Paul T

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Posts posted by Paul T


  1. 9 minutes ago, Deadwing said:

     I do apologize my rather uncalled-for outburst. Sometimes even the combined knowledge of Steve Yzerman, Stan Bowman and Ray Shero won't save you if the upset and frustration have already melted your brain into mush.

    I actually didn't take your post as ranting or an outburst.  At all.  What I'm coming to find out is how differently I view this game than others.  I could be wrong in a lot of what I am saying... who knows.  Maybe we do need more info and I'm the only one here who thinks more info would be a bad thing.

    On that note, I really hope you get to the GHL soon.  Good luck with the playoffs this season.


  2. On 12/22/2019 at 4:28 AM, AlexanderRasputin said:

    1. Periods of Poor Goaltender Performance: There are games and stretches of games when goalies are simply absolute trash. I expect this multiple times throughout the season now, and it can happen when they are fresh off a rest, when they are Heroic, when all tactical info is green (i.e. you perfectly match an opponent's tactics), and usually for 3-5 games at a time. Sometimes they simply lose you games and end up with a 50 - 60 rating for extended stretches for no particular reason. Some may say that in real life, goalies and players may go through similar stretches (i.e. Bobrovsky at the beginning of the current season). But in a sim like this, it would at least be good to know where this is coming from - i.e. is there a randomness element to player performance, and it just happens, or is this something we as managers can fix?

    2. Team Winner Instinct Decreasing: This has happened to me multiple times, and I believe someone else mentioned this as well. A team's Winner Instinct will go down a level, usually from Heroic to Strong, over the course of a few games - and stay there. This happened to me during a) stretches of wins and good performances, b) without any trades or player moves, and c) on teams with an optimal, or close to, balance of player traits. Mystery. 

    3. Underestimating Opponent Teams: My teams have consistently underestimated conference leaders and teams on hot streaks higher than them in the standings, as well as teams with better reputation. What this makes me think is "Underestimation" is based on the OVR of a team's players/lines/squad, rather than their position in the standings. Given that there is a clear directive in the design of this game to treat OVR as a loose guideline, this seems like a poor design choice (if true), especially because it can impact games heavily.

    4. And finally, the dreaded:  "The team struggled to gain possession in the neutral zone and had to start all attacks in the defensive zone" assistant report item. I get this sporadically in games I lose, and usually lose comfortably, but I have no clear idea of what it means. I've gotten this when my defence played Aggressive Forecheck, and I've gotten this when I've played Spread, as well as all kinds of combinations of attacking tactics. I initially thought this had to do with an opponent playing Dump and Chase and keeping my team in our own zone, but I've also had this in games where my team had more O-zone time. All I know is that I inevitably lose games with this message, it seems to appear without rhyme or reason, and though there is clearly something going on here, I have not yet discovered what it is.

    Interested to hear more thoughts on these and any other specific items - whether the other managers here agree or not.

    1) I elaborated on this in my response to Deadwing's post.  I doubt there's much manager's can fix - other than attempting to find a goalie who isn't impacted much by slumps.  But again, there's more factors than just your goalie having a streak of bad games.  Other team's players could be on good streaks, the player could just be having a down season, team could be in a slump overall, maybe it's not even your goalie, but a defender or two causing it.  But I've seen it happen to almost every team.

    2) Agree on this.  And it was me who previously mentioned it, although I don't think WI has that much impact overall.  There is only 1 team in the GHL East with Heroic WI and they are pushing relegation.  I think we're all in the same boat here.  From what I understand, you need a combination of Heroic players, not many Nervous ones, a few Arrogant and Cocky players and players with high reputation.  But in the end, a players actual skill means much more.

    3) Agree.  Oddly enough, the only team that my team underestimated almost all season is yours.  I'm not sure it's something that can be adjusted for.  Probably more something that is just noted after losses.

    4) This one seems to be random as well.  I get it 4-5 times per season.  I don't really pay much attention to the assistant comments anymore as I feel there's a lot of stuff that doesn't matter all that much.


  3. On 12/21/2019 at 6:33 PM, Deadwing said:

    I agree on that we need more tools and more transparency to determine what works well and what does not. The advanced stats are great, but they only go so far. I understand that RNG is always a part of the game, and it should be, a random chance of luck is a large portion of a real hockey game as well. Sometimes, and quite often actually, it feels like stuff is happening without clear understanding of what exactly is wrong, and that is not something I like in a manager game. It leaves me in the dark concerning pretty much everything. Great example is the current season. I started strong and won the first five games, then I dove deep and borderlined a crisis team, and then, out of nowhere, everything clicked and I began to perform well.

