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Originally Posted by UnderRatedCoast |
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Didn't get through all the others before posting my wishlist, so I'm sure some have been covered already.
1) QB read option plays. These don't work. Ever. Find a way for them to work.
2) Run blocking. I don't know if it's possible, but I'd like to see assignment blocking. In real football, unless you're running a zone blocking scheme like the Denver Broncos, each blocker has a player assignment that varies depending on how the defense lines up. On a counter play, for example, the defensive end will often be left unblocked purposely by the offensive tackle, so that they can either block down on the DT or slide to a LB (if you don't know what these terms mean, you probably shouldn't be designing a football game). A pulling guard will then trap the DE, PUSHING THEM out of the play. That's right, pushing...not just going into a standing block animation. That's how the hole is created, and the FB would lead up the hole, blocking the first guy that poses a threat. How the game is set up right now, the lineman basically block whoever is directly in front of them, so on any play that has a pulling lineman, either the lineman gets in the way, or a DL runs into the vacant spot left by the pulling lineman and makes a tackle in the backfield. While that does happen occasionally in real life, it's because the DL beats the downblock, not because the rest of the lineman had someone in front of them to block.
Another thing that bothers me is the power running formation verses the dime defense. If I run an I-formation dive, and my opponent comes out in a dime defense, I should be averaging at least 8 yards per carry.
DB reactions. Anyone who ever played DB knows that the first move, regardless of whether you are playing man or zone, is to read pass and backpedal. That's why WR screens work. How many times have you ever seen a CB break up a WR screen, let alone intercept one and take it to the house?
Position changes in the offseason: If a wide receiver runs a 4.6 forty yard dash in real life, and you change move him to TE or CB or QB, I'm pretty sure he'd still be able to run a 4.6 forty. So when I do it in the game, why does a RB who I move to FB, go from 89 speed to 66 speed? True, his awareness at that position wouldn't be as high, and his blocking might not be good for a fullback thus lowering his overall rating, but he sure isn't going to suddenly get slower.
Recruiting: As someone said before, diamond in the rough players is a great idea, and I've noticed that there are some in NCAA 09. What I'd like to see, though, is something like a Potential rating that is kind of a hidden rating. That means you may recruit a 5* guy who would be about an 83 overall his freshman year, but only get a point or two better per year over the next four years and graduate as an 87 or 88 overall (think Chris Rix). On the flip side you may get a 2 star recruit who starts out 67 overall as a freshman, but gains 7 or 8 points per year and finishes as a 90 overall (think Steve Slaton or Pat White). I also can't stand locked in player positions. Why can't I move a freshman OLB to MLB without him losing 15 points on his rating? Why can't the 6'5" 235 lb WR I recruit be moved to TE without dropping 10 points? Why aren't tackles, guards, and centers more interchangable. OLineman switch positions all of the time without much, if any, dropoff from position to position. Also, you recruit players as athletes, but very rarely can a guy be put at more than one position and be effictive. Sometimes a guy will have the same rating at WR as he does with CB, but you can't just recruit an athlete and put him at whichever spot you really need him.
Roster size: In real life, teams are allotted 85 scholarships per year. In the game you only get 70. Why? I'm getting tired of working hard to fill all of my scholarships, only to have to cut 10 of them. Don't give me 25 scholarships to fill if I can't keep 25 players. Not only does it piss me off, it makes other teams who could have had those players worse than they should have been. If I am going to have 17 spots left on my roster next year after the seniors are gone, give me 17 scholarships to fill. Also, if walk-ons are basically going to be worthless POS's that will never see the field, don't put them on my team. If I need 2 MLBs and don't fill the spot with scholarships, leave me short 1 MLB. Show me a team that ever cut a scholarship RB for a walk-on MLB because they were short on MLBs. Team's change scheme to fit their personell, not the other way around. Look at Cal's switch to the 3-4 this year due to their surplus at LBs and deficit of quality DL.
Training: I don't really want to have to do mini games in the offseason, but I would like to have some semblance of control over what my players work on. If my QB has 92 throw power, but only 78 throw accuracy, it upsets me when they go up by 4 throw power and only 1 throw accuracy the next year. Perhaps you can have your top 3 choices of what you are training players to work on, or you have points to assign to training over the course of the season or whatever.
That's all I feel like typing right now, perhaps I'll add more later.
