10-31-2018, 09:38 AM | #1 | ||
High School Varsity
Join Date: Jul 2016
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Gathering some feedback for a college football game
I'm starting to plan out a college football game for a future project, The Iverson Project, and I need some input.
What I know so far:
What I don't know, and need some feedback on:
It's been a while since I was obsessed with college games, so I want to make sure I haven't forgotten anything obvious or critical. Thanks! |
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10-31-2018, 12:50 PM | #2 | |||||
Mascot
Join Date: Nov 2014
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I'll go for some of these there.
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Another thing I really enjoy is trying to recruit people from local towns to where I grew up or have lived. It's nice to recruit someone from Oklahoma City as opposed to just Oklahoma. Bonus points if high schools are involved. If I can recruit between Jenks and Union (the two best programs in the state) that would be awesome but I understand that is a tough challenge to do all the schools. College Hoops 2k8 had one of the best features that has been unmatched on all other recruiting. That was having players besides those who can come next year. The ability to scout juniors, sophomores, and freshmen was amazing. I know that will create a large database but being able to recruit someone who was a freshman and they develop into a great player by senior year but they remember you recruited them since the beginning would be awesome. Same as the heartbreak if you put in the time and then they become a 5 star senior year and they leave you for a bigger school. Quote:
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Hope this helps. After playing Desktop Dynasties I am really interested in the prospect of this game. |
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10-31-2018, 01:25 PM | #3 |
Hall Of Famer
Join Date: Nov 2000
Location: Behind Enemy Lines in Athens, GA
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re: 100% scouting -- I'm fine with the scouting being the same being seen by the AI, i.e. it's all accurate to projected ability. But I think the opportunity for boom/bust has to be there once they arrive.
re: academic management -- I'd think academics has to be an element, not sure that it has to be being something I need to personally manage however (i.e. let it occur off-screen, without my involvement) though. re: off-field. While I don't know that I'd want it to be overly detailed, I think to feel "right" it probably has to be an element somehow/someway.
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10-31-2018, 03:06 PM | #4 |
High School Varsity
Join Date: Jul 2016
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I like the idea of booms/busts, as long as there's no way for you, the AI, or another owner in your game to gain an unfair advantage. (I'm thinking of things like a hidden potential rating that someone/AI uncovers, a secret formula of ratings that predicts a boom/bust, etc...)
What if the boom/bust was random at camp? Basically if there was no way to scout it, and most players progressed as expected. However, there were those rare players that boom/busted and you had no way of predicting who it would be. |
10-31-2018, 03:13 PM | #5 | |
High School Varsity
Join Date: Jul 2016
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This is one major thing I'm changing in the college game. I'm going away from positional ratings completely, and moving to a skill based rating system. I think for a college game, it's more fun to try and fit skills into roles. As an example, I don't have a "LB" rating anymore. To find a starting LB, you need to take speed, strength, tackling, blitzing, man defense, and zone defense into account. I imagine you'll choose differently depending on the system you run, which should be fun and challenging. I have high hopes for this one. Last edited by GoldenCrest Games : 10-31-2018 at 03:14 PM. |
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11-03-2018, 02:04 PM | #6 | ||||
Head Coach
Join Date: Sep 2004
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Fun: Being able to see at a quick glance who I'm competing with and relevant information. Tedious: Having to click a lot to get stuff done or go through reams of information. FBCB is still my favorite sim as far as it handles recruiting. Quote:
I'd rather have complete scouting with accuracy tied to coach scouting ratings (some combination of head coach and relevant assistants). To me, that's much more realistic than 100% accurate, but incomplete. Quote:
It should be a very small part of the game and limited in scope. I'd only get in-depth on this if you were going for an RP style sim, which is a completely different approach. Quote:
Yes, but again, a small, limited part. DDS:CB and FBCB both handle this beautifully. [quote][*]What other features absolutely need to be in a college game? /QUOTE] It should feel like a college game - so a wide variety of offenses, nice presentation for bowl games and the CF playoff, etc. I think the positionless idea is brilliant and goes a long way towards that.
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11-04-2018, 07:25 AM | #7 | |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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Are there technical reasons you're choosing an 8 or 9-man game? For me, I just have an immediate aversion to a simulation that doesn't include the full set of players on each team.
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11-04-2018, 09:54 AM | #8 | |
High School Varsity
Join Date: Jul 2016
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It started off as a technical reason. Way back when I started the first game, I went 8-man simply to reduce the real-time AI load in the game engine. I like the 8-man format now because small personnel changes make a significant difference in gameplay. There's a huge difference between the 4WR/3OL teams, and the teams who run 4 or 5 OL. In the 11-man game, the difference seems to be a lot more subtle. I can appreciate the subtlety, but that's not really what I'm going for. |
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