fLIP
UFO Hunter
Scoring Points
In Virtual Rugby League 2007, there are 6 ways of scoring points for your team. These are as follows:
* Try (4 points)
* Goal (2 points)
* Field Goal (1 point)
* Forward Try (4 points)
* Playmaker Try (4 points)
* Involvement Try (4 points)
The first three are self-explanatory and represent actual points scored in NRL games each weekend. The last three are statistics-based try calculations to award contributors to each NRL teams result beyond tries and goals. These are explained in detail below.
Forward Try
Forward tries were a popular part of Virtual NRL in 2004 and we're pleased to continue this part of the game on and expanded it further.
There are five sets of Forward Try criteria in 2007:
* Ball Player: minimum 10 line-breaks, line-break assists, offloads or tackle breaks. Must include minimum 2 offload contribution to the minimum total of 10.
* Metre Maker: minimum 8 metres per hit-up and 15 hit-ups
* Defensive Dynamo: minimum 40 tackles
* Primary Kicker: minimum 15 kicks
* Long Kicker: minimum 30 metres per kick and 5 kicks
Many will ask why forwards would need to be measured on kicking prowess. The game of Rugby League has evolved and, in particular, the role of the hooker. So many hookers are becoming part of making the play through their kicking ability, we thought it was time to reward them for their efforts.
Only players who are selected to play in the forwards in your team are able to score forward tries. If you choose, for instance, a player who can play back row and centre as a centre in your team, you can not receive a forward try even if they play back row in the NRL that weekend. Conversely, if you choose a player in the back row who plays centre during that weekend's NRL action, you are still eligible for a forward try.
Each player can only score one forward try per round. Even if a player makes a herculean effort to make 80 tackles and hit ups, it is still only the one forward try. However, there's a new type of try, the Involvement Try, and herculean efforts will be rewarded as such.
Playmaker Try
There are three sets of the new Playmaker Try criteria in 2007:
* Long Kicker: minimum 30 metres per kick and 5 kicks
* Primary Kicker: minimum 15 kicks
* Line Breaker: minimum 5 of line-breaks, line-break assists, try assists or intercepts
Like forward tries, only players who are selected to play in the backs in your team are able to score playmaker tries.
Also, like Forward Tries, each player can only score one playmaker try per round. The Involvement Try applies to backs and forwards alike, so massive efforts will be rewarded this way.
Involvement Try
In 2007, Virtual Rugby League introduces a try type to reward those special performances NRL players produce every once so often. The involvement try rewards those players who excel in more than just their primary area of involvement, but in all areas.
Involvement Try
There's only one involvement try criteria in 2007:
* Minimum 50 tackles, hit-ups, one-on-one tackles, line-breaks, line-break assists, kicks, kick returns, offloads, bombs caught, try assists, tackle breaks, one-on-one steals
* Maximum of 1 error
* Maximum of 1 kick error
* Minimum of 50 minutes played
A player in your team can only score one of these per round, however this is in addition to a specialist position try. For example, of you pick Cameron Smith as your hooker and he makes 36 tackles and 16 kicks, he qualifies for a forward try using the "Primary Kicker" criteria. However, as long as he doesn't make more than 1 kicking error and more than 1 other error, his combined total of 52 tackles and kicks will see him qualify for an involvement try as well.
In Virtual Rugby League 2007, there are 6 ways of scoring points for your team. These are as follows:
* Try (4 points)
* Goal (2 points)
* Field Goal (1 point)
* Forward Try (4 points)
* Playmaker Try (4 points)
* Involvement Try (4 points)
The first three are self-explanatory and represent actual points scored in NRL games each weekend. The last three are statistics-based try calculations to award contributors to each NRL teams result beyond tries and goals. These are explained in detail below.
Forward Try
Forward tries were a popular part of Virtual NRL in 2004 and we're pleased to continue this part of the game on and expanded it further.
There are five sets of Forward Try criteria in 2007:
* Ball Player: minimum 10 line-breaks, line-break assists, offloads or tackle breaks. Must include minimum 2 offload contribution to the minimum total of 10.
* Metre Maker: minimum 8 metres per hit-up and 15 hit-ups
* Defensive Dynamo: minimum 40 tackles
* Primary Kicker: minimum 15 kicks
* Long Kicker: minimum 30 metres per kick and 5 kicks
Many will ask why forwards would need to be measured on kicking prowess. The game of Rugby League has evolved and, in particular, the role of the hooker. So many hookers are becoming part of making the play through their kicking ability, we thought it was time to reward them for their efforts.
Only players who are selected to play in the forwards in your team are able to score forward tries. If you choose, for instance, a player who can play back row and centre as a centre in your team, you can not receive a forward try even if they play back row in the NRL that weekend. Conversely, if you choose a player in the back row who plays centre during that weekend's NRL action, you are still eligible for a forward try.
Each player can only score one forward try per round. Even if a player makes a herculean effort to make 80 tackles and hit ups, it is still only the one forward try. However, there's a new type of try, the Involvement Try, and herculean efforts will be rewarded as such.
Playmaker Try
There are three sets of the new Playmaker Try criteria in 2007:
* Long Kicker: minimum 30 metres per kick and 5 kicks
* Primary Kicker: minimum 15 kicks
* Line Breaker: minimum 5 of line-breaks, line-break assists, try assists or intercepts
Like forward tries, only players who are selected to play in the backs in your team are able to score playmaker tries.
Also, like Forward Tries, each player can only score one playmaker try per round. The Involvement Try applies to backs and forwards alike, so massive efforts will be rewarded this way.
Involvement Try
In 2007, Virtual Rugby League introduces a try type to reward those special performances NRL players produce every once so often. The involvement try rewards those players who excel in more than just their primary area of involvement, but in all areas.
Involvement Try
There's only one involvement try criteria in 2007:
* Minimum 50 tackles, hit-ups, one-on-one tackles, line-breaks, line-break assists, kicks, kick returns, offloads, bombs caught, try assists, tackle breaks, one-on-one steals
* Maximum of 1 error
* Maximum of 1 kick error
* Minimum of 50 minutes played
A player in your team can only score one of these per round, however this is in addition to a specialist position try. For example, of you pick Cameron Smith as your hooker and he makes 36 tackles and 16 kicks, he qualifies for a forward try using the "Primary Kicker" criteria. However, as long as he doesn't make more than 1 kicking error and more than 1 other error, his combined total of 52 tackles and kicks will see him qualify for an involvement try as well.