    Why? I didn't do anything drastic.

    I had a balanced team to begin with. My winner instinct sucked in the beginning and it keeps on sucking to this day, but it doesn't seem to have any effect to my team's performance. Suddenly everything just seems to work like a dream. My 1st and 2nd goalies are both doing well now, but they both had a streak of really bad games... why? A single game is easy to swallow. Okay.. shit happens in a real hockey game too, but over a longer period of time good players can turn it around and excel. In GPHM it seems to be quite random.... why?

    I just want to know more about why things happen the way they happen,  so I can adjust accordingly.. you know.. like a hockey team manager would. :)

    At the risk of coming across as argumentative (which I will assure you I am not), allow me to play Devil's Advocate and think about this a bit differently.

    1)  I started strong and won the first five games, then I dove deep and borderlined a crisis team, and then, out of nowhere, everything clicked and I began to perform well.  Why? I didn't do anything drastic.  There are two things that are common knowledge if you frequent the forums and message boards.  First, beginning of season results are somewhat random as players are building up their confidence.  Second, players (and teams) suffer from slumps in this game as Anders has pointed out.  There is a hidden trait which impacts certain players longer/shorter slumps than others.  So I think what you were seeing was a combination of both those factors above.  Not to mention, I would hardly consider that a "deep dive" and "crisis team".  You lost 6 of 7 games early on.  Most of those games were against REALLY good teams and 3 of those losses were by a single goal.  I don't think results like that are out of the ordinary, nor would they constitute a crisis.  Sh*t look at my team over the past month.  I was well above .500 and hovering in 3rd place most of the season, then out of nowhere I lost 9 of 10 games.  And now I've won 8 of my last 9.  The game can just get streaky like that sometimes - even without changing a thing.  Managers can only do so much... sometimes you are just at the mercy of your players.

    2) My 1st and 2nd goalies are both doing well now, but they both had a streak of really bad games... why?  Probably due to the slump factor.  My goalies went through the same thing - and from his post it appears Alex's did as well.  It sounds like it is just part of the game.  OR... just maybe the players you were going against were having really good games.  Why do people always assume it is their own team that is failing?  Maybe the other team just played better.

    3) I just want to know more about why things happen the way they happen,  so I can adjust accordingly.. you know.. like a hockey team manager would.  I still feel like when people say this, what they are really saying is "I want to know what the right move to make is in order to win games without doing advanced research or taking any risks".  My response to that is to try different things and take those risks!  If you make a bad move, who cares.  It's only a game.  Hell, I acquired a 22 year old 92 rated goalie two seasons ago.  He didn't play well at all and I attributed it to some hidden trait.  So you know what I did... I traded his ass!  It was probably a bad move, but who cares.  It's part of the fun of the game.  Not knowing the exact right answer on how to react doesn't mean you can't react.  Mix up your lines, trade a player, try different tactics, try different roles, the options, to me, seem endless.

    You are in 3rd place in SHL East.  The top 2 teams are relegated GHL teams with stacked rosters.  You are obviously doing something right, no?  I would consider making the playoffs season after season and continually improving to be successful, despite not promoting to GHL.  SHL teams are really in an unfair situation having to complete with relegated GHL teams.  But either way, I would consider what you are doing to be successful.


  4. /\

    I will add to the above, which I have stated before, that I STRONGLY feel there is an element of randomness to this game.  As there should be!  I think some of the information that you are looking to obtain just isn't as simple as it seems (like rainsilent said), and that you're going to end up not enjoying the game as much as you should.  So I don't mean to imply that you aren't enjoying the game, but I think that your current mindset will lead you to not enjoy the game.

    The randomness that I talk about could be anything from:

      - puck luck (that crazy biscuit takes some weird bounces sometimes).

      - players just having off games (they do in real life)... Ovechkin had a game a few nights ago where he scored 3G + 1A, then followed that up with 3 games of 0+0 and a -1.

      - the fact that the player ratings aren't as far apart as most people view them.  A sub-90 rating doesn't mean the player sucks at that specific skill.  Even an 85 rating in certain skills is considered a natural for certain roles.

