Early Access 7 (EA7) (Active Feedback Here)

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:

  1. 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
  1. 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
  1. 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
3 Likes