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What Features Do You Want to See in EA Sports College Football?

features in ea sports college football

EA Sports College Football

What Features Do You Want to See in EA Sports College Football?

The community has been chatting a lot about what it wants to see in EA Sports College Football whenever it finally releases. It’s an enjoyable thread, and by all means continue to add to it. I thought this might be a fun topic to highlight since we’re going to be in this quiet part of development cycle for quite some time. On top of that, I’ve written about all I can for now about EA’s college football game both here and here, and so I’m now waiting to get substantive legal or development updates before writing more.

With that in mind, I’m just going to highlight some of the answers given on the forums and let you all run with it from there.

What Features Do You Want to See in EA Sports College Football?

From TarHeelPhenom to kick off the thread:

I know it’s early; but I’m so doggone excited, my mind is going a mile a minute lol. What features do you hope are in the game? For me:

1) Fully functioning Dynasty Mode complete with recruiting. Hopefully they seek out a partnership with 247 Sports for recruiting.

2) Customization. I don’t even care if I can’t change the players likeness(skin color etc). If I play long enough they will be generated anyway. Just let me edit attributes.

3) Something the equivalent of Superstar XFactor that allow All-American players to stand out.

4) Flexible Playoffs (4,8,12 or 16).

5) The RPO game college style

6) Play by Play team of Herbie and Fowler with Maria Taylor

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canes21 focuses more on Dynasty mode and the tweaks he would like there:

More fog of war in dynasty. Scouting reports on recruits that are not omniscient and can be potentially inaccurate.

Recruit interests being more cloudy so I don’t know I’m 1,000 points ahead of another school. I’d rather be told by the recruit I’m the favorite and having to trust that.

Silent commits.

Decommitments and flips.

Signing day surprises and some signing day presentation for a handful of top recruits.

Resources in dynasty mode that you use to pay for the new full blown staffs. Hire position coaches that have attributes for coaching, developing, recruiting, etc. Ability to put money towards a strength and conditioning staff. Money towards the recruiting budget. Money towards the facilities. Money towards etc.

Give me that with solid AI and I’ll be a happy camper.

college football revamped mod

Arkavian focuses on roster size, which is always a hot topic in EA football games:

85 man rosters would be nice. Also it would be nice to have injury red shirts.

The ability to create teams and conferences if not all teams are included. Also, a decent stadium builder would be killer. I think Madden 2005 had that feature built into the game when you could build a new franchise if I remember correctly.

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KSUowls focuses on a similar theme of making sure Dynasty mode is rich with depth:

Recruiting depth and coaching staff depth are the main things that I want to see.

Recruiting – I don’t want to see anything that remotely resembles the point allocation system of NCAA 14. I also want it a bit more streamlined than the old call & pitch minigame that was kind of tedious.
Maybe take some notes from college hoops 2k8, where you send yourself or an assistant to contact a recruit. But then instead of just a general interest increase, get some kind of report back on the conversation.
How did the kid react to the specific coach (charisma matters)
Feedback on likes/dislikes like playing time, big program, etc…but then still have that feedback have a fog of war aspect.

Coaching depth – Full coaching staffs down to the position coaches, or at minimum coordinators for Offense, Defense and Special teams. No cheat system like NCAA 14, instead have real attributes for coaches, and have them matter. Gameplanning, motivation, charisma, discipline, etc…as well as attributes for the various position groups that impact a player’s development.

Lastly, and this is probably the biggest ask, just give me as close to a realistic game on the field as possible. No silly/overpowered impact players like in Madden, no robo qbs or broken read options, etc…

Give me these 3 things, and everything else is just a bonus.

features in ea sports college football

DangerRyan breaks out his suggestions into a concise group:

Postseason Customization

    • Be able to choose from BCS or 4, 8, 12, 16, 24 team playoffs
    • Be able to set parameters for postseason eligibility.
    • Create/Import/Edit Bowl Games

Conference Customization

    • Auto-Conference control or manual control
    • Auto-Conference AI
    • Be able to set parameters for what a conference looks for in a school
    • Tries to improve Conference Rankings
    • Extends invitations for schools
    • Can drop schools if needed
    • Create/Import/Edit Conferences

Recruiting

    • Have multiple sources for top recruits/scouting reports.
    • Be able to view high school and JuCo stats and highlight reels.
    • Some recruits may follow coaches to a new school.

Coach Career

    • Be able to choose from different coaching styles.
    • Head Coaches should have main say in their Assistant Coaches.
    • AI Coaches can go to and from NFL teams.

Player Interaction

    • Spring Game
    • Custom offseason trainings to focus development
    • Some players may transfer after a coaching change.

college football release

Lastly, Kingd803 has some feelings about how to separate college athletes from pro athletes:

I think a big thing about college athletes compared to the pro game is the uniqueness that the players have. There are so many more players. A lot of college players stand out, due to a unique play style or having a big persona.

So what I’d like to see is unique animations for positions. So when you’re scouting you’ll have more to think about than just ratings.

For instance: for QBs maybe we could have a few different throwing styles. A prototypical throwing style. A guy who throws textbook. This is someone who has very sound mechanics. Gunslinger, this is someone who has a huge arm. Puts everything he has into the throws. Think Marino or Favre. This animation might be more rare. And unconventional. Maybe this is a dual threat guy. Who doesn’t have textbook mechanics. He might need some work to be a great passer.

For running backs you could have guys who run low and behind their pads. They’re harder to bring down. Vs a guy who runs more straight up.

And of course we need a good customization suite. Let us edit faces some. Nothing crazy but at least a basic editor. And edit hairstyles and hair colors. I want to feel connected to my guys.

I’d also like to see a Heisman presentation show. At least something as good as the ps2 days. And I’d love to see a college game day type pregame show. I remember this board would beg for that every year.

There is absolutely no reason this game can’t be one of the best sports games ever made. They don’t have a release date. The need to pour everything they have into this game.

Thanks to everyone for all the great suggestions, and it’s always cool to see forum members build off other people’s ideas and add more to them. Keep it coming!

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Discussion
  1. More fog of war in dynasty. Scouting reports on recruits that are not omniscient and can be potentially inaccurate.
    Recruit interests being more cloudy so I don't know I'm 1,000 points ahead of another school. I'd rather be told by the recruit I'm the favorite and having to trust that.
    Silent commits.
    Decommitments and flips.
    Signing day surprises and some signing day presentation for a handful of top recruits.
    Resources in dynasty mode that you use to pay for the new full blown staffs. Hire position coaches that have attributes for coaching, developing, recruiting, etc. Ability to put money towards a strength and conditioning staff. Money towards the recruiting budget. Money towards the facilities. Money towards etc.
    Give me that with solid AI and I'll be a happy camper.
    Would want to see recruiting be as in-depth as possible. A potential deal with a service like 24/7 would be so enticing too.
    Sent from my iPhone using Tapatalk Pro
    canes21
    More fog of war in dynasty. Scouting reports on recruits that are not omniscient and can be potentially inaccurate.
    Recruit interests being more cloudy so I don't know I'm 1,000 points ahead of another school. I'd rather be told by the recruit I'm the favorite and having to trust that.
    Silent commits.
    Decommitments and flips.
    Signing day surprises and some signing day presentation for a handful of top recruits.
    Resources in dynasty mode that you use to pay for the new full blown staffs. Hire position coaches that have attributes for coaching, developing, recruiting, etc. Ability to put money towards a strength and conditioning staff. Money towards the recruiting budget. Money towards the facilities. Money towards etc.
    Give me that with solid AI and I'll be a happy camper.

    Thinking about what's changed in college football since 2013, I wonder if we will have the Early Signing Period as well as the End of Season Signing Day. Also, I wonder if they will do like some type of Playoff Show or Reveal where they show playoff rankings starting Week 8 like IRL. Transfer Portal??? So many things have changed man.
    Please for the love of God let me hire my coordinators. And on top of that I would like a full staff. Do I wanna go for younger coaches with good recruiting skills, or older coaches that can coach up my players but not be as effective on the recruiting trail.
    Has to be recruiting but way blown out. No exact numbers, early commits from high school underclass men or a way to track them, just make recruiting have a ton of possibilities.
    Sent from my iPhone using Operation Sports
    Agree with a lot of the stuff already posted.
    I’d like a transfer portal added. Let us see which guys are transferring and decide if we want to try recruiting them for immediate help!
    DaltonT4
    Please for the love of God let me hire my coordinators. And on top of that I would like a full staff. Do I wanna go for younger coaches with good recruiting skills, or older coaches that can coach up my players but not be as effective on the recruiting trail.

    I would like to see a AD mode that factors in budgets. Hiring good coordinators, hiring staff for finding recruits, etc etc.
    85 man rosters would be nice. Also it would be nice to have injury red shirts.
    The ability to create teams and conferences if not all teams are included. Also, a decent stadium builder would be killer. I think Madden 2005 had that feature built into the game when you could build a new franchise if I remember correctly.
    I want them to get all the details right they got right last gen. I want the weather to feel and look really region specific as the season goes on. Madden has been terrible with this this gen with crowds wearing shorts and t-shirts in January in Green Bay.
    I would hope EA stop forcing Frostbite on every sports game lol.
    I actually don't see Ultimate Team at least for year 1. Without real players, I don't see Ultimate Team.
    For year 1, I just want them to focus on what worked in NCAA 13 and NCAA 14 and their plans for the unreleased EA College Football 15. While I liked NCAA 14, I felt NCAA 13 was better. They really streamlined Dynasty to make recruiting very simple.
    Recruiting depth and coaching staff depth are the main things that I want to see.
    Recruiting - I don't want to see anything that remotely resembles the point allocation system of NCAA 14. I also want it a bit more streamlined than the old call & pitch minigame that was kind of tedious.
    Maybe take some notes from college hoops 2k8, where you send yourself or an assistant to contact a recruit. But then instead of just a general interest increase, get some kind of report back on the conversation.
    How did the kid react to the specific coach (charisma matters)
    Feedback on likes/dislikes like playing time, big program, etc...but then still have that feedback have a fog of war aspect.
    Coaching depth - Full coaching staffs down to the position coaches, or at minimum coordinators for Offense, Defense and Special teams. No cheat system like NCAA 14, instead have real attributes for coaches, and have them matter. Gameplanning, motivation, charisma, discipline, etc...as well as attributes for the various position groups that impact a player's development.
    Lastly, and this is probably the biggest ask, just give me as close to a realistic game on the field as possible. No silly/overpowered impact players like in Madden, no robo qbs or broken read options, etc...
    Give me these 3 things, and everything else is just a bonus.
    I want the generated players to wear accurate college numbers. i.e. have WRs and Backs wearing single digits. Specifically on defense I think it's a rule players 50-79 can't touch the ball. They used to get it right but I feel it was changed for importing the rosters into Madden. Might sound silly but it adds a lot for me!
    Postseason Customization

    • Be able to choose from BCS or 4, 8, 12, 16, 24 team playoffs
    • Be able to set parameters for postseason eligibility.
    • Create/Import/Edit Bowl Games

    Conference Customization
    Create/Import/Edit Conferences

    • Auto-Conference control or manual control
    • Auto-Conference AI

    Recruiting

    • Have multiple sources for top recruits/scouting reports.
    • Be able to view high school and JuCo stats and highlight reels.
    • Some recruits may follow coaches to a new school.

    Coach Career

    • Be able to choose from different coaching styles.
    • Head Coaches should have main say in their Assistant Coaches.
    • AI Coaches can go to and from NFL teams.

    Player Interaction

    • Spring Game
    • Custom offseason trainings to focus development
    • Some players may transfer after a coaching change.
    Would love to see:
    - recruiting to be more challenging & deeper
    - a weekly game planning feature in dynasty
    - bring back player composure rating
    - be able to recruit Jr's & Sr's in HS
    - school facility upgrades, which can affect player development & size gain
    - weather affects gameplay (rain & snow)
    - more slider options
    - spring practice & spring game
    - more coaches/ positional coaches, with real attributes
    - LARGER ROSTER SIZE, 85-100 players
    - REAL PHYSICS
    Another small detail that probably isn't worth the dev overhead, but that I've always wanted to see is that for teams with pride stickers you get to custom assign them. You could just have the option after the game "would you like to custom assign pride stickers" and if you select yes you could do it for however many players you wanted to and the rest would be auto assigned like they were in the past.
    I'd like them to make sure they keep the effect of specific type of television coverage and its impact on program exposure and recruiting. Even add some small detail to it with conference television network games or online streaming for a mid-low tier type of regional or national exposure.
    I would also like to see more dramatic system of physical development for players. Especially earlier in their career. The facilities rating could also relate to those improvements as well (it might have in past games, but I don't remember). Some recruits could even be high skill, but low physical development early on, and if you paired them with really good facilities you could maximize their potential to a greater extent. And of course, some players could just come as true frosh like grown *** men already and have minimal growth potential in the physical side.
    Oh, and make sure dynamic attendance is still in the game too. Nothing like building a one star program with no one in the stands on some obscure Friday night game in year one, and down the road getting getting into the 3/4/5 star range and having this visual progression of turning into the hottest ticket in town.
    For me outside of gameplay it's gotta be ATMOSPHERE.
    One of the greatest things about college football is the gameday experience. The traditions at every stadium, not just the fight songs but the different chants, cadences and celebrations. If you're playing the Iron Bowl, I want it to be off the charts. Same with a PSU whiteout and any big game.
    I also want dynamic attendance. I loved taking over a 1 star team and the stadium would be 1/4 full and then building them in to a contending team with sellouts.
    I'm also a huge uniform/equipment guy. Equipment should be easy to keep up with but uniforms could be tough with the amount teams roll out now. I'd be OK with uniform packages.
    One more thing, if no FBS a totally in depth teambuilder.
    bad_philanthropy
    Another small detail that probably isn't worth the dev overhead, but that I've always wanted to see is that for teams with pride stickers you get to custom assign them. You could just have the option after the game "would you like to custom assign pride stickers" and if you select yes you could do it for however many players you wanted to and the rest would be auto assigned like they were in the past.
    I'd like them to make sure they keep the effect of specific type of television coverage and its impact on program exposure and recruiting. Even add some small detail to it with conference television network games or online streaming for a mid-low tier type of regional or national exposure.
    I would also like to see more dramatic system of physical development for players. Especially earlier in their career. The facilities rating could also relate to those improvements as well (it might have in past games, but I don't remember). Some recruits could even be high skill, but low physical development early on, and if you paired them with really good facilities you could maximize their potential to a greater extent. And of course, some players could just come as true frosh like grown *** men already and have minimal growth potential in the physical side.
    Oh, and make sure dynamic attendance is still in the game too. Nothing like building a one star program with no one in the stands on some obscure Friday night game in year one, and down the road getting getting into the 3/4/5 star range and having this visual progression of turning into the hottest ticket in town.

