I have to admit that I'm feeling very positive about PG Mike. There is a real quality about the programs being created, the short videos released and the results from the CF testing crew. I'm sure this quality will manifest in the swing system and all other aspects of PG.
Please don't think I, in any way, believe that anyone should take serious notice of my fantasies. I will be enthusiastically using any of the systems that will be implemented in PG.
Yeah Davefevs.
Of all the "sports" out there that could be simulated I believe golf is the one with the greatest potential and staying power. I want it to be difficult to master . I want to have to play a lot so that I can improve my scores and my skills. (I haven't mastered the game in 50 years but when I did play regularly, twice a week, my handicap dropped by a few strokes). I certainly don't want to be involved in tournaments or ladders where people are immediately shooting sub 60 rounds at will.
And then let RNG decide where the ball would end up. I also like the idea of allocating points to different skills, e.g. Driving, putting etc, that would influence the range of the RNG.
Yes, yes. Dave you are on the right track with allocation of earned skill points for different types of shot and K11 with your love of certain clubs. That sort of slow building of attributes worked very well in World of Tanks. Not only did your skills improve (aiming, rate of fire, repairs etc) but more importantly it kept you playing. They had me for three years - playing regularly and playing that much meant my tactics improved, my win rate improved and I enjoyed it a lot more as a consequence. The reason I'm not still playing WoT is because I couldn't really progress much further. But, my word it took a long time to get to that point. Any publisher would love to have me building their traffic statistics.
Accumulation or building of skills leads to a competitive competition environment if done right. More about that later.
But I'd like to get back to 'realism' and the role RNG would play. When I think about it having read highfade's post I can see that you can't have both RNG and an input control method. As highfade says there shouldn't be a perfect snap and the embedded 'slightly off' function determines the amount of miss. So what's the point of having an added variable with RNG. You could also argue the other way around. The trouble I'm still having with the manual swing is that we still have to get that ding point calibrated and programmed so intricately to simulate a real stroke. I'm not sure that's possible. The perfect/slightly off perfect snap will still be close enough to a good shot to contribute to a similarity of all the shots played from the same spot. I have a horrible feeling that most players will be hitting the ding regularly no matter how well the gauge is calibrated. If you can't get close to the ding regularly you probably should give it away - and that would be sad for so many arthritic, shaky, bad-sighted, (plenty more afflictions but I don't want to offend anyone) folk. My 'no input' method takes away those problems.
So the guy takes his stroke.
RNG doesn't have to be clever. It's simply a roll of the dice albeit with a lot of sides to the dice. The probability of a certain number or result coming up is based on a bell curve and the shape of the curve is based on the skills or attributes (experience) of the player as well as the club they use a la K11. There is a possibility that the result will be from the far outer edge of the bell curve and the ball could slice dramatically into the water but that would be rare and unlucky. Most results are from the fat part of the curve and the ball finishes closer to where you aim. RNG determines distance, direction, shape and possibly trajectory.
I can hear you saying that this mathematically computer generated shooting isnt realistic at all. ( I seem to be anticipating arguments in this thread. It reminds me of the travelling salesman who gets bogged out in the country late one rainy night. He sees a farmhouse on the hill and decides to go up and see if the farmer will pull him out with his tractor. On the way up the salesman starts thinking, "He's probably sound asleep, he wont want to come out in the rain, he'll think I'm a dill from the big smoke, he'll think I'll want to share a bed with his daughters, he'll be really annoyed, he'll be angry and disgruntled, he won't help me, he's probably a real bastard". Eventually the farmer is woken up by some bloke yelling out "You can stick your tractor up your a.se") Well sure it seems unreal but I want you to think about the alternatives and compare them in terms of how close it is to what happens in real life. The game of golf is a series of decisions. 18 holes will take you around 4 hours. You will play close to 100 shots. Each shot takes you 3 seconds. Of that 4 hours or 240 minutes you will be be in the stroke process for about 5 minutes. During each of those strokes you dont think about much at all. Extend the club head along the ground as far as you can on the backswing, look at the back of the ball, swing smooth. Decision making and analysis and intellectualising make up a much bigger proportion of the game. The swing isn't all that physical. It's the walking that provides the exercise. So maybe there is too much emphasis on "the swing". Push the "TAKE SHOT" button and get it over with. Then have all the fun of deciding where to aim the ball, course management, reading the wind, choosing the club, placing that ball right where you can hit your approach with your favourite club with confidence right over the stick and good old RNG plonks it with a bit of backspin above the hole and it sucks back down off the tier 3 foot under the hole.
I'm making all this up, naturally.
Next I'll discuss some other parts of the computer golf game that need some realism added.