running plays of "no gain" always = zero yards, regardless of the defensive rating.  We're okay with 1 and 2-yard losses, but we're wary of too many 3 and 4-yard losses, for realism.


Part of the issue is that 99% of orders are all-time great teams with some stingy defenses.  



Long-term, we're mulling more variety on the defensive cards, including (especially) breaking up the top IR/OR and SP/LP cards.  


It may be worthwhile and mild enough for you to instill the no gain = no gain idea going forward, but it's totally up to you.  We wish everyone provided feedback, but it's pretty rare.  Thank you for taking the time.


Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Popeye on October 07, 2020, 04:06:31 PM
Hello, I purchased the game in January, and I just purchased 10 more teams, (actually 14 with the sale).  I would like to get one of the cloth fields that I saw you were using now.  How do I go about getting one of those fields?

Thank you!
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 08, 2020, 12:59:34 PM
Hello, I purchased the game in January, and I just purchased 10 more teams, (actually 14 with the sale).  I would like to get one of the cloth fields that I saw you were using now.  How do I go about getting one of those fields?

Thank you!
Just let us know and we'll include one.  They come with all base game orders, but we add them in for past customers in their next order.  What order number was yours?
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Drew4UTk on October 08, 2020, 05:00:06 PM
Speaking of which, @OrangeAfroMan (https://www.cfb51.com/index.php?action=profile;u=58) , zap me a pdf or image file of the field... 
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Popeye on October 08, 2020, 08:48:19 PM
My most recent order was #557.  It was a 14 team order.  I don’t remember what my original order number was when I first bought the game back in January.
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 08, 2020, 10:50:29 PM
We'll include a field with adjusted first down markers with your most recent order. 
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Popeye on October 09, 2020, 06:46:27 PM
I have already received my order #557.  Do I have to do another order to receive a new field?
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 09, 2020, 10:57:57 PM
No, we'll just send you one.  
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: Popeye on October 11, 2020, 10:25:53 PM
Awesome.  Thank you!
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: jumpthecup on October 04, 2021, 11:12:15 PM
Hi! Playing Whoa Nellie! for the first time.  I was wondering if you had certain down-and-distance rules to use certain solo playcalling cards.  Like what down and distance would there have to be to use the "When you are on offense and your team is...PASS HEAVY" Opponent Defense card, for instance. Along those same lines, it seems like there's potential when you're playing solo for there to roll some curious offense playcalls (say, running the ball on 3rd or 4th and 11). Probably should be some down-and-distance rules guiding that as well.

Thanks,
Dave O'Connell
Title: Re: Game Mechanics Questions/Comments/Suggestions
Post by: OrangeAfroMan on October 05, 2021, 10:21:22 PM
@jumpthecup (https://www.cfb51.com/index.php?action=profile;u=1879) 
In our research, we found a greater run/pass disparity when it comes to score and time left in the game than down and distance.  Passing teams tend to pass and running teams tend to run, and the 'give up and run a draw play' on 3rd downs has become extremely common.