    The helmet sticker idea is a great one. I also think it would be great if you could add helmet stickers even if your team doesn't currently have one. They could use generic stars or maybe just secondary logo. I love pride stickers. It would be great to play with a team like PSU and put the nittany lion logo all over or the Ibis all over a Canes helmet...so many options.
    If EA were smart they would start taking polls or asking for fan suggestions.
    As far as recruiting goes:
    1) Unofficial visits in addition to official visits for recruits.
    2) Something similar to College Hoops 2k8 where you are able to send coaches to 7 on 7 tournaments or the Elite 11 QB Camp and the coach brings back feedback.
    3) Dynamic recruit rankings. Recruits can rise or fall in their rankings during the year. A guy may start out as the #1 ranked player in his class and then halfway during the season be "re-evaluated and drop.
    4) All-American game with the option to play or spectate.
    5) Commit flips. Until the paper is signed, all committed players can still be recruited. Put logic in for the recruits who would be inpossible to flip and for ones who are as fickle as can be.
    bpac55
    The helmet sticker idea is a great one. I also think it would be great if you could add helmet stickers even if your team doesn't currently have one. They could use generic stars or maybe just secondary logo. I love pride stickers. It would be great to play with a team like PSU and put the nittany lion logo all over or the Ibis all over a Canes helmet...so many options.
    If EA were smart they would start taking polls or asking for fan suggestions.

    This so much. The thing is, it definitely happens in the real world. You think of Harbaugh at Stanford and Michigan adding stickers at both stops. One of those distinct college football look and feel things that has endured for a couple generations now.
    TarHeelPhenom
    As far as recruiting goes:
    1) Unofficial visits in addition to official visits for recruits.
    2) Something similar to College Hoops 2k8 where you are able to send coaches to 7 on 7 tournaments or the Elite 11 QB Camp and the coach brings back feedback.
    3) Dynamic recruit rankings. Recruits can rise or fall in their rankings during the year. A guy may start out as the #1 ranked player in his class and then halfway during the season be "re-evaluated and drop.
    4) All-American game with the option to play or spectate.
    5) Commit flips. Until the paper is signed, all committed players can still be recruited. Put logic in for the recruits who would be inpossible to flip and for ones who are as fickle as can be.

    I agreed.
    The main thing I didn't like about NCAA 14 was how they streamlined recruiting. I didn't realize that when I bought NCAA 14 last year that I skipped it originally. I thought I played it, I didn't. So I didn't know how simplified recruiting was. I guess it helped casuals and sped up recruiting in general. But, it really took the challenge and fun out of it. I actually enjoyed setting the length of the phone calls, picking pitches, manually improving pitches. The main thing in 14 was hoping that you get a big enough lead so where you can spend points elsewhere.
    I would like to see the ability to edit recruits. Too many recruits had ratings that didn't matchup. Too many WRs with beyond low catch ratings or slow with decent ratings. It would have been nice to edit recruits to have more balanced and unique players without having to create a ton of players.
    Also hope they change progression. I don't think there was regression. Too many teams were having 5+ OVR progression to every player every year. Felt like after year 4, every Powerhouse was beyond stacked. Loaded with 90+ OVR players at almost every position and WR and DBs had 95+ speed.
    I’d like to see more versatility in the non athlete guys. I know back in the PS2 era you could find DB’s who could throw, QB’s who could catch, WR’s who could cover, tight ends who could play DE just things like that. Lot of guys play both ways in high school so even just having some low tier skill in those areas would be nice. It made recruiting athletes in 14 top OP. Would also like a regression in the offseason like it was back then and the option to turn on or off sanctions
    Retropyro
    Honestly I would be happy in the first year with a remaster of '14.

    That's not likely to ever happen. I would like it, but not likely. You don't see really remasters of sports games. With a sports game, you pretty much have to do a remake not a remaster. Mainly because pairing modern graphics with old gameplay doesn't mesh well. It's like pairing current Madden graphics with the NCAA Infinity Engine from 2013. Plus it's a issue with licensing. That's why it's not even likely they would let NCAA 14 be backwards compatible with Series X. Too many licensing issues and litigation issues with allowing remasters
    Collegefbfan
    Please tell me it will be on PS4 not just brand new consoles.

    I would love if it were on XBOX One but I have a feeling it will be next gen only.
    Sent from my iPhone using Tapatalk Pro
    Also, one more thing regarding atmosphere...I loved the home field advantage and the camera shake. I know it's tacky but it just added to the experience. College football is the experience.
    I hope we can edit uniforms in dynasty mode. IE use a teambuilder type program to give your team new uniform options. It always made me crazy being in year 30 of a dynasty and everyone's uniforms are exactly the same. This would be especially important if not every team is properly licensed under the CLC.
    I’m not too worried about the big features like recruiting, the playoff, they generally take care of themselves and they are guaranteed to be there in some form. I’d like them to include stuff they took out or never had originally...
    1. The Pinstripe Bowl @ Yankee Stadium
    2. The option to play as FCS and lower Division Schools.
    and
    3. Add to and bring back the stadium experience that made it fun when I was a college student and we played . The custom signs we could make to antagonize friends, show the crowd more, add a static view where you can watch from any seat (reminisce about the student section or the season ticket seats I sit in now)
    Yes. I like the Madden franchise weekly scouting deal
    jkits
    Would love to see:
    - recruiting to be more challenging & deeper
    - a weekly game planning feature in dynasty
    - bring back player composure rating
    - be able to recruit Jr's & Sr's in HS
    - school facility upgrades, which can affect player development & size gain
    - weather affects gameplay (rain & snow)
    - more slider options
    - spring practice & spring game
    - more coaches/ positional coaches, with real attributes
    - LARGER ROSTER SIZE, 85-100 players
    - REAL PHYSICS
    This is the greatest day for the community in more than 7 years, so I’m going to try and stay positive here. But I’m also going to be realistic as this will be the first build in two generations and will likely be bare bones. All I can realistically hope for is that EA puts more focus on dynasty and less on micro transactions or in-game purchases. I know, tall order in this day and age. But it’s really the starting point if we want the college football gaming experience to stand alone from what Madden has become.
    My biggest wish is that they bring back all of the features from the PS2 era, but that is unlikely for awhile. So I’ll just be happy with realistic ratings and disparity in teams and player ability.
    TarHeelPhenom
    As far as recruiting goes:
    1) Unofficial visits in addition to official visits for recruits.
    2) Something similar to College Hoops 2k8 where you are able to send coaches to 7 on 7 tournaments or the Elite 11 QB Camp and the coach brings back feedback.
    3) Dynamic recruit rankings. Recruits can rise or fall in their rankings during the year. A guy may start out as the #1 ranked player in his class and then halfway during the season be "re-evaluated and drop.
    4) All-American game with the option to play or spectate.
    5) Commit flips. Until the paper is signed, all committed players can still be recruited. Put logic in for the recruits who would be inpossible to flip and for ones who are as fickle as can be.

    It's funny, multiple times in the recent past I had thought about making topics here about what different features should be like if this series ever returned. Then I'd decide against it because I assumed wed have no news until after the NIL stuff was decided at the least.
    Excuse the formatting
    Some of the stuff I thought of recruiting-wise expands on my first post in this thread:
    If you read all of that, pat yourself on the back... how many spelling mistakes did I make?
    Spring Practice and Spring Game
    College Football Playoff with options to increase it from 4 to 8 to 16.
    FCS schools
    FCS season playing side by side with FBS season
    Ability to be hired from FCS schools to FBS schools
    Full coaching staffs beyond coordinators with the ability to hire and fire them.
    Under Armour All American game or the Army All American game
    Full 85 scholarships
    A full-blown CFP Selection Show, like the Greg Gumbel hoops selection shows of NCAA Hoops 2K8. The announcement of the 4 playoff teams and all the other New Year's Six bowls. Failing that, give us the option of increasing the number of teams in the playoff.
    Though I get the feeling we're going to be lucky just to get back conference realignment and custom BCS/CFP bowl bids.
    DangerRyan
    Postseason Customization

    • Be able to choose from BCS or 4, 8, 12, 16, 24 team playoffs
    • Be able to set parameters for postseason eligibility.
    • Create/Import/Edit Bowl Games

    Conference Customization
    Create/Import/Edit Conferences

    • Auto-Conference control or manual control
    • Auto-Conference AI

    Recruiting

    • Have multiple sources for top recruits/scouting reports.
    • Be able to view high school and JuCo stats and highlight reels.
    • Some recruits may follow coaches to a new school.

    Coach Career

    • Be able to choose from different coaching styles.
    • Head Coaches should have main say in their Assistant Coaches.
    • AI Coaches can go to and from NFL teams.

    Player Interaction

    • Spring Game
    • Custom offseason trainings to focus development
    • Some players may transfer after a coaching change.

    jkits
    Would love to see:
    - recruiting to be more challenging & deeper
    - a weekly game planning feature in dynasty
    - bring back player composure rating
    - be able to recruit Jr's & Sr's in HS
    - school facility upgrades, which can affect player development & size gain
    - weather affects gameplay (rain & snow)
    - more slider options
    - spring practice & spring game
    - more coaches/ positional coaches, with real attributes
    - LARGER ROSTER SIZE, 85-100 players
    - REAL PHYSICS

    KSUowls
    Recruiting depth and coaching staff depth are the main things that I want to see.
    Recruiting - I don't want to see anything that remotely resembles the point allocation system of NCAA 14. I also want it a bit more streamlined than the old call & pitch minigame that was kind of tedious.
    Maybe take some notes from college hoops 2k8, where you send yourself or an assistant to contact a recruit. But then instead of just a general interest increase, get some kind of report back on the conversation.
    How did the kid react to the specific coach (charisma matters)
    Feedback on likes/dislikes like playing time, big program, etc...but then still have that feedback have a fog of war aspect.
    Coaching depth - Full coaching staffs down to the position coaches, or at minimum coordinators for Offense, Defense and Special teams. No cheat system like NCAA 14, instead have real attributes for coaches, and have them matter. Gameplanning, motivation, charisma, discipline, etc...as well as attributes for the various position groups that impact a player's development.
    Lastly, and this is probably the biggest ask, just give me as close to a realistic game on the field as possible. No silly/overpowered impact players like in Madden, no robo qbs or broken read options, etc...
    Give me these 3 things, and everything else is just a bonus.

    TarHeelPhenom
    I know it's early; but I'm so doggone excited, my mind is going a mile a minute lol. What features do you hope are in the game? For me:
    1) Fully functioning Dynasty Mode complete with recruiting. Hopefully they seek out a partnership with 247 Sports for recruiting.
    2) Customization. I don't even care if I can't change the players likeness(skin color etc). If I play long enough they will be generated anyway. Just let me edit attributes.
    3) Something the equivalent of Superstar XFactor that allow All-American players to stand out.
    4) Flexible Playoffs (4,8,12 or 16).
    5) The RPO game college style
    6) Play by Play team of Herbie and Fowler with Maria Taylor

    Great stuff everyone! I'd love to see all of it.
    My only gripes about NCAA 14 was that I felt recruiting was a tad too easy and progression was a bit too aggressive, in my opinion. Especially for lower tier conferences/schools. Seems like a "simple" tweak, or just give us sliders we can adjust.
    For me, I’ve always been a presentation guy. So im super excited to see how these new consoles can take that to the next step. I want to feel the chaos from the stadium/fans, school traditions, insane graphics, stellar commentary and ESPN package, and last but not least the emotion. Make the players feel alive and actually be into the game.
    If they release this bare bones game annually without real player likeness or coaches, I hope they allow us (the fans) to create and program our own player names and likeness.
    Then I hope they release it annually earlier in February or March so fans like us can have enough time to create our own rosters during the spring and summer offseason. (eg. any group of people like some of us here on Operation Sports, ambitious enough to go through the creative process to program 100s of teams). And hopefully this will all be legal and ok and doesn't attract any negative attention to any of us, about a fan based process getting around the player likeness issues from EA sports.
    DaltonT4
    Please for the love of God let me hire my coordinators. And on top of that I would like a full staff. Do I wanna go for younger coaches with good recruiting skills, or older coaches that can coach up my players but not be as effective on the recruiting trail.

