08-12-2015, 06:22 AM
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#56
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MVP
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Re: Madden NFL 16 CFM - Top 10 Things You Need To Know About Scouting (Shopmaster)
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Originally Posted by Trick13 |
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Seems to me that many people in this thread, and EA, completely miss the boat on scouting. That is, of course, in my not so humble opinion.
Two seemingly obvious solutions immediately come to mind :
1. Toggle switch - scout points rollover - on/off
2. Scouting difficulty setting -
Rookie - you get it all and it is all displayed, no scouting required - oddly enough it is how Madden used to be circa M03 "true draft value" = unnecessary
Pro - physical and durability ratings are there, scout points for intangibles, technique ratings, and potential/development "true draft value" = available to scout
All-Pro - combine numbers, scout points for everything else - discipline, development, confidence, consistency are all available for scouting, "true draft value" = are you kidding me? Guess just like NFL scouts do!!!
All-Madden - combine numbers, scout for anything else, discipline, development, confidence, consistency are not available for scouting, someone is gonna ask about true draft value I bet...
Personally I find the debate over scouting in Madden ridiculous - NFL teams not only have entire teams of scouts that work year rd, but they almost all share raw data and pay "outside scouting services" for their data and opinions.
Combine interviews, extensive background investigations, personal conversations with players` college and high school coaches, I mean seriously the need for scouting in Madden only exists because certain real world elements can not exist within a video game - work ethic, passion, drive, mental toughness, desire, peer pressure, eating habits, drugs, women, bad influences from family, friends, associates.
What makes the draft so fascinating, so compelling, and in point of fact so difficult to do well is that the "prizes" in the draft are human and thus you get some amazing stories on both ends of the spectrum - J. Russell who ate his way out of the league, or that undrafted player who is too small, but just flat out gets it done some way some how - like C. Beasley...
I would prefer the way old way - "word problems" I think someone in here said...
...give me a certain number of scouts and a certain budget to use, let me hire fictitious "scouts" with strengths and weaknesses, and varying levels of accuracy and then just "auto" scout and let it be like it is in the NFL - basically a game of chance...
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Word problems were by far he most realistic way to scout. It's basically exactly what happens when a coach sits down with his scouts in the off season. They don't say "CB X has a man coverage rating of A, press coverage rating of A, and zone coverage rating of D" they say "CB X is a press man corner who tends to get lost in zone coverage". They could even go the NBA 2k route and break it down to strengths and weaknesses "great ball skills, can run with any receiver, jams guys at the line consistently" "lost in zone, afraid to tackle, needs to become more aware"
Not only is it more realistic but it also becomes a meta game in knowing what youre looking for in players and how to decifer the scouts info.
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