Hi Big Ant,
Again just putting ideas out there that are unlikely feasible for this game but maybe in a future? CHAT GPT as always the articulation hero.
Below is a structured breakdown of the proposed Scrummaging Mechanic This approach emphasizes depth, authenticity, and varied outcomes—all of which reflect real-life scrummaging battles.
1. Introduction
The Current Issue:
- Existing scrum mechanics rely heavily on simple, static timed events that don’t reflect the real back-and-forth battle in a rugby scrum.
- Scrums in real rugby showcase pack dominance, technique, timing, and power generation—all elements that make rugby unique.
High-Level Goal:
- Introduce a more interactive, skill-based system that rewards coordination and timing.
- Capture the sense of “winning or losing” one side of the scrum, not just a binary single-event outcome.
2. Proposed Scrum Mechanic
Overall Concept:
- Top-Down View: Switch to a distinctive camera angle during the scrum to give players a clear overview of the scrum’s “shape” and potential movement.
- Controller Inputs:
- Triggers (LT & RT) represent the left and right props, respectively.
- Analog Sticks (L & R) drive each side of the scrum independently.
- Face Buttons (e.g., A) used for power generation.
- Layered Timing Events: Engagement, hooking, and subsequent shove phases, each with their own timing window.
3. Key Interactions and Phases
3.1 Engagement (“The Hit”)
- Timed Button Press
- Press LT and RT simultaneously at just the right moment (the “hit”) for a perfect engagement.
- If perfectly timed, your pack gains a slight advantage; if mis-timed, you suffer a penalty to scrum stability or power.
- Why It Matters
- Real-world scrums rely on the initial collision to set the tone for dominance.
- A well-executed engagement gives you a head start, but it’s only the first step.
3.2 The Hook
- Hooker’s Timing Event
- A separate, smaller timing window to “hook” the ball back through the channel.
- A successful hook provides an additional scrum performance boost to the attacking team.
- Failure or mis-timing can let the opposing side disrupt possession.
- User Feedback
- Might see an on-screen meter or timing bar.
- Perfect timing glows green; partial success is yellow; complete miss is red.
3.3 The Shove (Driving the Scrum)
- Independent Side Control
- Use L & R analog sticks to balance power across each side of the scrum.
- Shifting too much force to one side can wheel the scrum—good if you’re attacking from that side, risky if you lose control.
- Button Mashing for Power
- Press A repeatedly to generate forward drive.
- Overdoing it on one side (e.g., focusing only on the loosehead side) might cause the scrum to spin, leading to potential penalties.
- Varied Outcomes
- Perfectly balanced power = more straightforward drive and stability.
- Intentional or accidental wheel = could earn a penalty if it’s deemed illegal.
- Slipping or losing balance = might result in a collapsed scrum or reset.
4. Post-Scrum Attacking Options
Simple Set Plays
- Y Button: Number 8 picks and goes directly from the base.
- A Button: Scrum-half (9) picks and snipes around the fringes.
- X Button: Number 8 breaks then offloads to 9 running a wider angle.
- B Button: Scrum-half picks, then passes back inside to the 8 on an angle.
Why It Matters
- In real rugby, the scrum is often a platform for creative set plays.
- Giving users multiple quick-access options mimics real-life attacking variation without needing an extensive playbook menu.
5. Gameplay Feel & Authenticity
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Risk vs. Reward
- Overcommitting power or mis-timing the engagement could lead to penalties or loss of possession.
- Successfully coordinating triggers, sticks, and button mashes across the entire pack can dominate the scrum—visually and mechanically.
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Visual / Audio Feedback
- Pack shifts and commentary highlighting the scrum battle.
- Subtle on-screen indicators if one side is starting to wheel or if stability is compromised.
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Complexity for Depth
- Beginners could still “button mash” to shove, but more advanced players learn to nuance power distribution on each side.
- Encourages practice and mastery, giving scrums a skill ceiling.
6. Implementation Considerations
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UI & Camera
- A brief cut or zoom to a top-down camera helps distinguish the scrum from open play.
- Simple overlaid prompts for triggers and sticks to convey real-time scrum balance.
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AI Behavior
- AI must respond to user inputs with a sense of counterbalance—pushing back harder on one side if the user focuses there.
- Difficulty settings could adjust AI reaction times or emphasis on perfect engagement timings.
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Penalty Logic
- If the user repeatedly wheels or collapses, the referee may penalize them.
- Balanced timing and strategic distribution of power keep the scrum legal and stable.
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Online Multiplayer
- Scrum mini-game between two human players would intensify the psychological battle.
- Latency must be carefully managed so timed events feel fair.
7. Conclusion
This Scrummaging Mechanic proposal brings a new level of tactical depth and skill-based gameplay to rugby scrums. By combining timed engagements, independent side control, and authentic set-play options, it elevates a crucial aspect of rugby that is too often simplified in video games. The end result is a dynamic, immersive, and rewarding scrum experience that aligns more closely with the real sport’s complexity.
Thanks again … again … for taking the time to read feedback
No more from me (Today)