    I completely agree with this. Perhaps an option to hire a graduating player. Let's say you have a graduating QB with good Awareness and Accuracy but is an 88 overall and doesn't get drafted. An option to hire him as a QB coach where he has roughly the same coaching strengths as he had as a player, so he may help a QB with a cannon improve his accuracy.
    Brianstorm
    I want the generated players to wear accurate college numbers. i.e. have WRs and Backs wearing single digits. Specifically on defense I think it's a rule players 50-79 can't touch the ball. They used to get it right but I feel it was changed for importing the rosters into Madden. Might sound silly but it adds a lot for me!

    This is correct, offensive linemen MUST wear numbers from 50-79. I would also include duplicate numbers, which no version of EA Sports College Football has ever allowed. I suspect that is because the game will substitute offensive players on defense (and vice-versa) and didn't want to illegally have duplicate numbers on the field.
    I've read through every response and am surprised nobody has expressed interest in some type of Career Mode. You know it's coming lol. That's probably what they will work on first. I was never a big Campus Legend/Road to Glory guy personally; but I hope they make it deeper somehow than it was before. Examples, if you choose to be a QB, you have to participate in the Elite 11 event; any other position, you would have to compete at some sort of Combine. You play your high school season and based off of performance you can be selected to the All-American game. That would be the way to earn your star ranking and have teams interested in you.
    At the end of your college career, you would be able to import your player into Madden's FOTF.
    TarHeelPhenom
    As far as recruiting goes:
    1) Unofficial visits in addition to official visits for recruits.
    2) Something similar to College Hoops 2k8 where you are able to send coaches to 7 on 7 tournaments or the Elite 11 QB Camp and the coach brings back feedback.
    3) Dynamic recruit rankings. Recruits can rise or fall in their rankings during the year. A guy may start out as the #1 ranked player in his class and then halfway during the season be "re-evaluated and drop.
    4) All-American game with the option to play or spectate.
    5) Commit flips. Until the paper is signed, all committed players can still be recruited. Put logic in for the recruits who would be impossible to flip and for ones who are as fickle as can be.

    Big time. One of the "cheats" is that once a recruit commits you ignore him from the game implementation and can move on to other players. This allows you to have a player commit in week 1 or 2 and allocate those points to others. I will have to spend recruiting points throughout the season if someone can come in and flip my committed recruits, which makes building a dynasty much more difficult.
    TarHeelPhenom
    I've read through every response and am surprised nobody has expressed interest in some type of Career Mode. You know it's coming lol. That's probably what they will work on first. I was never a big Campus Legend/Road to Glory guy personally; but I hope they make it deeper somehow than it was before. Examples, if you choose to be a QB, you have to participate in the Elite 11 event; any other position, you would have to compete at some sort of Combine. You play your high school season and based off of performance you can be selected to the All-American game. That would be the way to earn your star ranking and have teams interested in you.
    At the end of your college career, you would be able to import your player into Madden's FOTF.

    Good idea. Another post-college playing career could be going into coaching and continue the league as a dynasty. Others (as well as I) have suggested expanded coaching staffs and you could continue with your team as a GA or position coach.
    sherrane
    Big time. One of the "cheats" is that once a recruit commits you ignore him from the game implementation and can move on to other players. This allows you to have a player commit in week 1 or 2 and allocate those points to others. I will have to spend recruiting points throughout the season if someone can come in and flip my committed recruits, which makes building a dynasty much more difficult.

    Exactly! IRL coaches keep in contact with their commits weekly because they know other teams won't stop recruiting them...especially the Blue Chippers. I agree totally. Have some sort of meter that shows you how solid your commit is.
    This would tie into the Dynamic rankings idea. You have a guy who may start out not that highly ranked and you jump on him. He commits to you early; but with dynamic rankings he rises in the ranking and begins to receive interest from the "Big Boys". You begin to see his commit level meter go from green to yellow to red and next thing you know...Merry Flipmas lol!
    Na, EA would never go that deep lol...
    -- Coaching carousel, but improved. Better staff management/coaching carousel features if that makes it back. Perhaps even expand it to position coaches? My fear is that knowing EA it won't be in the game and then they will do what they always do and reintroduce it as something new a few games down the line, but bring it back!
    --- Recruiting violations/probation/player suspension.
    ---- Transfer portal being more active. I know in past games you had transfers, but it wasn't that often it happened so I'd like to see players being more aggressive about transferring if recruiting promises aren't made.
    ----- Expanded Online Dynasty. I loved Online Dynasty with OSers and friends, but I came from the Leaguedaddy dot com days and those 120 person leagues were special. It would be nice to get 24-32ish people leagues to make recruiting more competitive.
    ------ Saves that transfer from game to game. I used go to 20-30 years in Dynasty mode as a kid, but I'm 31 now with a wife and 2 kids. Life is busy and I don't make it as far in sports games anymore without simming and that's not something I like to do which is why I don't really play 2K or The Show even though they are good games and The Show has offered game to game transfers in the past. If I could transfer my save from year to year that would be really awesome.
    ------- I clowned DF Maximum Football for the "College Football is back" thing and advertising but I do think they were making a great effort to add some of the management features missing in EA games.. the gameplay just wasn't there. I just hope they add more than what Madden provides now like the small studios have done.
    -------- The option to expand playoffs to at least 8 teams.
    --------- Multiple commentary crews. I know this is probably unrealistic, but at the very least they need to get Herbstreit back in. He loves the franchise so I'm sure he would be interested. I think they should reach out to Todd Blackledge and see if he's interested if Brad Nessler isn't or there's some type of contractual obligation preventing Herbstreit and Nessler from working together.
    ---------- With the CLC licensing I hope they get Auburn's gameday sounds right. They have NEVER had the right fight song in the game. So that's a bit of a personal wish.
    I literally logged into my account just to comment on this. It feels good to be back.
    NCAA is back fellas!!!
    Alright this is what I feel what would take this game to the next level.
    #1 Multi-year Recruiting/Dynamic Ranking
    -The College Hoops 2k8 Model. Maybe make it so you can scout ahead 2 or 3 recruiting classes. Rankings for Sophomore, Juniors and Seniors would suffice here. You can see there interest in your school. You can't officially offer them until the summer before there Senior Year. Just because a guy is rated #1 sophomore year doesn't mean he will end up #1 senior year.
    #2 Early signing Period/Transfer Portal
    -In NCAA 2014, once a guy committed to you; that was it. I think in the future there should be hard commits and soft commits. The soft commits should be the guys who are flip candidates. They can easily add this based on the important grades the school got for the recruit. There are times where I got a player but I was only getting 250 points per week based on the grades on the schools.
    So this is what I propose here.
    School points.
    0-330 Soft commits
    350-400 Hard commits
    The transfer portal can work when assistant coaches leave for other jobs, player getting over recruited or just getting passed on the depth chart. Or a player just wanting more playing time.
    #3 Full Coaching Staffs with real attributes
    -The ability to have a QB, WR/TE, OL and RB coach. Maybe 4 coaches per side of the ball. So your total staff could be 10 coaches including a strength and conditioning coach. It creates a full coaching carousel. You get to pick your Coordinators from those coaches. Promote your assistant coaches to coordinators when your old coordinators take a head coaching job. Or if one of your assistant coaches leave to take a coordinator position.
    I would also add certain attributes to these coaches.
    Like the categories could be Development, Recruiting, Eithics Loyalty/Ambition.
    Guys with high Development, well see there positions groups greatly improve.
    Guys with high recruiting, well have a easier time getting top players.
    Ethics/Discipline attribute would literally be a fixed and randomized attribute. Basically makes it so their actions on the recruiting trail might be more shady or more stick by the rules.
    Loyalty/Ambition would affect how long this coach is willing to stay on the staff. This could be that the coach wants to be a head coach somewhere.
    Coordinators will get an additional rating for game planning. Coaching also get worse and better with time.
    #4 Customized Playoff/Dynamic Confernces
    -Since conferences got a grade in NCAA 2014, make it so that conferences are constantly trying to improve. Adding team's and or dropping teams but let there be some geographic logic to it. The option to have 4-8-16 playoffs.
    #5 Recycled Players become coaches
    - When coaches retire, new coaches have to be generated. I believe that all players who don't make it to the NFL, should be kept in the system. Alumni who are hired by there college team should have a higher loyalty rating.
    #6 Sanctions
    - the ability to be put on probation or even bowl games for recruiting violations.
    pinbw
    If they release this bare bones game annually without real player likeness or coaches, I hope they allow us (the fans) to create and program our own player names and likeness.
    Then I hope they release it annually earlier in February or March so fans like us can have enough time to create our own rosters during the spring and summer offseason. (eg. any group of people like some of us here on Operation Sports, ambitious enough to go through the creative process to program 100s of teams). And hopefully this will all be legal and ok and doesn't attract any negative attention to any of us, about a fan based process getting around the player likeness issues from EA sports.

    I can't imagine there's any chance they release the game in the early "offseason" for college football. A July/August release, with the season coming/starting makes much more sense.
    A ton of great ideas here! I've been a NCAA Football fan since 1997, so knowing that this game is coming back brought tears to my eyes yesterday.
    What I think a lot of us oldtimer College football gamers want to see is an AD mode similar to what you see with MyGM in NBA2K.
    I would love to have the ability to control a budget that gets bigger or smaller based on certain factors:
    1) School Reputation (ie- the Alabamas and Floridas of the world have enormous budgets compared to teams like UMASS).
    2) Ticket sales, merchandise sales, TV licensing rights, concessions sales, bowl win revenue (As your team wins more, the more your budget grows. If you are in a bigger conference your TV licensing rights money is bigger)
    3) The ability to use said budget to create new stadiums, expand existing stadiums, or upgrade/build practice facilities.
    To expand on point number 3 more, being able to expand or create your new stadium or new practice facility should be something that the user has total control over!
    I can't emphasize this enough! EA shouldn't offer cookie cutter options or non visual upgrades to stadiums or practice facilities. If I want to add 30,000 seats and new luxury boxes to my stadium, I should be able to place those seats and boxes wherever I want to in my stadium.
    Also, if for example, the school I'm the AD for, has won the National Championship 3 years in a row and a donor donates $100 million dollars to the football program as a reward for that success. I should then be able to build an entirely new stadium to my liking and specifications. I don't want something similar to what Madden has with franchise relocation, where you can only select from 6 to 7 precreated options.
    I wonder with the power of PS5 and XBOX Series X|S if we can get a create/edit a stadium feature similar to how you are able to build homes in EA's The Sims. I'm sure with the way EA shares resources across teams now, this is something that could be possible.
    That opens up the possibility, similar to The Sims, where people share via a portal similar to the roster sharing portal in NCAA 14, Stadium blueprints. I can already see members of the community that create crazy stadium blueprints that AD's would use.
    All of this of course would affect your ability to recruit better talent. As most of you know, the battle over facilities between football programs, is what drives recruiting and in turn drive competitiveness in college football.
    Collegefbfan
    Please tell me it will be on PS4 not just brand new consoles.

    The initial release will not be for the 2021 season. Their press release stated, "Development of EA SPORTS College Football is just underway, with launch timing still to come as the project progresses in the years ahead". Historically the game came out in late June or early July, so that would only give them about three months to code, test, and ship units to sell. The PS5 will be two or three years old by the time the game lands, so I doubt it will be released for the PS4.
    I think a big thing about college athletes compared to the pro game is the uniqueness that the players have. There are so many more players. A lot of college players stand out, due to a unique play style or having a big persona.
    So what I’d like to see is unique animations for positions. So when you’re scouting you’ll have more to think about than just ratings.
    For instance: for QBs maybe we could have a few different throwing styles. A prototypical throwing style. A guy who throws textbook. This is someone who has very sound mechanics. Gunslinger, this is someone who has a huge arm. Puts everything he has into the throws. Think Marino or Favre. This animation might be more rare. And unconventional. Maybe this is a dual threat guy. Who doesn’t have textbook mechanics. He might need some work to be a great passer.
    For running backs you could have guys who run low and behind their pads. They’re harder to bring down. Vs a guy who runs more straight up.
    And of course we need a good customization suite. Let us edit faces some. Nothing crazy but at least a basic editor. And edit hairstyles and hair colors. I want to feel connected to my guys.
    I’d also like to see a Heisman presentation show. At least something as good as the ps2 days. And I’d love to see a college game day type pregame show. I remember this board would beg for that every year.
    There is absolutely no reason this game can’t be one of the best sports games ever made. They don’t have a release date. The need to pour everything they have into this game.
    So have you all managed to get your hands on a next gen console? I am a Sony guy myself. Can’t find a ps5 that will take the discs anywhere. I don’t want just the digital console.
    Collegefbfan
    So have you all managed to get your hands on a next gen console? I am a Sony guy myself. Can’t find a ps5 that will take the discs anywhere. I don’t want just the digital console.

