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Originally Posted by jello1717 |
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Ciao a tutti--
As I've been playing I've had some questions. Now that I've got a bunch of them, I thought I'd ask them now.
1. While recruiting, what determines how quickly the clock counts down while talking to a prospect? I've noticed sometimes it'll go down 1-3minutes per tick, other times it's over 10 minuters per tick? It looks like some tasks take longer (IE. selling a pitch vs. finding a pitch) but I mean for the same tasks. IE. prospect1 will have 3 minutes/tick for selling a pitch while prospect2 will have 10minutes/tick. Does location matter (near to school vs other side of country or pipeline vs. no pipeline)? Does it matter how interested he is (I've seen 2 players that are most interested in my elite pitch tick at drastically different speeds)?
2. What's the purpose of pipeline states? Does it change the speed at which I can sell pitches? Does it make more people from that state interested in my school for starters? Something else?
3. Is there a way to change who gets the tackles while supersimming defense? After 5 seasons I've decided to supersim defense. I've played around with quarter length to get a realistic # of tackles, but the wrong guys are getting them. When I supersim, my DT leads in tackles most nights. After testing by supersimming an entire season (off. and def.) 4 of my top 5 tacklers were my starting D-Line. My leading tacklers SHOULD be my LBs, then prolly my safeties, then spread among my CBs and DL. Does anyone know how to fix this? I think the problem is the CPU calls MUCH more running plays when I supersim than when I play D. Most of the time, however, the total distribution isn't bad. They'll have more runs than passes, but not an inordinate amount more.
4. Does being a captain have any impact in the game? Does being a captain raise the player's attributes, or even better, does it make the players around him better?
5. What are the effects in game of being an impact player? Does it raise the player's attributes? Make it easier for him to gain momentum? Are impact players the only ones that can give motivational boosts (and maybe captains too)?
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1. Good question, but I'm not sure on this one.
2. Recruiting from pipeline states makes it more likely to get the players. I forget the number but once you have a certain number of players from a specific state it's considered a pipeline state.
3. I play both sides so I have no idea, although I'd say there is no way to control anything during sim.
4. I think it's just a symbol, no actual effect on gameplay.
5. IMO impact players have the best chance of making a big play, etc. Not sure if their the only players that receive boosts?