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Musing on Faceoff


rjfryman

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What is in a faceoff. Two players enter, a referee drops a puck and the two players battle to gain control of the puck. What is a real way to make this feel more real. What challenges come into effect when designing a system to properly simulate a faceoff. Skill is interesting because there is no way to determine faceoff ability outside of the competition itself. It’s not like speed where you could actually time someone skating and see how fast they get up to or how quickly they accelerate. It’s a competition that is hard to gauge because the better you are the better competition you get from the opposing team. If you were the second best on your team that might help you win more faceoff a in a game because you are facing easier opponents compared to the player on your team who is better than you. Should we break up faceoff to the different types of faceoff. Backhand forehand etc. and then it’s a chess match as well as pure ability. How much does the referee effect the faceoff. If he drops it closer to one person does it make it easier or harder. Should faceoff be a single stat do you break it up into different stats. Do you factor things like strength and puck handling and other attributes or is faceoff a a single stat. Do people care about faceoff in a sim engine. How often does a faceoff effect the score on a meaningful level.

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