    Nope...and I absolutely refuse to pay a grand for a $500 console from a scalper. Hopefully, by the time this game drops we'll be past that.
    TarHeelPhenom
    Nope...and I absolutely refuse to pay a grand for a $500 console from a scalper. Hopefully, by the time this game drops we'll be past that.
    They said 2-3 years, so odds are you'll be able to find a console for 300 or so. I'm sure there'll be a PS5 Pro in the works by then.
    Sent from my SM-A102W using Operation Sports mobile app
    young22
    They said 2-3 years, so odds are you'll be able to find a console for 300 or so. I'm sure there'll be a PS5 Pro in the works by then.
    Sent from my SM-A102W using Operation Sports mobile app

    I'm fine with holding out to holiday season 2022. I got the Spiderman ps4 in 2018 so I'm good for a while. Now if this comes out in summer 2022, which I doubt, I may get one earlier lol.
    Player development:
    -Non-linear player progression. Every player at a position ended up being the same after 4-5 seasons. Have some kind of XP based system, like in madden;
    -also like in madden have different talent levels; make them editable;
    -FULLY editable appearance, no more 211lb RBs having OL faces and 211lb linebackers looking like cornerbacks;
    Recruiting:
    -lots of great suggestions on the first few pages, but give us sliders so that we can customize the experience we want (sliders for decommitment liklihood, importance of certain factors like location, winning history etc);
    -let us edit hometowns (not states) so that it is more realistic and real hotbeds are represented more
    Matecheck
    Player development:
    -Non-linear player progression. Every player at a position ended up being the same after 4-5 seasons. Have some kind of XP based system, like in madden;
    -also like in madden have different talent levels; make them editable;
    -FULLY editable appearance, no more 211lb RBs having OL faces and 211lb linebackers looking like cornerbacks;
    Recruiting:
    -lots of great suggestions on the first few pages, but give us sliders so that we can customize the experience we want (sliders for decommitment liklihood, importance of certain factors like location, winning history etc);
    -let us edit hometowns (not states) so that it is more realistic and real hotbeds are represented more

    Please, EA, DO NOT BRING THE XP SYSTEM TO NCAA. The XP progression system is the absolute worst change to the series of all time.
    I want the to see overthrows on deep balls.. Less accurate passing, but also dbs in man coverage that aren't psychically aware of my receiver's route.
    canes21
    Please, EA, DO NOT BRING THE XP SYSTEM TO NCAA. The XP progression system is the absolute worst change to the series of all time.

    I agree. I'd prefer something like a work ethic attribute for progression or position coaches rated A to F to assist progression. There are a lot of possibilities. XP is too arcade at least in dynasty mode. If they want to do XP in some other mode that I don't play then that's fine.
    A lot of Madden concepts, and a lot of similar features to NCAA14. Not expecting parity with that title out of the gate, but some solid steps towards that. Absolutely need a parity between teams that we don't see in Madden, and the coaching carousel. Anything less and the game is a failure it's opening year IMO.
    From an innovation perspective, I'd like to see careers span the EA football titles in a multi-game career mode:

    • Create a high school player
    • play out my college career
    • export the class to Madden
    • get drafted
    • play through my career there
    • Join the ranks of coaching a coaching staff as a coordinator/head coach
    • When my contract is up (or I am fired) have the option to export to the college game and explore opportunities there, with my legacy intact (ie College Championship winner, multiple-pro bowl NFL player).
    • Until retired, opportunities to move between the titles as my career progresses

    The engaging investment creates a symbiosis between the titles that could potentially have me playing year-round again.
    Bring Back the SI magazines and add a College Game Day studio crew.
    Show small highlight clips of games from the around the country.
    Next Gen consoles should be able to take the immersion factor to another level.
    I'd like to see something similar to TeamBuilder in designing your school's uniforms. The difference is that you can design an alternate home and road uniform for each school.
    If the school is a Nike school, then you get to use the Nike template and tools. If it's Under Armour, then you get to use a UA template and tools.
    canes21
    Please, EA, DO NOT BRING THE XP SYSTEM TO NCAA. The XP progression system is the absolute worst change to the series of all time.

    It HAS to be something other than linear progression. That was the worst turn off of the whole game. EVERY halfback had 99 break tackle after 5 seasons, all players turned out the same.
    *Player likeness i.e if a QB is rated over 80 and he is like 3rd on the depth chart he should consider Transfer Portal that 80+ QB knows he can start on any team who needs a QB the following season
    *Recruiting System like Ncaa 12 I like how the system was make promises Spend minutes of calls imo it was a better way & much difficult way
    *High School Stats if we are recruiting players we like to see what stats he putting up in HS
    Sent from my SM-G960U using Operation Sports mobile app
    I'm loving all of these ideas from everyone. It's great to get the mind going on all the things we wish the game could be.
    GAMEPLAY IS KING! It can't be a MADDEN rehash or all the excitement from the fans will turn to major disappointment. If the gameplay is GREAT then everything else will fall into placce.
    Here's a few ideas I haven't seen mentioned
    1. ARCHIVE SYSTEM - Would love to be able to look back a previous seasons and see who won the Heisman (or other awards), which teams won their conference, teams wins/losses, see where coaches were (HC, OC, DC, position coaches, etc.), Recruiting Classes (Which players reached full potential and which ones, transferred and flamedout)
    I know a lot of Dynasty players use excel sheets or secondary websites to track their dynasties through the years. I have used www.avidmanager.com to track all of my seasons. Would be nice to not have to track that on the side and just be able to have it on the game.
    2. SCHOOL RECORDS / SCHOOL HISTORY - School records more fleshed out would be great. I'm fine if they start it without any records to begin with but seeing a player set a record for career TDs at your school and then watching that hotshot recruit chase it down in the following years is a nice added immersion to the game.
    3. CUSTOMIZATION - This is a MUST. From what I read it looks like we are able to edit rosters, names and everything. However, will that be able to be shared with the community through the game is a big question mark. Like noted from a few other folks, have a Playoff with 4, 8, 12, 16 teams or electing the BCS format would be outstanding.
    RECRUITING has been hit on a lot and I love everyone's ideas... It does need to be more developed and should be a game within the game. Though I think having a way to feed both groups from those that love the recruiting aspect as much as playing the game (Like Myself) to those that would rather have that more streamlined and get back to the on-field play. I would like to see a way to add more In-Game AI Helpers to make the recruiting less cumbersome for those that do not want to put in the additional time. A way to list out that you could Turn ON/OFF the delegation of certain aspects to the AI
    Looking forward to the new game hopefully by fall of 2022 would be fantastic
    Matecheck
    It HAS to be something other than linear progression. That was the worst turn off of the whole game. EVERY halfback had 99 break tackle after 5 seasons, all players turned out the same.

    Completely agree. I remember in the older PS2 games that progression was more random for each player in the off-season. A few guys would get that big 5-7 point jump. Others would be 3-5 and some guys would go up 1 point or even 0. Even if this is the version of progression. I could live with it. I'm not sure about regression as it's just a 4-5 year run with a player (18-23 yrs old), much different then the Pro games where a player comes up at 20-22 yrs old and regresses in their 30's. I'd rather see players always progress, but maybe it's only 1 point or even 0 progression that year. Perhaps their progression could be tied to an attribute, like discipline or a new "hard-worker" attribute. I wouldnt make that an automatic guarantee to make big improvements but the likelihood of a random draw could be higher. Just a thought.
    TarHeelPhenom
    Exactly! IRL coaches keep in contact with their commits weekly because they know other teams won't stop recruiting them...especially the Blue Chippers. I agree totally. Have some sort of meter that shows you how solid your commit is.
    This would tie into the Dynamic rankings idea. You have a guy who may start out not that highly ranked and you jump on him. He commits to you early; but with dynamic rankings he rises in the ranking and begins to receive interest from the "Big Boys". You begin to see his commit level meter go from green to yellow to red and next thing you know...Merry Flipmas lol!
    Na, EA would never go that deep lol...

    I was thinking about this last evening. The quality of the feedback from commits is directly related to the amount of recruiting points / time (however it is implemented) you spend on each recruit. Spend zero on committed recruits and you may lose half who previously committed without having a clue you were in trouble with them. Allocate half of the allowable points / time and you get some clues which ones are having second thoughts. Perhaps someone's meter is greenish yellow but is solid yellow after allocating all you can. You also get better clues who is trying to poach your player so you have a better chance to fend off your challenger.
    Matecheck
    It HAS to be something other than linear progression. That was the worst turn off of the whole game. EVERY halfback had 99 break tackle after 5 seasons, all players turned out the same.

    Linear progression is bad just like an XP system is bad. Neither should be near the game. Knowing EA, we'll get one of the two.
    It should be more dynamic that allows for a variety of progression types. Some guys get up to speed year 1 and then stall. Some guys don't blossom til their senior year. Some steadily improve all career. Some bust and never progress at all. Some actually regress. This should be represented by a dynamic system.
    In a dream world, we'd have coaches with development ratings/traits, S&C staffs that made impacts, players with Work Ethic ratings/traits, and an in depth scouting system that projected players. These could combine to create a dynamic progression system that did have surprises.
    That's a good system. I hope we don't get an XP system, but I expect we do. NCAA always was a Madden clone with slight changes. I expect no different with the reboot.
    No points of any kind. No XP points, no scouting points. It may just be personal preference, but it hurts the immersion of the game for me.
    Progression should be tied to coaches/practice focus (coordinators and position), and how the player plays in games. The user should get a chance to push development in certain directions. But the I hate the leveling up system in Madden. If I rush a CB and get 3 sacks with him, I shouldn't be able to improve his coverage ratings.
    Scouting should be based on time and effort, and not points. Dont give me 200 "points" per week. Give me a season to recruit and I can decide how to do it. Do I send multiple coaches to get the best recruit, do I split them up to recruit multiple lesser players. In this sense, I guess "points" can just be replaced with "hours," but it would still make a big difference to me.
    Would also like to finally see accurate recruit generation. It isn't rocket science. Take 10 years of recruiting data to get your parameters and tune your generating based off of that data.
    We already have the ability with Madden on PC to generate our own draft classes via tools and we can use data to drive the generation and make it realistic and allow for mor variety than what EA has written up. It is work one person could do in a couple of weeks time. There is no excuse for recruit generation to be as laughable this go around like it was in the past.
    I am just hoping the dynasty mode is as in depth as ever! 247 sports cooperative recruiting classes (fake names of coarse lol), coaching carosel, weekly or even daily tweets, instagram, etc. But overall, I don't want them to stray too far from what the game was, because it was AWESOME!!!
    I do expect graphics to be better, but i hope the gameplay with those upgrade graphics are amazing.
    canes21
    Linear progression is bad just like an XP system is bad. Neither should be near the game. Knowing EA, we'll get one of the two.
    It should be more dynamic that allows for a variety of progression types. Some guys get up to speed year 1 and then stall. Some guys don't blossom til their senior year. Some steadily improve all career. Some bust and never progress at all. Some actually regress. This should be represented by a dynamic system.
    In a dream world, we'd have coaches with development ratings/traits, S&C staffs that made impacts, players with Work Ethic ratings/traits, and an in depth scouting system that projected players. These could combine to create a dynamic progression system that did have surprises.
    That's a good system. I hope we don't get an XP system, but I expect we do. NCAA always was a Madden clone with slight changes. I expect no different with the reboot.

