06-02-2008, 02:34 AM
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#50
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49ers
OVR: 43
Join Date: Jul 2002
Location: Prescott, AZ
Posts: 5,667
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Re: QB Vision Cone alternatives
The real idea behind the cone was to give QB Awareness meaning when controlled by the user. That's why I hated that you couldn't turn it on for yourself and off for the computer... if you used it, a bad CPU quarterback was doubly crippled.
Before the vision cone, you didn't care what a QB's AWR was when you signed/drafted him, as long as he had a big arm, it was cool. The vision cone made a huge difference in franchise modes as you tried to build up a poor QB over time.
As for an alternative, perhaps simply have AWR affect the reaction time and mistakes by the defense. For example, if a defense is in 3-deep with the offense sending 2 receivers down the field, a QB with low AWR (or the APF equivalent... since it doesn't have ratings, I dont know what you'd call it) will cause the deep-middle safety to almost immediately rush toward the intended receiver, effectively double-covering him. A medium AWR QB will cause the deep middle safety to hesitate, and a high AWR QB will actually induce the safety to run toward the opposite side of the field, leaving the intended receiver one-on-one with one man to beat to the endzone.
Not set in stone-every play this is how it goes, of course, but that's the "norm" for each level.
Positive--- employs the mental attributes of a QB even when controlled by human.
Negative--- the effect, unlike vision cone, is completely out of the user's hands.
Last edited by adembroski; 06-02-2008 at 02:38 AM.
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