      - there's probably 5-10 other things I could list here, but I'm losing my train of thought.

    Sometimes inferior teams beat more dominant teams.  Sometimes teams with low winner instinct win close games.  By the way, Winner Instict is something that I have NEVER been able to figure out.  I've had a Heroic team, at most, for a couple of games, before it slid back down the bar.  I'm going to be pumped when I finally figure it out, but I hope it's by chance... I don't want someone to give me the magical formula.

    And after seeing your second comment about you implying that you aren't enjoying the game, here's some reasons why you SHOULD enjoy the game

      - you are current GHL champ

      - you are currently in 1st place

      - you have a great team now and into the future (this doesn't mean that sometimes you won't get beat by an SHL team here and there... it happens).

      - despite it's minor flaws, the game is still REALLY F*CKING COOL 😜

    You are a good manager.  I like the league being filled with good managers.  Simple as that.  I was bummed out when Eric left (Fairbanks Union)... I was bummed out when Matt H left (Brass Castle Berzerkers).  It was clear to me that they both left because their teams weren't doing as good as they wanted them to.  But in the end, nobody really cares.    To me that is just insane.  The object of the game is to win.  Sure.  I want to win.  But that's not why I enjoy the game.  It's the escape from real life that I enjoy.  Just as much as winning, I also enjoy scouting the draft, developing players, trying players in new roles and positions, chatting with Wendel and Naekfor about various things.  There are times I get BS after a loss to an inferior team, but then I step back and have a "who gives a sh*t" moment.  Failure isn't losing a game or having a losing record or getting relegated.  Failure is getting upset in real life about fake game failure and not being able to just enjoy it for what it is (that isn't directed at anyone in particular... it's directed at EVERYONE!).

    See - I went off on another tangent again.  Take from it what you will. 

     

     

     


  5. 17 hours ago, Peekaboo said:

    Furthermore, you are implying that I am not enjoying the game, not sure why would you do that, besides trying to create argument.

    I didn't mean to imply that.  Sometimes when I start writing my posts, I continue to expand on them based on where I am with my own thoughts.  I try to give others a glimpse of the logic behind my thinking as opposed to trying to attack what the other person is saying.  I've been doing that since the beginning of time... check some of my posts from 2017 😁

    So, sorry if it came across that way.  I enjoy having analytical discussions about the game, but don't enjoy when it becomes argumentative.  There's plenty of room for that in other aspects of my life... like work... and marriage 😝  I think at this point we are just thinking about the game differently.


  6. 4 hours ago, Peekaboo said:

    I have to totally disagree with this and its really not the point of what I was talking about. You would use tactics depending on your preference, your squad, ratings, traits, etc. You missed my point completely - like I am asking for a "win" button.

    I wasn't accusing you of anything.  I was simply providing my own opinion.  By making comments like " I am really trying to understand why is my winner instinct in blue, while clearly some other teams that are in green and if you ask me they shouldn't be there. Whatever you say, I really don't find it fun trying to guess formula to get good winner instinct." leads people to believe you aren't really enjoying the aspects of the game that are meant to be fun and that winning is your most important priority.  And if winning is the most important part of the game, that's fine too.  But most others don't feel that way.  Many people enjoy the trial and error aspect of the game.

     

    4 hours ago, Peekaboo said:

    For example, in this new guide, where can I see how different twoway or scoring winger play in twoway line?

     

    4 hours ago, Peekaboo said:

     I have no clue which role would produce more shots, would it have less its, etc etc etc. You get what I am saying? :)

    No, because I enjoy the trial and error aspect of the game.  I think that's what makes good managers.  If I wanted to know which roles produced more shots, I would either look at the existing data/stats or set certain lineups to test it out.  Look at player stats and see which players are taking more shots.  See which role combinations are getting more shots in comparison to their ice time.  See if certain line focuses are getting more shots.  See which position C vs. F are getting more shots.  Even go beyond my own team to see how the teams that are getting the highest number of shots are set up and which players are getting those shots.  It's all stuff I've enjoyed figuring out over the past 10 slow seasons.

    4 hours ago, Peekaboo said:

    It has nothing to do with everyone playing the same. If I lose to 82 rated squad, I would like better tools to determine if there is just "luck" part of the game, and I am fine with that, or there was something else?