    I think adding an attribute like "Work Ethic" would be a good idea. Being that they aren't using player likeness anymore they don't have to worry about backlash from an attribute like that. A player with low Work Ethic would have high bust potential and wouldn't progress much at all....and vice versa.
    I have to agree, less points and percentages when it comes to recruiting. I would rather the game give me a recruit's feedback like, "You're one of my top choices, Coach," as opposed to, "You're in 2nd place and exactly 475 pts behind the leader." Getting feedback that exact takes away a lot of the suspense and drama around whether you're going to get a commitment from a player. And as others have said, make us continue to recruit our commitments all the way up to either the early signing period or Signing Day after the season.
    I'd love to be able to adjust the price of tickets, parking, concessions, etc like the old Maddens. In addition, it would be great to have total control over the coaching staff and support staff of my program. Just some ideas off the top of my head for potential support staff positions:
    - Analysts: Hire more/better analysts to give you more accurate scouting reports.
    - Training Staff: Better trainers keep players healthy and get players back from injury faster.
    - Weight Room Staff: Better help your players develop physically throughout their careers.
    - Operations Director: Keeps the organization running smoothly and efficiently (maybe it lowers operational costs and helps maximize coaching staff ratings).
    - Designers/Social Media Coordinators: Help raise your program's profile in the eyes of recruits.
    - Gameday Presentation Staff: Increase the production level of your in-game show to help with attendance and maximize your homefield advantage.
    - Booster Coordinator: Hire someone to help fund raise extra funds for your program.
    Basically, I have a lot of ideas. For recruiting, I'm actually taking a small page out of Draft Day Sports College Football's recruiting style, which i really enjoy. So here's my big stretch of an idea:
    Recruiting Budget:
    I do like the idea of a school budget and allocating enough resources toward a priority. It's realistic and puts an effort toward choosing wisely who we recruit. Points are only designated to actions, like in college hoops 2k8.
    - Recruiting
    - Training
    - Discipline (if we're able to get sanctions back in game)
    Spring Scouting:
    After National Signing Day, we can send our scouts to any or all of these camps. This is where you gather a bulk of information early on recruits:
    - Regional Rivals Camp (cost $): basic recruit info in your region/area/pipelines
    - National Nike Sparq Camp (cost $$): basic recruit info on a national level
    - Ellite 11(cost $$): Detailed info on the best QB's in the nation
    - All American Game (cost $$$): Detailed info on the top 100 recruits
    In-Season Scouting/Recruiting:
    Uncover more info on a individual recruits's school interest, types of pitches, and attributes by:
    - Sending scout to watch recruit play in person: recruit's school interest, attributes & pitches
    - Request/research Game film on a recruit: recruit's attributes
    - Contact High School Coach: recruit's behavior & composure
    Other Recruiting actions:
    - Home Visit
    - Campus Visit
    - Offer Scholarship
    - Offer Promise
    State Pipeline Building
    -Build state pipelines the traditional way by having a certain amount of players from that state committed on your team.]
    ***Build High School in-state pipelines:
    Think of this of this as an incentive to recruit in-state, especially if you're a smaller school on the rise, or have a smaller budget. For instance if you're Georgia State and recruiting an in-state player, you'll select the "talk to coach" option to first get the scoop on a player's composure and discipline. This then unlocks the ability to connect further with that particular coach & high school in your state of GA. During in-season recruiting, that high school coach may suggest another one of his 1-2 star (sometimes 3 star) players from that same high school, but not all the time. This could affect gaining some good traction toward the original player you're recruiting by having a HS teammate join him. You'll basically have first dibs on other unseen players in-state through that relationship with the coach. A separate page in the recruiting portal should show a list of the in-state high schools & HS coaches you've built a pipeline with. Continue to unlock high schools across your state throughout your season & journey as a coach. Not paying those coaches attention, or entertaining suggested players can result in losing those pipeline/relationships.
    Potential, Discipline and Composure
    Will tell a lot about a recruit's ability, especially if you don't have a lot of information about them but desire to have them on your team somehow.
    - Discipline is like work ethic and attitude rating. This affects their ability to improve when training, and how prone they are to committing infractions (that's if infractions are making a comeback)
    - Composure: affects their on field performance. High composure helps them get hot faster, make less mistakes, and takes longer for them to get cold. And vice versa.
    That's my shot in the dark. A man can dream can't he?
    Two words:
    Simulation football.
    Meaning not what EA does with that other football game of theirs.
    But as far as actual features, the transfer portal, targeting and ejections on some hit stick tackles (if it’s done right), players opting out, a variety of offensive and defensive schemes, multiple playoff formats, and recruiting that is more like what College Hoops used to have.
    Considering they won't be allowed to use real player likenesses, my biggest hope is that this will be the one game EA leaves Ultimate Team out of and just focus on giving us the best damn Dynasty Mode they can put out.
    Of course, they could always try and build UT around former college players but that would essentially be no different than Madden UT and I see no reason why gamers would buy NCAA just to play MUT when they already have Madden.
    If they absolutely must put MTXs in the game, then they could simply go back to using good ole DLC for current alternate uniforms like Oregon's 89 different variations. Maybe they could go the route of MLB The Show and sell packs where you can unlock current and classic uniforms, classic stadiums, etc. If they bring back Road to Glory, they can make various types of authentic gear that give you boosts or something along the lines of that.
    Point is, there's an opportunity here for EA to leave UT out of this entirely and just focus on the simulation modes that Madden fans have been clamoring for since the mid-2000s without a UT mode siphoning resources away from Dynasty and Road to Glory and they should take it.
    canes21
    Linear progression is bad just like an XP system is bad. Neither should be near the game. Knowing EA, we'll get one of the two.
    It should be more dynamic that allows for a variety of progression types. Some guys get up to speed year 1 and then stall. Some guys don't blossom til their senior year. Some steadily improve all career. Some bust and never progress at all. Some actually regress. This should be represented by a dynamic system.
    In a dream world, we'd have coaches with development ratings/traits, S&C staffs that made impacts, players with Work Ethic ratings/traits, and an in depth scouting system that projected players. These could combine to create a dynamic progression system that did have surprises.
    That's a good system. I hope we don't get an XP system, but I expect we do. NCAA always was a Madden clone with slight changes. I expect no different with the reboot.

    This is a good system.
    I haven’t read through much of this thread, but I would imagine improved gameplay over madden is a strong theme. To me, college football is all about the passion and pageantry.
    I’m really hoping they pay attention to what sets college football apart from pro. It’s the game day rituals; the athlete walk ups, the school specific entrances, the bands, the fans, the uniforms and a focus on the stadiums.
    Increased focus on presentation. NFL 2k5 is still light years ahead of anything EA has put together. I’ll stop short of saying EA’s effort has been a joke, but their track record says that it is. Let’s have a College Game Day type presentation that focuses on the big games. Include multiple broadcast teams.
    They have a very good base to pull the game from in NCAA 14. Utilize many of those momentum based physics, improve the recruiting features, and focus on the presentation items.
    With all that said, I’m grateful we’re getting the game back. I’ve been playing the series from day one, and ultimately I’d be happy with a remastered version of NCAA 14. But why not take advantage of the hardware of today and make the greatest sports game ever?!
    Sent from my iPhone using Operation Sports
    KSUowls
    Recruiting depth and coaching staff depth are the main things that I want to see.
    Recruiting - I don't want to see anything that remotely resembles the point allocation system of NCAA 14. I also want it a bit more streamlined than the old call & pitch minigame that was kind of tedious.
    Maybe take some notes from college hoops 2k8, where you send yourself or an assistant to contact a recruit. But then instead of just a general interest increase, get some kind of report back on the conversation.
    How did the kid react to the specific coach (charisma matters)
    Feedback on likes/dislikes like playing time, big program, etc...but then still have that feedback have a fog of war aspect.
    Coaching depth - Full coaching staffs down to the position coaches, or at minimum coordinators for Offense, Defense and Special teams. No cheat system like NCAA 14, instead have real attributes for coaches, and have them matter. Gameplanning, motivation, charisma, discipline, etc...as well as attributes for the various position groups that impact a player's development.
    Lastly, and this is probably the biggest ask, just give me as close to a realistic game on the field as possible. No silly/overpowered impact players like in Madden, no robo qbs or broken read options, etc...
    Give me these 3 things, and everything else is just a bonus.

    I love the game planning idea! That’s something that is sorely missed in the world of EA Sports....... It’s a huge part of each week. I would love to see the ability for half time adjustments as well.
    Sent from my iPhone using Operation Sports
    - Playoffs - with the option to expand the field to more teams.
    - Create a Stadium
    - More broadcast options - maybe add a 2nd commentary team to differentiate regional vs. national games (maybe ESPN vs. CBS like in NCAA Basketball 10) (more conference specific overlays like SEC Network, ACC Network, Big 10 Network, etc.)
    - Some sort of College Gameday like wrap up show a la College Hoops 2k8
    - All star games (High school and college) (NCAA Football 98 had the East-West shrine game)
    - Spring games
    - FCS schools - have the FCS season either follow along the FBS season in the Fall (like in NCAA Football 2001) or have the option to play FCS games in the offseason (i.e. "spring football"). Also have the ability to schedule FCS opponents.
    - Early National Signing Day period
    - Dynamic attendance - like in the PS2 NCAA era with fans leaving during a blowout, low attendance for terrible teams, etc.
    -Create your own Preseason College Kickoff Classic games/Bowl Games/Rivalries
    -Bring back some of the old, non-existent defunct stadiums like the old Orange Bowl, War Memorial Stadium, Metrodome, etc.
    -Deeper recruiting - model CH2k8 system of being able to recruit HS guys as far back as their freshman year and being able to follow their progression to graduation.
    -Ability to customize any school's schedule
    -Bring back recruiting violations!
    -Deeper custom stadium sounds like MLB the Show
    -Add more neutral site stadiums to play at and allow games to be scheduled at EVERY available stadium (e.g. I cant schedule neutral site games at the Citrus Bowl in NCAAFB14)
    -Ability to increase/decrease # of conference games.
    -In game highlights of other games taking place.
    -Bring back the Heisman ceremony
    -Playoff Selection Show
    -Helmet stickers
    -Ability to hire/fire coordinators (this is a must have)
    -Add other position coaches (e.g. special teams, strength coach, recruiting ace, etc)
    -Ability to flip commits
    -Transfer portal and more transfers in general. There needs to be higher risk of losing guys to the transfer portal due to a promise not being kept, a loss of a beloved coach, a loss of a starting role, etc. Also give users more control over pursuing transfers.
    -Ability to send guys to JUCO college for 2 years to develop (almost like a farm system) before coming back to the FBS level.
    -Ability to designate "homecoming" games
    -Add more of an "athletic director" role to the game (e.g. owner mode in Madden). Having to make financial decisions over which opponents to schedule (e.g. paying $$$ to schedule cupcake opponent at home VS scheduling a home/home series with a big school opponent). Coaching contracts, buyouts, TV revenue (maybe having control over TV contracts), ticket sales, etc.
    -Fix the triple option - felt like it was easier to run in NCAA 09 vs. NCAA 14.
    Another thing we should add.
    Expanded rosters to 80. The technology boost from PS3 to PS5 is insane. The system should able to handle all of that data plus the dynamic recruiting.
    Recruiting classes should be done three years in advanced based on past classes. Basically what we should see are QB heavy Classes, RB Heavy classes, classes with high bust rates and a lot of underrated gems.
    Being able see three classes ahead should be nice. Like for instance, why not be able to view the Senior, Junior and Sophomore classes. The Sophomore classes should not be fully developed size or skill wise. So it shouldn't be a surprise to see a bunch of 5'7-5'9 Db's in the underclassmen recruiting classes. Some turn out to be 6'4 Corners and Safeties. Some don't grow at all.
    Also, one big thing I want to mention here. The guys you have to go CUT from your roster should be added automatically to the transfer portal.
    When you really got the recruiting machine going you were cutting guys in the 80's all the time. The game would just delete guys out of the system. I don't think players should just be deleted out of the system.
    Just went back and found that article that referenced the changes that were coming to what would have been called "EA Sports College Football 15"...
    https://www.polygon.com/2019/10/25/20932385/ncaa-football-15-canceled-leak-ps3-xbox-360
    I just wanted to see what their plans were again and if they plan on just picking up from where they left off. Some interesting things:
    1) The Tendency system was being replaced by position specific multiple Specialty types that would have 3 different Skill Trees. The 3 Skill Trees were "Gameplay, Off the Field and Team Work. I'm assuming this was for career mode only??
    From there, players would have progressed through a skill tree of specialities that highlighted both on-field abilities and personalities through new animations. “Each position will have multiple Specialty types,” the document says. “These different types are replacing the old ‘Tendency’ system. Each Specialty will have its own skill tree with 3 different types of skill trees.”
    Those trees were Gameplay, Off the Field, and Team Work, which improved a player’s in-game skills (faster and more electrifying juke moves were given as an example), overall fitness (conditioning, stamina, and faster progression), and team-based buffs (better offensive line blocking).
    “Depending on what position the player is, he will be able to unlock better versions of the abilities he can already do on the field, and new ones,” the document says. “Each Ability will have multiple levels, and each new level has a better animation than the previous skill level.”
    2) Yearbook
    Underneath all of this was a customization layer that would have helped users build and import complete versions of existing universities on their own. It was housed in something called the “Yearbook,” where the community would search out other players and coaches, but attached to those creations were things like uniforms, stadiums, and other details. Players would be able to search geographically (for creations located within a radius of a certain ZIP code).
    The on-the-record encouragement that EA would have given players would be to create their high schools (even their stadiums) for use in the career mode preamble, where the player character is recruited and signed. But, as with the actual TeamBuilder website, it could also be used to make all of these details for real-life universities, uploading their logos and designing matching uniforms.
    I'm going to assume that there is no way they will be able to do this now!! (Insert Florida Evans from Good Times GIF)
    3) Virtual Uniform Store
    A virtual Uniform Store was planned, where players could search for other user creations (giving them a chunk of in-game currency) or buy ones created by EA staff (based, one assumes, on any remaining university licensors aboard). These would have been categorized by featured, sponsored, top-rated, and the like, all surfacing the content users needed to rebuild a college football game for themselves.
    Microtransactions, of course, were a component of this scheme — but players could also sell their creations for virtual currency, inviting a kind of barter economy where real money was optional.
    4) Rosters...Or The Absence Of Rosters
    What is completely absent from the College Football 15 design document, however, is the word “rosters.” It wasn’t just that the EA Tiburon development team had, in past NCAA Football games, used everything but a player’s name in rendering him for the video game. The studio had also created and facilitated the means for users to edit rosters themselves, giving players their real names, and then share them with others. That’s part of what got EA into the legal trouble that forced the settlement.
    Without batch roster files to edit and share, College Football 15 players would have had to individually download players to fill entire teams (upwards of 60 players at the time). Still, assuming there was no limit on the number of players one could share or download, an entire roster still could be crowdsourced from pockets of dedicated fans focusing on particular schools or conferences and hand-editing everyone on a depth chart.
    Players of the Pro Evolution Soccer series have long taken this approach in replacing ringer teams to which Konami does not have the license with user-generated authentic teams. The latest edition, eFootball PES 2020, includes a tutorial on how to import these files, after all. The WWE pro wrestling series published by THQ and now 2K Sports has also leaned heavily on user-generated content to provide not only novelty wrestlers, but real-life ones that the publisher didn’t sign up for the production. EA Sports’ Fight Night series likewise had user-created fighters, like Floyd Mayweather, who weren’t officially part of the game.
    I really wonder how much they can or will take from the 15' Blueprint and use for the 23' game? Man...if only we could have gotten that game on PS4/XB1...
    I'd love for the new game to have the ability to pre-set your team's schedule for like the next 3-5 years out, and you're stuck with whichever teams you match up against. So if you book a Top 25 program, but 4 years later, they're coming off a 6-7 season, then you're stuck playing them.
    Include homecoming games, Senior Day, and allow for booking home and home games, but as part of your 3-5 year scheduling.
    I'd also like to see the ability to hire/fire assistant coaches, as well as greater depth to the hiring process for you, as a coordinator or a head coach, meaning in addition to having win total goals, you have schools that try to pitch you on their highlighths, such as one school may be a furtile recruting ground, but another may offer better facilities. I'd love to also see actual dollar values associated with the contracts, but since this is a college game, I doubt that would happen. If it does, I'd like it to play into the hiring process. Perhaps one school offers you more money, but another school has better fan support and losses you suffer don't impact you as much.
    I'd love more depth in tracking your coach or player (if in Road To Glory) and their stats and how they have performed in past games. If you're a head coach, and you're squaring off against a former coordinator of yours, then make a note of that, and even highlight what the record is between the two in head-to-head games. If you're a player, and you scored the winning TD in last year's rivalry game, then note that at the start of the rematch, or provide the stats from the prior year's game.
    I know most people skip stadium intros and in other games skip studio update cut-aways, but I think that's because those features don't provide unique info. Sure, the stadium intros are cool, the first few times, but I think if the game started plugging in unique stats about the coac or player/players (that keep updating as you go), then people might be more inclined to watch. The 2014 game would feature intros, showing clips of the two teams playing one another....in the game they haven't even played in yet. I assume the idea was to make it seem like the studio was replaying highlights from the prior matchup, but it's clearly not that, as they're wearing the jerseys that they're are about to play in, as well as the same stadium and weather. If you want to have the team run out onto the field, fine, but spice it up with some greater details instead of images of a game that hasn't even been played yet.
    Also, part of the game intro could be highlighting a specific player; suppose you have a player in the Heisman race, perhaps it cuts away to an image of your player on a billboard in town, illustrating how the community is hyping the athlete up. And don't make it always be the same billboard....maybe the cut-away shows the player simply surrounded by fans in public, or shows a fan-made poster outside the stadium, or simply shows a string of highlights from several different games.
    Fans rushing the field? I know the NCAA won't allow it, as they fine schools that allow this to happen, but it would be cool to see. And, of course, utilized only for upsets over a rival, and only then when it's a score/stop in the last 30 seconds or so that seals the game. Won't happen, but it would be cool.
    I'd like to see where my players go in the draft, and I don't just mean which round. I want to know if my player was selected in the Top 10, or 135th. I seem to recall a prior version having this detail, but I suppose i could be mistaken. I'd also like to see, on occasion, and maybe only for big games, a quick cut-away of a former athlete on the sideline, cheering on his alma mater. Maybe it shows him hugging his former coach, or shaking hands with some players he schooled up when he was a senior and they were freshmen, and now they're in their last season, and he's got a bye week in the NFL/CFL/whatever. and he's just back on campus to root them on. And yeah, let's include listing the CFL, but only as it relates to players leaving. So maybe a player goes undrafted, but is picked up by a CFL team. Show me that. That would be cool.
    I think, more than anything, providing as much detail as possible, and offering greater variety in cut-aways, and for different purposes, would make the game insanely popular and enjoyable.
    I'm actually somewhat ok with the actual gameplay remaining as it was in 2014 (minus the superman jumps by linebackers) if I were to be able to possess a game that featured the things I have listed above. I'd easily pay $100 for a game like that.
    Improved sideline reaction to what is actually going on on the field, as well as crowd reaction to what is actually going on, would be greatly appreciated. Provide greater variety to post-game celebrations or sadness in defeat would be good, too.
    I'd even like a slider for traction within weather-related games. Like, if it's raining, you can set a slider to whether or not your players occasionally lose their footing. Sure, you might slip when trying to break a big run, but that happens in real games, and would add a hint of realism to the game. If you don't like it, then you can turn the slider off. Such a feature owuld effect both teams, and could even apply to snow-games.
    I know it won't happen, but I'd love to see suspensions return to the game. It offers a greater challenge when one of my starting linemen has to sit for three games due to team violations.
    A cool feature I'd like to see is some in-depth scouting. And perhaps, part of this, includes a focus on a specific formation, offense or defense, that if your opponent gets in, gives your team the liklihood of scoring or getting a turnover. I know they feature setup plays, which sort of do this, but I was imagining that this would be a feature one would have to actually study, and you, as the user, would have to identify it during the game (no heads up, no nothing). It could be an audible option, like "push L & R sticks away from one another at the same time" and that would key your offense, or defense to your opponents formation. Of course, what formation you're in would also determine how huge of a play it is for you, but regardless, it would result in a huge play for you. Once again, no cues from the game itself, like "setup", just you knowing the opponent from your scouting info.
    skinfan31
    I haven’t read through much of this thread, but I would imagine improved gameplay over madden is a strong theme. To me, college football is all about the passion and pageantry.
    I’m really hoping they pay attention to what sets college football apart from pro. It’s the game day rituals; the athlete walk ups, the school specific entrances, the bands, the fans, the uniforms and a focus on the stadiums.
    Increased focus on presentation. NFL 2k5 is still light years ahead of anything EA has put together. I’ll stop short of saying EA’s effort has been a joke, but their track record says that it is. Let’s have a College Game Day type presentation that focuses on the big games. Include multiple broadcast teams.
    They have a very good base to pull the game from in NCAA 14. Utilize many of those momentum based physics, improve the recruiting features, and focus on the presentation items.
    With all that said, I’m grateful we’re getting the game back. I’ve been playing the series from day one, and ultimately I’d be happy with a remastered version of NCAA 14. But why not take advantage of the hardware of today and make the greatest sports game ever?!
    Sent from my iPhone using Operation Sports

