On rail phase play idea

I’ve had this thought since Rugby 22 that a on rail system for phase play (play from rucks) should be implemented. In Rugby 22 they implemented the great pod formations system with the presets but it was unintuitive and unexplained to the player. They almost had it right but most player didn’t use them.

The natural impetuous from most rugby fans (since there is a profound lack of tactical knowledge outside high level rugby unlike other sports) is to simply pass the ball down the back line to the wing off every play with some random pops to the forwards from rucks inbetween to suck up players, but if you have been watching rugby since at least 2010 you’ll know that tactic simply doesn’t work at all above low levels in real life anymore. Pass down the line is a viable option only if there is an overlap or you’re out of options due to lacking numbers from overcommitment in the ruck etc.

I suggest that we have phase play almost automated by the AI based on plays you call at breaks, and you simply control the running and passing with ability to call off the play and do pick and goes, box kicks etc. Similar to the set plays in rugby 08. By this I mean that you make the call of the direction your team will attack in phase play, how many phases you will attack and what pod formations you will use. That’s how it works in real life high level rugby with phase play direction called by 9/10 before set pieces and players simply focused on getting to a-b and doing their jobs with leeway for 9/10 to change it up real time to get it out to the backs, kick etc. not to be thinking and worrying about what they’re going to be doing in play. The strategy is structured within the teams game day plan and the overall team philosophy/style.

In short it needs to be more of an American Football/Madden gameplay approach, more like chess. This would allow more structure in attack and defence and to make it simpler for the player. Not only would it add structure to ai attack but the defensive ai should also be getting sucked in by phase play threats and allow gaps to form in the backline. If you want to just pass down the line be prepared to get smashed at every tackle by a brick wall because your play is too easy to ready or to only play on the easiest difficulty.

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Game already feels like your players are on a rail as it picks it lines to run before the game, and it’s annoying because when they run the wrong way it feels like moving a truck to get player to go in other direction, most games even madden gives you now more control of player as you can move your player in any direction or way you want them to run before they have the ball and that’s what is needed in this game

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You’re completely misunderstanding what I’m suggesting. I’m not talking about movement, I’m talking about structure.

Even as a structure have a game on rails will make it boring, as it okay next 3 phases I press this play and let it happens while that play is happening I spot a gap but stuck in a rail and need to wait for it to play out.

I want to play phases I will do it until a gap opens up that’s exactly how the game plays now you play a few phases and you see a gap in the middle of the field starts opening up so boom you pass the ball there and you thing, game already punching you with a wall if you just pass to the wing, it wants you to play phases with that one of passes.

Rugby 08 had play on rails with set pieces and it made the game boring as the game will do all the work I just to press whatever buttons come up

Every single rugby game we’ve had (yes even the overrated Jonah lomu) has had bad gameplay because it’s way too loose and has no structure. We need more structure not only for the player but also for the AI.

As I said you could have the ability to call of the phase play and make decisions. All I’m suggesting is to have the phase play automated in the background to add structure. Right now there is absolutely no structure and it’s been the same in all rugby games.

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Furthermore how do you suggest you control the player before he has the ball anyway? You could only do the FIFA way of having a split second after the ball has been passed which is ok. We don’t have 5 seconds of in air ball time like American football. The only other way would be as I suggested have the phase play automated and then you can control the backline/forwards running lines whilst your ai scrumhalf passes the ball. Of course we need ai running lines to improve but rugby union uses phase formations heavily and it isn’t just off the cuff.

The moment you press the pass button the game knows to who that ball is going to so while ball is on it’s way to the passed player you should of control of that player and decide if you going left right straight or just standing on the spot.

The reason aswell why the game makes it painful to kick from the pocket is because the game is playing on rails and the moment that ball gets passed your player is running where I want to be in control if my player runs or not, so if I hold the going forward stick my players should be running but if I don’t touch the analog stick my player should be standing still

Very valid! That’s deffo the main problem with kicking, sometimes they do drop into the pocket, but then by the time you’ve passed and they have the ball, they’ve moved a meter further forward! Stay still till I tell you!

I do think some sort of NFL like system could work, but I think you may be right there too, I just don’t know how overriding that for when you see an opening would work as rugby is so much more fluid, I also don’t wanna see the scrum half’s just become essentially an AI, imagine if all Dupont does in a game is pass!

It is cool that people are bringing these types of ideas up. Gives the Dev team additional things to think about and maybe integrate.

This has to be the idea I have liked the least ever to do with this rugby game though personally. No offence but this “experience” would be absolutely horrible for me. I know many others that think the same way about the game being pre determined for them.

It is a very well thought out idea and if this was it’s whole own separate mode, like a coach one where you have very little impact on the actual gameplay I could get behind that idea, it would be very cool. If this was to be the foundation of a game though for me it would go in the bin. It would almost feel like you were always having to just wrestle control from the AI.

Eyes up footy is where its at for me. I want complete control and a play to only run if I specifically tell it to. I think structure can be formed well enough with impactful D pad options and calling those on the fly as a 9/10 would.

Maybe if you are struggling with structure and the game you could get better by doing some tutorials? IDK. Many problems come from people not being good at the game. Maybe that would help you out.

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