       \/

    On 12/5/2019 at 11:40 AM, Paul T said:

    2) The game has an element of randomness to it, much like the sport itself.  That's a good thing.  Sometimes certain outcomes just don't make sense, other than the element of randomness.  Overall, the game is directionally accurate and the "better" teams tend to place higher in the standings/have better stats.

     

     


  7. On 12/5/2019 at 11:40 AM, Paul T said:

    4) Personally, I think statistical outliers add fun to the game.  It's fun when an inferior team is high in the standings - or a completely stacked team isn't as good as everyone thought.  Although I would admit that this isn't necessarily fair... but sometimes sports aren't fair (or life for that matter).

    As I say this, my team continues to lose to teams at the bottom of the standings and the game winner is scored by an 81 with 67 Shooting rating.  LOL

    I'm going to try to tank on purpose and see what happens.


  8. 8 hours ago, Peekaboo said:

    Its still something off here, looking at roster. Or very big statistical error, or there is much more in the variables then just ratings (traits?), maybe too much. We still need tools to better understand when something like this happens.

    I don't have a strong opinion on it, but here's why I wouldn't necessarily agree with this.

    1) High Corsi doesn't necessarily mean that team is dominating games.  It could be as simple as, the team goes down early and plays Offensive when trailing.  This could lead to more shot attempts, but not necessarily quality chances.  Or the team could play Defensive and just not allow many shots, but not get many quality scoring chances.  Either way, in this specific case, the Red Dragons are facing relegation so the high Corsi isn't helping.

    2) The game has an element of randomness to it, much like the sport itself.  That's a good thing.  Sometimes certain outcomes just don't make sense, other than the element of randomness.  Overall, the game is directionally accurate and the "better" teams tend to place higher in the standings/have better stats.

    3) If we had the tools to determine exactly why stuff like this happened, then every manager would use the same tactics, build the same roster, play the same focus.  That would get pretty boring.  I like the fact that every manager is given a clean slate and able to customize their team to their liking without there being a "right" or "wrong" way to do it.

    4) Personally, I think statistical outliers add fun to the game.  It's fun when an inferior team is high in the standings - or a completely stacked team isn't as good as everyone thought.  Although I would admit that this isn't necessarily fair... but sometimes sports aren't fair (or life for that matter).

    5) If you take a close look at this specific team, they have a very unique set up.  An Offensive Defenseman playing 1st line wing.  A Two Way D playing 4th line wing.  That would definitely screw with the simulation.  But I think we all agree the game needs more micromanagement, so I see that as a good thing.  Figure out unique ways to set your lineup.

    If you compare their defense to mine, they are actually better.

    Red Dragons - 90 89 88 88 88 85 (528)

    Stealheads - 92 88 88 87 86 81 (522)


  9. I'm starting this thread so managers can post about game performances that should be acknowledged.  Whether it be a high performance rating you've never seen before, a hat trick, a multi-point game, a high-save shutout, whatever.  Not every manager sorts through every box score for their league every day.  Consider this the NHL Network for game world Cage where the analysts discuss the top plays and performances.

    Anyways, I'll start.  There was a specific performance today that sparked this and the player is not even on my team.

    ---------

    Season 3 - Day 51 - Enigma Rage vs. Eldred Elite.

    Rage center, Brendan Rowlett, notched a Gordie Howe Hat Trick... and then some.  He registered 3 goals, 2 assists, a fight (which he WON), was also a +5 with a hit and a blocked shot.  And he did it with only 15 min TOI.

    ---------

    I'm not sure if this will be topped any time soon, but the purpose of this thread is not a competition.  Just post what you feel deserves to be recognized.


  10. There’s some good descriptions in the new helps files. There’s one that lists out all the stats.

     

    I think they are a great addition to the game, but not sure how much I’ll use them in making decisions. Sample size is way too small so far as they only factor in the last 5 games or so.


  11.  

    the player role makes a difference in training from what I understand. However, team tactics play a bigger role if I understand correctly.

     

     

    Half question/Half thinking out loud... and this just dawned on me... do you think when training is set to Offensive or Defensive that it factors in mostly Tactics - and when the training is set to General it factors in mostly player Role?

     

    That would be interesting.


  12. Always appreciate these.  Thanks again, Erzac.

     

    The LeopardStealheads are off to a hot start... ready to dominate the regular season once again... which will secure a really bad draft pick... and get smoked in the 1st round of the playoffs.