    The Pregame / College Game day on NCAA 2006 was simple. Lee Corso, Kirk and Brad. With the next gen technology or whatever I don't see why they couldn't bring that back.
    Outside of just generally better gameplay, I would like to see a revamp to the recruiting system and the ability to create your own plays. There are route combinations I’d like to have that the audible systems don’t let me have and if I could create that play I’d prefer that.
    AirRaid247
    The Pregame / College Game day on NCAA 2006 was simple. Lee Corso, Kirk and Brad. With the next gen technology or whatever I don't see why they couldn't bring that back.

    They had a lot of features in earlier games that they stripped out as the years progressed. I agree: with this hardware on the new systems they can do a lot. I hope that they put together an ambitious team that wants to put a complete game together!
    I'm not as worried about recruiting as most others on here. Here's my list:
    Customizable playoff system
    Tons of uniforms for all teams
    Team builder
    Fcs
    Custom conferences
    More than 12 team dynasty control
    Custom playbooks
    More Old school formations like T, wing T, pro, near, far, etc.
    Larger rosters
    Export draft class
    Custom playbooks usable by cpu
    Roster requirements to match team style
    My main thing is Teambuilder. Let me upload 130 teams into Dynasty. That would be my dream. Others things are
    - Playoff (which will be in the game)
    - Transfer Portal
    - Sanctions
    All FBS and FCS schools.
    Upgrade and build your own stadium.
    Bring back stadiums that have hosted football games in the past: Pitt Stadium, Fenway Park, Tulane Stadium, Arrowhead Stadium, Astrodome, etc.
    Team builder where you build your team from the ground up such as hiring coaches, build stadium, and choose location.
    BCS playoffs.
    Customize your conference so that you can have as many teams as you want, as many divisions as you want and even have a playoff.
    Create new bowl games.
    Choose what conference teams go to what bowl.
    Lots of good stuff here. I’m trying to remember what they were working on for 2015 with the AD Mode or whatever they were calling it.
    I’d like to see:
    Customizable schedules for every team. This was in NCAA 2000 and 2001. It would be cool to have scheduling contracts so there aren’t so many one and done CPU games.
    Senior Bowl. Also in 2000 and 2001.
    More neutral sites. 2000 and 2001 had like 20 or more.
    The ability to hire and fire coordinators.
    High school all-star game? Could be cool.
    Build/expand stadiums.
    All the bowl games. They haven’t had this for quite some time. I like the previous mentioned idea of being able to assign slots for each of them.
    Eventually I’d like to see FCS teams but I don’t expect that right away.
    I’d also like to see the ability to expand the playoff, but I’m not sure they’ll do that considering the license they have is for the current format.
    NCAA 14 was great but there is room for more options in dynasty mode. Things like assistant coaches with attributes affecting gameplay. A budget to divide among several things like recruiting, training and facilities. Those are just a couple quick thoughts.
    This article describes what they were working on for NCAA 15 before it got shut down by the lawyers.
    https://www.operationsports.com/ncaa-football-video-game/
    https://www.polygon.com/2019/10/25/20932385/ncaa-football-15-canceled-leak-ps3-xbox-360
    I've got one real request. Just one
    No XP system. Player development isn't tied to production in any way. It can be tied to time on the field, with an intrinsic (hidden) rating for each player, but no. XP. system.
    I promise a guy scoring garbage time TDs and getting player of the year doesn't actually make him better. I promise winning the heisman doesn't make you better.
    Spring Game- It would be nice to get a preview of how my upcoming team would look. Good early chance to see how my incoming Freshmen performs.
    Practice- I think there needs to be a practice mode for Dynasty. Prepare for upcoming matchups. I want to be able test out plays before games. I liked creating custom playbooks and adding plays as season goes on. So it'll be nice to try out plays before games. Maybe I'm facing a no huddle spread option team or an air raid team, it'll be nice to prepare for that. They could incorporate gameplanning in practice.
    Coach preferences- it would be nice to see in Coach Carousel and Recruiting if coaches and recruits that can dictate where they would want to go. Like how Recruits has the pitches that could sway their decision, the same could be for coaches. Where the level of coach can dictate how determined he is on sticking to his requirements. It would be nice to see play calling be a bigger factor. Like if the Head Coach calls plays for offense, a OC candidate is more likely to pass on job unless it is a 5-6 star school. Something for Loyalty would be nice. Like if it's a HC Alma mater, he isn't going to leave. I want to see Coordinator playbooks matter. In the game, teams just used HC's assigned playbooks. But if the OC/DC is the playcalller, then the team calls his assigned playbook.
    Recruiting- My main thing would be the ability to edit recruits before recruiting starts. Too many similar templates players. I wouldn't mind spending an hour going through and seeing more variety in recruits. It would be nice to set star levels. That way you could see more lower team get gems and big schools get busts. Would like to see recruits more aware of team landscape. So if the team has a log jam at his position, he is likely to pass unless it's his preferred school. Also adding scheme to his pitch list. They could have some QBs prefer to go to a Pro-Style offense or an No Huddle spread option. I would like to see De-Committs as well. It could be a factor of change of heart, losses piling on, signed a higher ranked recruit at the same position
    Improved Presentation- I don't know what the issue was for the Dynasty Presentation in NCAA 14. It's like it was built around your coach being a Coordinator and you just being simmed ahead. It sucked winning bowl games and their was no Presentation. I liked the ESPN broadcast, but overall it felt too repetitive and abupt at times. It would be cool if they present the impact players. It would also be cool to see Keys to the Game.
    Hiring OC/DC- Definitely want the ability to hire my OC and DC as a HC. It was frustrating have a high level coordinator leave for a HC job and instead of hiring another similarly level coordinator, they replace him with a generated coach starting from scratch. They could incorporate coach preferences into it.
    Players return as coaches- it would cool to see players return as a coordinators a few years after being drafted. So just a few players 3-4 years of being removed get put back into the pool of coordinators. It would cool to see a 4 year starter QB at an Air Raid school return 3-4 years later as a OC with an Air raid playbook.
    More realistic sim stats- Sim stats in NCAA 14 felt like it was calculated with shorten quarters. It should be easier to have access to offensive/defensive tendencies and stats for each scheme.
    Something that has been in Madden since 06; but never made it to the NCAA series.... Accelerated Clock. I hope they add the option for Accelerated Clock so we can play 15 minute quarters.
    Uniforms:
    Call me a nerd or whatever, but the "uniform culture" is definitely part of the college experience. I'm pretty picky too, I definitely don't like the trend of every team ever doing full "blackouts/whiteouts" or using every single shade/variant of their primary color because it's not their school color, but I would love to use all these crazy jerseys regardless.
    If they choose to milk MTX's out of the uniform stuff, I won't even be mad because I've spent my money on soccer car cosmetics and I'd easily pay for newly released uniforms during the year like they did with 14. I actually hope they do a much better job with it than 14. Do it by conference, do it by month, I actually want more uniform MTX's because I just love uniforms and having a ton of variety would make playing a very long dynasty that much better imo.
    Customizable Dynasty Experience
    I really hope they allow us to mass edit rosters so we can have everyone at an "even" playing field. I know some people like building up programs, acting like it's real life, but I just can't get too immersed in that as it is a video game and the change happens way too quickly for my liking. Instead, I'd like to run my league as a "virtual college football" world where I can regenerate every roster as a "middle of the road" team and then do a combination of simming and playing games to see how the world plays out.
    To this point, I'd love to have an option for complete CPU control of a user team when it comes to roster management, recruiting, etc so I can play more of a "Commissioner" experience rather than a "coach" or "program building" experience. Not asking for a separate mode, just make any sort of "perk buying" or OC/DC hiring, or any team management task/feature something that can be left for the CPU.
    At this point though, I'm just excited for college football again. Like a few others have said, I don't find Madden's gameplay to be egregious. It's fine for me as I'm a casual football fan when it comes to X's and O's but the college game has always been more enjoyable for me for whatever reason. I've like Madden's gameplay in my 10 hour trial the last three years but haven't purchased a single one because the NFL is boring, stale, and the lack of a "MyLeague" equivalent and the lack of a creation suite for teams/uniforms makes me not want to play the game for an extended period of time. I'm excited to the run college RPO's, zone reads (and hopefully they won't go for 10+ yards a carry) and fully embrace the high scoring, big play nature of college football. Playing with my Gophers and Noles and all of the other "great uniform matchups" according to me will surely be fun regardless!
    Can they grab the pocketscout guy and add in a feature that lets me export some file and it builds or fills in a website with all of the info he was able to get out of every season for archiving? Preferably for offline dynasties, so it doesn't go away after a year or two.
    illwill10
    Spring Game- It would be nice to get a preview of how my upcoming team would look. Good early chance to see how my incoming Freshmen performs.

