Suggestion for Throw Ins!
CURRENT PROBLEM:
- manual jump timing for both teams is broken
- defenders jump too early/late making steals impossible
- system feels unnatural and too difficult
- poor animation sync
- lacks strategic depth
PROPOSED NEW SYSTEM:
PRE-THROW PHASE:
- both teams secretly select jump positions (front/middle/back)
- short selection window
- choices revealed when throw begins
THROW MECHANICS:
- THROW TO FRONT:
- ball travels in slow motion
- ONLY front-jumping defenders can contest
- if both jump front:
- defending team gets FASTER gauge
- attacking team gets SLOWER gauge
- two catch options: pass (Y) or maul (B)
- if defender jumps middle/back: NO CONTEST POSSIBLE
- THROW TO MIDDLE:
- ball travels in slow motion
- can be contested from FRONT or MIDDLE only:
- front jumpers: ultra-quick tap steal window
- middle jumpers: normal steal timing window
- back jumpers: NO CONTEST POSSIBLE
- attacking team gets standard gauge for pass/maul options
- THROW TO BACK:
- ball travels in slow motion
- can ONLY be contested from MIDDLE or BACK:
- front jumpers: NO CONTEST POSSIBLE
- middle jumpers: quick tap steal window
- back jumpers: results in immediate tackle if caught (with offload option)
- attacking team gets standard gauge for catch options
KEY MECHANICS:
- all jumps happen SIMULTANEOUSLY based on pre-selection
- slow-motion window is when timing gauges appear
- two catch options always available to attacking team:
- Y = pass to backline
- B = form maul
- defending steal windows vary by position
- successful back position defense leads to tackle scenario