     

    Let the fun begin.


  13. I think for drafting, straight up listing the total overall should not be added.  Part of drafting irl or in games is supposed to be kinda iffy cause not every player will work out.  What I would suggest, is either add a scout option like other games where it gives you a rough idea but you only know for sure if your scout scouts them more.  Idk if that would be hard to program or not.

     

    If that would be difficult, then my alternative is to list individual attribute overalls, but leave their total overall completely hidden.  I agree that sorting through them takes a lot of time, but if everyone already knows the player overall, then it will be the best players going first, and you get shafted lower down.  

     

    I still think that kinda having hidden gems makes the draft fun, as well as the uncertainty of if there was a better option if you didn't do your homework.

     

    I think in theory you are right.  The main reason I don't necessarily agree with this is because the overall ratings are already known... for current players, for free agents, for prospects... so it's not equivalent to real life that way.  To me the overall rating is the absolute base info you can get on a player, so why not make it easier to retrieve (along with shot R/L, height, weight).  In real life there are so many draft analysts, that they kind of tell you how good a player is at a certain time.

     

    To me, the deeper information is the specific attributes.  Personally, I don't really go by the players overall rating since I want them to fit my team and a specific line and role.  The more in depth info is attributes, injury history, traits, stats and development.  Development probably being the biggest one since that impacts where a player will land overall.  I also strongly believe that stats are a good indicator of how well players perform.  I've acquired some players in the past with high overalls who just can't score and others who exceed expectations, so I think that is a great hidden trait.

     

    But I would also be onboard with being able to export the specific attributes and leaving the overall hidden as well.  Just SOMETHING to shave off some time and encourage managers to do draft research.  Right now I think there's 2 types of managers when it comes to the draft.  Those who spend 10+ hours and those who don't bother at all.  I could be wrong.


  14. If nothing else was improved despite adding an export function that goes directly to a spreadsheet it would still be one of the best updates we've seen in this game. Manually putting in prospect information is what eats so much time in regards to "scouting". I've got it down to about 5 minutes per player. Though when it's 100-150 players being tracked every draft that's 12 and a half hours alone just putting the players into the database. 

     

    Adding an export function wouldn't cheat the managers that do the extra work because you still have to follow through and actually build the database of players and put in the time assessing it and compiling your own rankings. It would just lift a massive time investment off of those that already do it and maybe make the process more approachable to managers that don't scout the draft in depth.

     

     

    That's exactly it.  Clicking through 500+ players to check their overall (so you don't miss a gem) takes at least an hour.  That gives you your list of prospects you want to scout.  For me it's typically 75-100 players, and I'm in GHL.  If you're in a lower league you have to do more research.  If you are thorough, you spend a good 5 minutes on each player upfront, then another 5 minutes on each player closer to the draft (checking development, stats, etc.).  If 75 players that's 12.5 hours, on top of the hour you spend doing the initial scrub, the hour it takes to add all to your shortlist and click the up/down arrows to rank them for the draft, and before that a good 5 hours of ranking each player (in excel or whatever).  That's almost 20 hours.

     

    I think if there was an export function that would cut this down a bit, it would encourage managers to spend time doing draft research.  Most just say the hell with it and trade their picks for an established player and I don't really blame them.  So I still think that managers will have to put in the time and will be rewarded if they do, but I think there should be options to make it more efficient.  There should be a benefit to drafting and developing your own players.


  15. Okay I think I wasn't clear enough. I've had a long day, so bear with me. I'm familiar with what you're saying, Paul, but still the main identity of a team comes from the main idea of how they (coaching) want to play the game. This is why I wouldn't mess with the tactics as much as with the line focuses. By having more options in the line focus menu, you could make some lines lean toward a different kind of gameplay (tactic) without completely changing it to something different. Dump & chases happen in every game, crash the nets happen in every game if an opportunity presents itself, puck possession is an important aspect of hockey and rushes happen in every game as well. I guess I just think of the tactics as setting the major backbone of how you want your team to play, but within that tactic, I'd like to see a lot more variation in the form of line focus options.

     

    Ah, I get what you're saying.  I still like the idea of multiple focuses better, but this is an interesting idea as well.  Conversations is always good - even when opinions differ.

     

     

    For number 2)

     

    I think its right when those who are more willing to scout get the price for it BUT it really could have more tools.