    I agree here. I would like to think it wouldn't be too terribly difficult to implement either. You could either play offense only (both teams), defense only, 1st unit (offense and defense for the team of starters), or 2nd unit.
    illwill10
    Coach preferences- it would be nice to see in Coach Carousel and Recruiting if coaches and recruits that can dictate where they would want to go. Like how Recruits has the pitches that could sway their decision, the same could be for coaches. Where the level of coach can dictate how determined he is on sticking to his requirements. It would be nice to see play calling be a bigger factor. Like if the Head Coach calls plays for offense, a OC candidate is more likely to pass on job unless it is a 5-6 star school. Something for Loyalty would be nice. Like if it's a HC Alma mater, he isn't going to leave. I want to see Coordinator playbooks matter. In the game, teams just used HC's assigned playbooks. But if the OC/DC is the playcalller, then the team calls his assigned playbook.

    You can do this in 14. Go into Coach Info and get the playbooks, run %, and aggressive % for each coordinator. Then go into Coach Philosophy and fill in the values for Offense and Defense. When starting a game, these are the playbooks presented on the playbook selection screen. In the playcall window, select Ask Coach. They plays are presented based on the Coach Philosophy values entered.
    Defenses for the modern college game. Even in the defensive playbooks for college defense (3-3-5, 4-2-5, etc) there are no plays where a defender has the QB. This is important when defending the option. The work around is to select a defense where the MLB or S plays zone while the rest of the defense is in man coverage, then you control the zone defender and play man on the QB. When your defense has an assignment on the QB and it is a pass, that player blitzes or plays a spy.
    sherrane
    I agree here. I would like to think it wouldn't be too terribly difficult to implement either. You could either play offense only (both teams), defense only, 1st unit (offense and defense for the team of starters), or 2nd unit.
    You can do this in 14. Go into Coach Info and get the playbooks, run %, and aggressive % for each coordinator. Then go into Coach Philosophy and fill in the values for Offense and Defense. When starting a game, these are the playbooks presented on the playbook selection screen. In the playcall window, select Ask Coach. They plays are presented based on the Coach Philosophy values entered.

    That’s how I play now except I allow myself to take over offensive play calling at the end of the half and game along with fourth down calls. Rest is on the coordinator and defense is solely on the coordinator. Fun way to play
    I think the main things I want have to do with a new and improved teambuilder.
    - Allow me to upload number fonts so we can make accurate numbers on unis.
    - As many logo slots as possible
    - Full customization of the field art (endzones, conference logos, Midfield logo, etc)
    - A stadium creator for our teambuilder team.
    - Be able to have rivalries between 2 teambuilder teams (maybe even create-a-trophy)
    - As many uniform slots as possible
    Hopefully if the NCAA itself isn’t involved we can get player suspensions. They don’t even have to be specific for what they are for, just have academic and off field violations.
    Maybe you’re recruiting a kid who is a freak but has a low character rating. Sure he may be a beast but he ends up suspended, maybe you then have a choice to make do you keep him and potentially hurt program prestige or cut him loose.
    I know there’s probably no way we get suspensions or the like but back in the day they went a long way towards immersion for me.
    This goes for any football game really but a non-Madden crew might be best to try. I would really like to see a new approach to QB play.
    IRL, if you ranked all 260 starting FBS QBs (starters & backups), the true difference in arm talent between#260 and #15 would need be incredibly small. Nearly every QB on that level can throw better than 99% of the population. The true separation comes in the intangibles and mental side.
    However, when you play as a QB in any game, you take on that mental/intangible side so either there is A) no difference if your QB is #260 or #15 or B) your #260 QB can't even hit a slant. Nothing annoyed me more than an FBS quarterback not capable of throwing a thirty yard vertical. I understand why they made it that way but a bad QB should make throwing passes harder NOT impossible.
    There's probably some good ideas to fix this. My personal thought was something like the buttons of the receivers fade in and out from visibility during the play (it does this more the worse your QB is). Or, the buttons for each receiver change every play. These are small, mental challenges that can increase the worse your QB is. But, however, if you overcome this mental deficit, your QB will still be able to hit a wide open guy 40 yards downfield or any play a normal FBS QB could hit 9/10.
    BTW, not saying eliminate all variation in arm talent. Of course, accuracy and power are better for higher end QBs- I'm just saying don't make bad QBs throw like they're in middle school.
    Tyro11
    This goes for any football game really but a non-Madden crew might be best to try. I would really like to see a new approach to QB play.
    IRL, if you ranked all 260 starting FBS QBs (starters & backups), the true difference in arm talent between#260 and #15 would need be incredibly small. Nearly every QB on that level can throw better than 99% of the population. The true separation comes in the intangibles and mental side.
    However, when you play as a QB in any game, you take on that mental/intangible side so either there is A) no difference if your QB is #260 or #15 or B) your #260 QB can't even hit a slant. Nothing annoyed me more than an FBS quarterback not capable of throwing a thirty yard vertical. I understand why they made it that way but a bad QB should make throwing passes harder NOT impossible.
    There's probably some good ideas to fix this. My personal thought was something like the buttons of the receivers fade in and out from visibility during the play (it does this more the worse your QB is). Or, the buttons for each receiver change every play. These are small, mental challenges that can increase the worse your QB is. But, however, if you overcome this mental deficit, your QB will still be able to hit a wide open guy 40 yards downfield or any play a normal FBS QB could hit 9/10.
    BTW, not saying eliminate all variation in arm talent. Of course, accuracy and power are better for higher end QBs- I'm just saying don't make bad QBs throw like they're in middle school.
    I'd like to see mental attributes matter more for all positions. Playbook knowledge would a great addition to the series. It would give you more to think about when choosing between the younger guys and the more experienced players.
    It would be nice if playbook size was impacted as well as the player simply knowing their assignment in the plays. A practice mode tacked onto this that allowed you to get their knowledge up, or focus more on athletic ability instead, would give the dynasty that much more depth.
    I'd love to choose a freshman QB as my starter, get stuck with a smaller playbook, and when I call a play maybe it displays the wrong routes for me when I'm looking at the play pre-snap at the line. He might think the slot runs a slant, but it's really a curl. If you know your play call well enough, this won't impact you too much, but it could catch you off guard at times.
    Heck, you could potentially even have the routes be wrong in the play call screen instead, but I'm not sure that either method would be well received. I'd still like the playbook size to be impacted at least, and then obviously if other positions don't have a great knowledge of the playbook then they are more prone to be out of position, run the wrong route, etc.
    We could finally get illegal formation penalties in in a realistic manner. You could see the QB run left to hand it off, the back goes right, and we get one of those awkward plays we see every week at this level where the QB then has to try and minimize the negative play at that point. We could get missed blocks that actually make sense because of the low playbook knowledge. You could get realistic blown coverages.
    It would open up the door for the mistakes in the game to happen more organically and feel less scripted and irritating. It would allow the more talented teams physically to really stand out when they don't miss assignments and are athletically superior. Then they become that much harder to beat. The younger or even more undisciplined (would love a rating for this as well that is impacted by the coaching staff) would make more mistakes that could be costly and lead to them being in tight games more often.
    This would be a great way for a program like Bama to stand out in a way that past games never allowed. You simply had to recruit the best to be the best in past games. It would be great to see older, or just more knowledgeable/disciplined squads make deep runs despite some talent deficiencies. Think of a Wisconsin for example. Never the most talented team, they just know what their roles are and for their jobs.
    Sent from my SM-N950U using Tapatalk
    Didn’t the old NCAA’s like 05-06 have a composer bar underneath each player in the depth chart screen? I could be wrong but I feel like there was. Regardless I’d like to see that young guys get rattled in big games, a couple of sacks might make the CPU get rid of the ball quicker, a couple of blown coverages sinks your corner. Just things you see every Saturday
    SolidSquid
    Hopefully if the NCAA itself isn’t involved we can get player suspensions. They don’t even have to be specific for what they are for, just have academic and off field violations.
    Maybe you’re recruiting a kid who is a freak but has a low character rating. Sure he may be a beast but he ends up suspended, maybe you then have a choice to make do you keep him and potentially hurt program prestige or cut him loose.
    I know there’s probably no way we get suspensions or the like but back in the day they went a long way towards immersion for me.

    They were in both the college football and basketball games too. I hope they bring it back. With their being no player likeness, he wouldn't hurt anyone.
    Tyro11
    This goes for any football game really but a non-Madden crew might be best to try. I would really like to see a new approach to QB play.
    IRL, if you ranked all 260 starting FBS QBs (starters & backups), the true difference in arm talent between#260 and #15 would need be incredibly small. Nearly every QB on that level can throw better than 99% of the population. The true separation comes in the intangibles and mental side.
    However, when you play as a QB in any game, you take on that mental/intangible side so either there is A) no difference if your QB is #260 or #15 or B) your #260 QB can't even hit a slant. Nothing annoyed me more than an FBS quarterback not capable of throwing a thirty yard vertical. I understand why they made it that way but a bad QB should make throwing passes harder NOT impossible.
    There's probably some good ideas to fix this. My personal thought was something like the buttons of the receivers fade in and out from visibility during the play (it does this more the worse your QB is). Or, the buttons for each receiver change every play. These are small, mental challenges that can increase the worse your QB is. But, however, if you overcome this mental deficit, your QB will still be able to hit a wide open guy 40 yards downfield or any play a normal FBS QB could hit 9/10.
    BTW, not saying eliminate all variation in arm talent. Of course, accuracy and power are better for higher end QBs- I'm just saying don't make bad QBs throw like they're in middle school.

    While I agree the passing game needs more depth, I completely disagree with the bolded statement. There is a HUGE difference between #15 and #260 because #15 is an eventual 1st or 2nd round draft pick in the NFL while the #260 doesn't get an invite to a rookie mini camp and begins his post-football life immediately after his eligibility ends. The difference in Georgia's intermediate and deep passing game after JT Daniels took over for Stetson Bennett last season was remarkable. Bennett has great intangibles, is good in the short passing game (your "can't even hit a slant" statement is why I don't think you can accurately make a player like him in this game), and is a good runner which is why he led UGA to a 4-2 record. But those 2 losses were against teams that didn't "fear" his deep passing despite his 82-yard pass to open the 2nd quarter to James Cook against Alabama (see the YouTube highlight by Googling "James Cook 82 yard pass Georgia Alabama"). Had Alabama truly respected his ability to throw downfield, that pass is either incomplete or intercepted. But conceding one or two plays to better defend the short passing game and the run is a big reason he completed under 50% of his passes against Bama and Florida. Georgia averaged 307.8 yards passing with Daniels at QB whereas Bennett averaged 147.8 yard passing with a high of 262 yards.
    sherrane
    While I agree the passing game needs more depth, I completely disagree with the bolded statement. There is a HUGE difference between #15 and #260 because #15 is an eventual 1st or 2nd round draft pick in the NFL while the #260 doesn't get an invite to a rookie mini camp and begins his post-football life immediately after his eligibility ends. The difference in Georgia's intermediate and deep passing game after JT Daniels took over for Stetson Bennett last season was remarkable. Bennett has great intangibles, is good in the short passing game (your "can't even hit a slant" statement is why I don't think you can accurately make a player like him in this game), and is a good runner which is why he led UGA to a 4-2 record. But those 2 losses were against teams that didn't "fear" his deep passing despite his 82-yard pass to open the 2nd quarter to James Cook against Alabama (see the YouTube highlight by Googling "James Cook 82 yard pass Georgia Alabama"). Had Alabama truly respected his ability to throw downfield, that pass is either incomplete or intercepted. But conceding one or two plays to better defend the short passing game and the run is a big reason he completed under 50% of his passes against Bama and Florida. Georgia averaged 307.8 yards passing with Daniels at QB whereas Bennett averaged 147.8 yard passing with a high of 262 yards.

