Post by Scott Harkness on Oct 13, 2010 16:13:34 GMT -5
Here's a full list of the immense number of attributes you will be in control of in the CHL:
For those who aren’t familiar with EHM, get ready.
As far as players go, you’re going to have complete control over entirely determining what kind of player you are. You think you had some control with customization in EA’s NHL XX, but this is going much farther in a much deeper game. EA’s rating system went from 50 to 99, in EHM, the rating system is 1-20.
You will get a rating and be able to fully customize your player based on appointed points that you can distribute as you want. If this level of work isn’t for you, you can choose to pick one of many templates and have it automatically submitted for your player. It’s up to you.
As far as skaters go, you have these stats to choose from.
Physical Aspects
Known areas: Acceleration, Balance, Agility, Speed, Stamina, Strength
New areas: Fighting (how good at fighting a player is), Hitting (how good a player is at throwing a bodycheck), Injury Proneness (How often/easily a player gets injured), Fitness (similar to stamina, except on a broader scale of game to game instead of shift to shift)
**Injury proneness will inversely effect a player’s attribute point pool.
Mental Self
Known areas: Aggression, Leadership
New areas: Anticipation (how well a player reads the play and on-ice events, prediction), Bravery (grindwork, going into corners, blocking shots), Creativity (how masterful a player is of finding unique ways to locate players to pass to), Consistency (self explanatory), Decisions (how often and to what level the decisions a player makes with the puck are good), Dirtyness (self explanatory), Flair (how flashy or exciting the player is, willing to so something risky), Important Games (how well a player plays in important games), Pass tendency (how often a player passes instead of shoots), Teamwork (how good of a team player the player is), Workrate (how much a player will work on the ice).
**pass tendency will not count against a player’s attribute point pool.
Technical Skills
Known areas: Checking, Deflections, Deking, Faceoffs, Passing, Pokecheck, Slapshot, Stickhandling, Wristshot
New areas: Agitation (draw penalties ability, effect concentration), Getting open (movement, off the puck… offensive zone positioning), Positioning (defensive zone positioning), Versatility (ability to play out-of-position)
** Deking refers more to body movements; Stickhandling is with the stickwork itself.
Other Areas
Adaptability (adapting to new environments/countries), Ambition (enthusiasm for success), Determination (how eager a player is to do what it takes to succeed), Loyalty (self explanatory), Pressure (how well the player handles pressure, both media and ingame), Professionalism (how professional a player’s conduct is), Sportsmanship (how much of a sportsmanly fellow a player is), Temperament (the ability of a player to keep his temper under control)
** adaptability will automatically be set to 20 for all players, so disregard that attribute.
Positions and Roles
You will be able to choose to distribute 25 points between “offensive role” and “defensive role” (both attributes go to 20).
You will play Wing, Center, Defense, or Goaltender. As a winger you will choose to be primarily a LW or RW, and as a Defender you will choose to be a LD or RD primarily.
Goaltenders
Goalies can choose how they play: Mixed (a hybrid combination of different styles), Butterfly, Standup, or Unorthodox (unique and not following a particular style)
Goaltender Technical Attributes
Blocker, Glove, One-on-ones (breakaways), Rebounds (rebound control), Recovery (ability to get back to normal stance), Reflexes, Passing, Pokecheck, Positioning, Stickhandling
**mental, physical, and other attributes are the same.
For those who aren’t familiar with EHM, get ready.
As far as players go, you’re going to have complete control over entirely determining what kind of player you are. You think you had some control with customization in EA’s NHL XX, but this is going much farther in a much deeper game. EA’s rating system went from 50 to 99, in EHM, the rating system is 1-20.
You will get a rating and be able to fully customize your player based on appointed points that you can distribute as you want. If this level of work isn’t for you, you can choose to pick one of many templates and have it automatically submitted for your player. It’s up to you.
As far as skaters go, you have these stats to choose from.
Physical Aspects
Known areas: Acceleration, Balance, Agility, Speed, Stamina, Strength
New areas: Fighting (how good at fighting a player is), Hitting (how good a player is at throwing a bodycheck), Injury Proneness (How often/easily a player gets injured), Fitness (similar to stamina, except on a broader scale of game to game instead of shift to shift)
**Injury proneness will inversely effect a player’s attribute point pool.
Mental Self
Known areas: Aggression, Leadership
New areas: Anticipation (how well a player reads the play and on-ice events, prediction), Bravery (grindwork, going into corners, blocking shots), Creativity (how masterful a player is of finding unique ways to locate players to pass to), Consistency (self explanatory), Decisions (how often and to what level the decisions a player makes with the puck are good), Dirtyness (self explanatory), Flair (how flashy or exciting the player is, willing to so something risky), Important Games (how well a player plays in important games), Pass tendency (how often a player passes instead of shoots), Teamwork (how good of a team player the player is), Workrate (how much a player will work on the ice).
**pass tendency will not count against a player’s attribute point pool.
Technical Skills
Known areas: Checking, Deflections, Deking, Faceoffs, Passing, Pokecheck, Slapshot, Stickhandling, Wristshot
New areas: Agitation (draw penalties ability, effect concentration), Getting open (movement, off the puck… offensive zone positioning), Positioning (defensive zone positioning), Versatility (ability to play out-of-position)
** Deking refers more to body movements; Stickhandling is with the stickwork itself.
Other Areas
Adaptability (adapting to new environments/countries), Ambition (enthusiasm for success), Determination (how eager a player is to do what it takes to succeed), Loyalty (self explanatory), Pressure (how well the player handles pressure, both media and ingame), Professionalism (how professional a player’s conduct is), Sportsmanship (how much of a sportsmanly fellow a player is), Temperament (the ability of a player to keep his temper under control)
** adaptability will automatically be set to 20 for all players, so disregard that attribute.
Positions and Roles
You will be able to choose to distribute 25 points between “offensive role” and “defensive role” (both attributes go to 20).
You will play Wing, Center, Defense, or Goaltender. As a winger you will choose to be primarily a LW or RW, and as a Defender you will choose to be a LD or RD primarily.
Goaltenders
Goalies can choose how they play: Mixed (a hybrid combination of different styles), Butterfly, Standup, or Unorthodox (unique and not following a particular style)
Goaltender Technical Attributes
Blocker, Glove, One-on-ones (breakaways), Rebounds (rebound control), Recovery (ability to get back to normal stance), Reflexes, Passing, Pokecheck, Positioning, Stickhandling
**mental, physical, and other attributes are the same.