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Just a couple more thoughts I had today:
QB throw power/accuracy/awareness. It seems to me that these are worthless ratings (aside from perhaps throw power) if the QB is being controlled by a player. If I can choose myself whether to throw a ball in front of or behind a WR, that eliminates the need for QB accuracy. With my true freshman QB in an online dynasty (78 accuracy) I led the nation in completion percentage with around 80% accuracy. If I can choose whether to throw a bullet pass or a lob pass, that would eliminate the need for an awareness rating for my QB. My thought is that if I see a WR coming open on a slant pattern, and I push his pass button, my QB's awareness rating should affect whether he chooses to throw a lob or a bullet, and his accuracy rating should affect how much he leads the receiver. As it stands right now, I only recruit based on throw power and scrambling ability, since accuracy and awareness only seem to have negative effects on 1 or 2 passes per game. Perhaps the key is to add a "read coverage" rating, which would effect that part of the game, and an awareness rating, which would effect a qb's throws based on pass rusher pressure.
QB rollouts: I roll my QBs out all of the time. It keeps me from getting stuck in the pocket when no one is open. But I audible to slide protection toward the way I roll, and stay near the middle, which many teams do when rolling their QBs out. But what the cheezers do is snap that ball and run all the way to the sideline on one side of the field or the other, then wait for someone to come open, or throw the ball away right before they get sacked. This makes for many 10 to 20 second plays during the game due to the suck blocking by the OL. In real life, a DE in taught to keep their outside arm free when engaging a blocker so that they are able to effectively keep contain on a RB or QB. Every time a QB rolls out to the side like that, they should either be throwing on the run while being chased by a DE, or getting sacked as they try and do it.
Player height/weight effecting gameplay. If you have a 240 lb DT (which a lot of the recruits in a dynasty mode will be small like this), and they are going against a 300 lb lineman, they should be getting absolutely dominated and pushed around the entire game. As someone else stated in another thread, even if you have a 2* LT who weighs 330 lbs, he's going to be stronger than a 180 pound RB. If you have a 5'11" QB, their passes should be getting knocked down often by the DL. If you have a 6'7" WR, they should be outjumping every 5'10" CB to get a jump ball. A 250 pound LB should be better at stopping the run than a 205 pound one. There is no such thing as a 175 lb power running back. A 240 lb RB, regardless of their speed, would absolutely crush a 190 lb CB if they had a head of steam.
Scouting/developing recruits: Different coaches have different scouting abilities. We can look at my favorite team, the Oregon Ducks. Our three potential all americans on defense are Patrick Chung at safety, Walter Thurmond at CB, and Jairus Byrd at CB. These three were all either 2* or 1* recruits. Obviously, someone at Oregon saw something in them that many other big time schools didn't, since they have all started since their freshman years. Oregon consistently competes as a top 25 team year in and year out despite rarely having a top 15 recruiting class. So they are either scouting players better than other teams, or developing the talent better than other teams, or a combination of both. This should be addressed. NCAA basketball has scouting abilities for coaches, as well as training abilities, as well as the ability to add different assistants with different skillsets. It would be sweet if NCAA football would do something similar. Having the 5*, 4*, 3*, etc. ratings predetermined is a good thing, but to uncover the letter grades of recruits you should have to scout them out starting their junior years.
More quickcall options for recruiting: Sometimes I don't want to have to take the time to call my recruits, but I still want to uncover more pitches. But I'll quickcall and the time I allot to talk to the player will be spent selling an already uncovered pitch. So we should have the quickcall option to either uncover pitches, or hard sell already uncovered pitches.
More recruiting in general: Sometimes I'll really want to land a recruit, but I'll be in second place slightly behind another computer controlled team. Even if I spent 20 minutes on them for half the season, I am still slightly behind. You'd think that if I just started bumping the time I spent up to 60 minutes, I'd be able to pass them in interest. All that seems to happen, though, is that the team who is recruiting against me gets the same exact interest gain that I do when I increase the time spent on the recruit.
Recruit commits: It's really upsetting when you get your recruit's interest entirely full, but they don't commit. You can have the interest meter all the way full, while the second team is only 3/4 full. Your guy doesn't commit (even if they had an A+ visit) no matter how hard you recruit him, then another team comes up 3 weeks later and your recruit commits there despite everything you've done. Also, it's really upsetting when a guy commits to a school that doesn't even offer them a scholarship. That's just plain retarded.