    To your point, just ask a Carolina fan the difference between Sam Howell and Nathan Elliot! It's massive...program changing.
    For the love of God, dynamic conference scheduling. I'm so sick and tired of playing most SEC West teams in the first 3 weeks of the season and then playing my divisional opponents in the same exact order every year.
    Ability to assign jersey numbers for both offense and defense. Also the option for the number 0.
    For custom schools, ability to have even number or odd number playoff. Odd number playoff, like 7 or 9, would mean top 1 or 2 teams will have a bye week.
    sherrane
    While I agree the passing game needs more depth, I completely disagree with the bolded statement. There is a HUGE difference between #15 and #260 because #15 is an eventual 1st or 2nd round draft pick in the NFL while the #260 doesn't get an invite to a rookie mini camp and begins his post-football life immediately after his eligibility ends. The difference in Georgia's intermediate and deep passing game after JT Daniels took over for Stetson Bennett last season was remarkable. Bennett has great intangibles, is good in the short passing game (your "can't even hit a slant" statement is why I don't think you can accurately make a player like him in this game), and is a good runner which is why he led UGA to a 4-2 record. But those 2 losses were against teams that didn't "fear" his deep passing despite his 82-yard pass to open the 2nd quarter to James Cook against Alabama (see the YouTube highlight by Googling "James Cook 82 yard pass Georgia Alabama"). Had Alabama truly respected his ability to throw downfield, that pass is either incomplete or intercepted. But conceding one or two plays to better defend the short passing game and the run is a big reason he completed under 50% of his passes against Bama and Florida. Georgia averaged 307.8 yards passing with Daniels at QB whereas Bennett averaged 147.8 yard passing with a high of 262 yards.

    I might have embellished the difference but annually there are only 1-3 QBs who will go on to start in the NFL. Only another 4-8 will be back-ups and journeymen. So outside of the Top 15 annually, few will touch an NFL field. And like I said, my point was that the arm talent isn't much different (relative to a non-college QB) from #15 to #260. The intangibles make the majority of the difference imo.
    I’d like to be able to save the teams rosters from each dynasty year champions. Then after about 16 seasons in have a mega playoff, sit back and watch.
    Tyro11
    This goes for any football game really but a non-Madden crew might be best to try. I would really like to see a new approach to QB play.
    IRL, if you ranked all 260 starting FBS QBs (starters & backups), the true difference in arm talent between#260 and #15 would need be incredibly small. Nearly every QB on that level can throw better than 99% of the population. The true separation comes in the intangibles and mental side.
    However, when you play as a QB in any game, you take on that mental/intangible side so either there is A) no difference if your QB is #260 or #15 or B) your #260 QB can't even hit a slant. Nothing annoyed me more than an FBS quarterback not capable of throwing a thirty yard vertical. I understand why they made it that way but a bad QB should make throwing passes harder NOT impossible.
    There's probably some good ideas to fix this. My personal thought was something like the buttons of the receivers fade in and out from visibility during the play (it does this more the worse your QB is). Or, the buttons for each receiver change every play. These are small, mental challenges that can increase the worse your QB is. But, however, if you overcome this mental deficit, your QB will still be able to hit a wide open guy 40 yards downfield or any play a normal FBS QB could hit 9/10.
    BTW, not saying eliminate all variation in arm talent. Of course, accuracy and power are better for higher end QBs- I'm just saying don't make bad QBs throw like they're in middle school.

    It's more nuanced than that. I believe the way NCAA 14 handled it was a qb with big arm strength threw downfield more than a qb with a weak arm and the "intangible" was awareness.
    IRL the difference between 15 and 260 is a combination of arm strength, awareness and accuracy - and in some cases athletic ability.
    I used to live in St Louis. The Rams had a qb named Tony Banks. Second round pick out of Michigan State. He had the strongest arm strength in the league but he wasn't accurate and he threw the ball as hard on a 10 yard pass as on a 60 yard pass which increased the difficulty level for receivers.
    The third string quarterback in Banks' final season was a guy named Kurt Warner. Undrafted out of Northern Iowa. He didn't have the arm strength of Banks but he was accurate and he could read a defense (awareness). The coaches were impressed with the arm strength of Banks while a future hall of fame quarterback sat on the bench as the third string qb.
    With the recent "leak" that Madden is getting a coach carousel, it should be expected that returns for this game.
    Sent from my SM-N950U using Tapatalk
    canes21
    With the recent "leak" that Madden is getting a coach carousel, it should be expected that returns for this game.
    Sent from my SM-N950U using Tapatalk

    It has to a mortal lock, IMO.
    tessl
    It's more nuanced than that. I believe the way NCAA 14 handled it was a qb with big arm strength threw downfield more than a qb with a weak arm and the "intangible" was awareness.
    IRL the difference between 15 and 260 is a combination of arm strength, awareness and accuracy - and in some cases athletic ability.
    I used to live in St Louis. The Rams had a qb named Tony Banks. Second round pick out of Michigan State. He had the strongest arm strength in the league but he wasn't accurate and he threw the ball as hard on a 10 yard pass as on a 60 yard pass which increased the difficulty level for receivers.
    The third string quarterback in Banks' final season was a guy named Kurt Warner. Undrafted out of Northern Iowa. He didn't have the arm strength of Banks but he was accurate and he could read a defense (awareness). The coaches were impressed with the arm strength of Banks while a future hall of fame quarterback sat on the bench as the third string qb.

    I was speaking more towards when the QB was user-controlled. When it is a human making the decisions, the game seemingly would handicap the quarterback of a lower overall to a unrealistic level imo.
    One thing I have a feeling we'll see left out or at least not fully optimized (as it was barely a feature before) is the Transfer Portal. It has taken on huge implications for every single college football team, whether that be the JUCO route or the Senior Graduate transfer, it needs to be a huge aspect of recruiting. It would be so fun to have to balance play-time and promises to not only recruits but also guys on your team already heading into their potential final season or persuading players in the Transfer Portal that your team is the right fit. If done right, this could take the game from addicting and great to utterly-addicting and absolutely legendary.
    Make it happen, EA!
    like others have said
    customizable playoffs
    simmed minutes settings/user minutes settings. and set them at 15-second intervals. an example: if I want to play 15-minute games allow me the option to set my quarter lengths to 3:45.
    bring back probations, suspensions, etc
    just true user manual/analog control settings
    BodamEscapePlan
    One thing I have a feeling we'll see left out or at least not fully optimized (as it was barely a feature before) is the Transfer Portal. It has taken on huge implications for every single college football team, whether that be the JUCO route or the Senior Graduate transfer, it needs to be a huge aspect of recruiting. It would be so fun to have to balance play-time and promises to not only recruits but also guys on your team already heading into their potential final season or persuading players in the Transfer Portal that your team is the right fit. If done right, this could take the game from addicting and great to utterly-addicting and absolutely legendary.
    Make it happen, EA!

    I hope not. Transfers have always been one of the weaker areas of the game IMHO. Too often I'd have a player wanting to transfer to my program who I'd reject because he either didn't fit what I wanted or I had a better HS recruit coming in.
    The Transfer Portal could be implemented much like the recruiting is. You might have a player who is redshirting enter the portal, but I wouldn't expect active players unless the roster expands to 85+. You try to convince players entering the Portal from your roster to stay if you want them to like you do at the end of season for transfers or the NFL draft.
    During the week you would recruit HS players as well as players in the Portal (different menu selection to keep the two functions separate to avoid potential confusion). While they are separate functions, they share the recuiting resources (points, time, conversations, or however the recruiting is implemented).
    I think the functionality is similar enough to the HS recruiting model.
    The top two things are having full control over staff hiring and when recruiting being able to see the recruits High School stats for all four years.   Stats in the high school lever are very important  when recruiting.    and what kind of scheme did they play under
    Grey_Osprey
    Great stuff everyone! I'd love to see all of it.
    My only gripes about NCAA 14 was that I felt recruiting was a tad too easy and progression was a bit too aggressive, in my opinion. Especially for lower tier conferences/schools. Seems like a "simple" tweak, or just give us sliders we can adjust.

    I think progression should be tied to 3 things...
    1. School prestige, UTEP would be 1 star, USC a 5 star. This rating could be worth 20% of total progression
    2. Coaching staff, how good is it? Rated between 1-5 stars. This rating worth 10% of total progression.
    3. The player, maybe a rating during recruiting that shows how much potential to improve he has. Rated between 1-5 stars. It could say he is a 3 star but his real rating is 5 but you never know. A 2 star recruit may not get recruited to Bama and ends up going to Fresno state and graduates as a beast because his potential was a hidden 5star. This rating worth 70% of total progression.
    I could be reaching with this sort of feature, but I've always felt there's a missing element missing to college coaching in video games. Every coach at every level will tell you that their greatest joy beyond the wins & losses are seeing their former players become in successful in life after football (i.e. family, career or if they do end up playing professionally).
    I think a nice touch of immersion would be having your former players who went pro, or were academically successful student athletes come back to visit and give pep talks during practices, before rivalry games and boost team morale. Or to help recruit a player to the school. Another cool addition would be them becoming a graduate assistant coach for their position after graduation, or even future coordinator.
    Just having that feeling of seeing your former guys still make an impact would make it even more fulfilling to me
    - Better recruiting. Make phone calls to each recruit, either as a head coach, assistant coach, or someone else. Get better results when a higher staff member calls. Choose subjects you want to talk about and boost the things player likes and try to overturn his lack of interests into positive. Something like this was a part of NCAA Football in the past.
    - Stadium upgrades. Get new turf, more seats, press boxes etc. during your dynasty.
    - Uniform upgrades. Create new uniforms after every season.
    - Playbook editor!! Create plays from zero and add every route, block, and formation. Do this online and upload it into game.
    - Make Sam and Will linebackers and FS/SS play true strong and weak side. Now they are always left or right side, no matter what the offensive formation is.
    - More trick plays.
    - European and other non-US players. They are becoming more and more a thing in real life as well.

    • Don't release a new game every year like Madden or The Show, at least not this first go around.
      -- A lot has changed since NCAA College Football's last release in 2013. Release a base game and provide free DLCs for two years. New uniforms. Equipment upgrades. Updated school logos. Maybe a new mode.
      -- Stick to a development schedule for this first game that more akin to a FPS like Battlefield. If necessary, create an in-game currency for locked content to help goose the financials.
    • Allow as much customization as possible.
      -- Let the roster monkeys go bananas to edit as much of the player as possible (appearance, height, weight, year, equipment) but also customize conferences (allow changes during Franchise/Season/Dynasty mode; but allow offline management so players can keep up with changes for starting new season modes.)
    • Really hope that since they cannot use players' likeness like in MLB or NFL games, there won't be any dumb card modes like in Madden and NBA 2K.
    • Historic rosters
      -- I really loved these in every video game. Full team historic rosters. Not sure how they could pull that off in this game but I miss that from the previous iteration. (I hate the 'fake' Legends teams in video games. Not worth the money in other sports games to have some random Legends team that never played a game together.)
    LetsGo0akland

    • Don't release a new game every year like Madden or The Show, at least not this first go around.
      -- A lot has changed since NCAA College Football's last release in 2013. Release a base game and provide free DLCs for two years. New uniforms. Equipment upgrades. Updated school logos. Maybe a new mode.
      -- Stick to a development schedule for this first game that more akin to a FPS like Battlefield. If necessary, create an in-game currency for locked content to help goose the financials.
    • Allow as much customization as possible.
      -- Let the roster monkeys go bananas to edit as much of the player as possible (appearance, height, weight, year, equipment) but also customize conferences (allow changes during Franchise/Season/Dynasty mode; but allow offline management so players can keep up with changes for starting new season modes.)
    • Really hope that since they cannot use players' likeness like in MLB or NFL games, there won't be any dumb card modes like in Madden and NBA 2K.
    • Historic rosters
      -- I really loved these in every video game. Full team historic rosters. Not sure how they could pull that off in this game but I miss that from the previous iteration. (I hate the 'fake' Legends teams in video games. Not worth the money in other sports games to have some random Legends team that never played a game together.)

    I really like this idea; but this would fly in the face of how EA drops all of it's games outside of NBA Live...which is/was done by necessity.
    LetsGo0akland


    • Don't release a new game every year like Madden or The Show, at least not this first go around.
      -- A lot has changed since NCAA College Football's last release in 2013. Release a base game and provide free DLCs for two years. New uniforms. Equipment upgrades. Updated school logos. Maybe a new mode.
      -- Stick to a development schedule for this first game that more akin to a FPS like Battlefield. If necessary, create an in-game currency for locked content to help goose the financials.
    • Allow as much customization as possible.
      -- Let the roster monkeys go bananas to edit as much of the player as possible (appearance, height, weight, year, equipment) but also customize conferences (allow changes during Franchise/Season/Dynasty mode; but allow offline management so players can keep up with changes for starting new season modes.)
    • Really hope that since they cannot use players' likeness like in MLB or NFL games, there won't be any dumb card modes like in Madden and NBA 2K.
    • Historic rosters
      -- I really loved these in every video game. Full team historic rosters. Not sure how they could pull that off in this game but I miss that from the previous iteration. (I hate the 'fake' Legends teams in video games. Not worth the money in other sports games to have some random Legends team that never played a game together.)


    The yearly releases are mostly because of the roster changes. The game itself doesn't change that much in consecutive years, so without likenesses, your 1st point is 100% spot on. However, without likenesses, I don't see how you can provide historical rosters. Ed O'Bannon filed his original suit because his (cousin? nephew?) was playing the college basketball game using his UCLA team. I think that one could be very tricky to work into the game.
    After playing around with Stadium Creator in The Show for the past week, it would be awesome to get create a stadium in the new game. Football stadiums in my opinion are a lot less visual than a baseball stadiums so it doesn't have to be this grandiose thing just enough where we don't have to play in Pro Generic or Bowl Generic stadiums.

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