     

     

    For number 4)

     

    Should be there and could also add 5vs3 lines and 3vs5 lines?

     

     

    #2, totally agree, but was trying to keep 2 things in mind.  First, sometimes managers just don't have a lot of free time to do much research due to real life obligations.  In those circumstances it would at least be nice to offer some way of exporting base information such as player overalls.  Also I think managers who put in the work should still get rewarded, but it would be cool to shave off some time and trim it down, say from 15 hours to 5 or 10.  Right now to thoroughly review the draft takes too many hours.

     

    #4, if it's easy enough to code, definitely.  Otherwise, our PP and PK are already set up, so I assume PP wouldn't change and PK would just remove the winger.


  16. I like all the suggestions here except the 3rd one (tactics by line). Usually a real team has a certain way to play hockey, and usually it's some version of the existing archetypes. Perhaps more variation for the line focuses. Perhaps an option to make one line, for example, play two-way while your team tactic is puck possession, but make it a two-way with more direct play that would benefit more physical players. I don't know if I'm being clear enough on this, but it's just two cents out of my murky brain.

     

    I'm not sure I totally agree.  In almost every NHL game you see teams use all of these strategies in a single game.  One shift they are cycling the puck down deep, the next shift they dump and chase, the next shift they get a takeaway and transition up ice quickly.  Often times a single line will use 2 or 3 of these tactics per shift.  I don't think teams are limited to a single tactic.  I get why the developers set the game up this way as it simplifies things quite a bit and forces managers to focus on obtaining players that fit their tactical choice.  This is also why I suggested an alternate solution of limiting teams to become familiar with 2 tactics instead of all 4.  That might be a good mix of keeping the original theme while adding a bit more depth to your overall strategy.


  17. Because I'm in a post-y mood today.  This is mostly a copy and paste from a thread I started over a year ago, with a few items removed, but still think all of these suggestions would be great for the game.

     

    (1) PLAYER STATS

     

    I would LOVE the ability to export player/league stats into excel.  At the very least, have the league stats page show more than the Top 20.  Maybe top 100-200.  Additionally, I think it would be cool to have some type of stats archive for each league by season - and team by season.  I guess I'm just hoping for some better/expanded options for current season and historical stats without having to dig into them by team and/or player.  For example, if someone wanted to see stats for their league from two seasons ago... or their own team's stats from two seasons ago, etc.

     

    (2) DRAFT PREP

     

    I feel that drafting should be a big part of this game.  There are quite a few reasons why managers trade away their draft picks and I think one of the main reasons is not wanting to spend the time preparing for the draft.  I know a few guys on here that do their research and it takes them many hours (15-20 hour range).  Of course you don't have to put THAT much effort into it, but every team gets 2 draft picks and with leagues expanding to 28 teams, there's a lot of data to review.  There has to be an easier way than looking up each player one by one, especially with everything to consider (Current Overall, Improvement, Individual attribute ratings, Stats, Traits, Injury history, Height/Weight).  That's a lot of info to sort through.  I think managers should be encouraged to put some time into the draft, but it should be more efficient.  Not even sure what I'm asking here.  Maybe a way to export some of this info into excel, even if it's just the base info like Overall Rating, Height/Weight, Hand...? 

     

    (3) TACTICS BY LINE

     

    This one might need a separate thread/vote.

    Initially discussed here:  http://forums.gmgames.org/topic/8862-adding-more-tactics/

     

    My suggestion was that team should be allowed to play different tactics per line.  So for example, a smaller faster line for transition rushes... a bigger physical line who can crash the net, etc.  I think it would allow managers to get more creative with their lines.  Even if teams were only allowed to become fully familiar with 2 tactics instead of all 4 to keep some sort of identity.  Maybe instead of being familiar with only 1 O/D tactic, teams can be familiar with 2.  I don't know if this is possible and I'm not looking to make this too complex, just looking to add a bit more depth to the game, if possible.

     

    (4) SHOOTOUT LINEUP & STATS

     

    This one has been discussed a few times over the past 2 years.  I would love the ability to set a lineup for shootouts.  Pick your best 5 players... and if the shootout is tied after 5 shots, have it repeat.  A lot of important games have ended in shootouts recents and you are helpless to the result as you have very little control over it.  Additionally, it would be great if there were separate stats for shootouts.

     

    Discussed here:  http://forums.gmgames.org/topic/5142-shootout-lineup/