Probably too late for '12, but...
I don't know why I didn't think of this earlier, but it just came to me after reading the Show previews. This regards progression, and one big thing I think could change for the better.
There has been a bit of chatter about how to change the progression system for the NCAA franchise. Even though the facilities at your school play a part in how well your players develop, there seems to be a larger, under-the-hood "potential" rating that seems to make most progressions too random. Here is my idea:
Make progression (as far as human controlled teams) more dependent on statistical performance. This could go on of two ways:
1. Make it a game-by-game change. Throw for 300-yards and 4 TD, see a bump. Do it for a few games in a row, and see a bigger bump. Do it for most of the season, and see a huge bump. Of course, this would work in the opposite manner as well. Struggle a bit, and watch those ratings dip. This could be a big factor as far as confidence is concerned. Maybe playing that true freshman isn't such a good idea after all.
2. Season-by-season. This could be in addition to, or replace the game-by-game scenario above. Certain thresholds would have to be passed in order to get ratings boosts. This could be tied into the playbook (at least offensively). For example: If you throw for 3,000 yards in a pro-style O, then there is a +7-10 boost in relative categories. Throw for 4,000 and see that boost get to +15. However, throw for less than 3,000 in an air raid O and watch some stuff take a dive.
Of course, there are there other things that should and should not happen as far as progression goes. Two things:
1. Make injuries matter. If I blow out a knee, maybe my speed and acceleration take a hit, but my awareness and strength go up from time in the film room and weight room.
2. Certain abilities should never go down: awareness, catching, stamina are a few. Injury rating should rise with an injury free campaign. It should drop if you suffer a couple of major ones.
And, finally, since I'm ranting anyway, two things kill me with dynasties (not including things like coaching carousel, poor recruits and legacy gameplay issues). They are:
1. Promises. A kid has Early Playing Time as his Most, and my grade is an A+. Yet when I promise him No Redshirt, I get 90-points. When I promise Significant Playing Time, I get another 90. That's BS. Tied to this is a thing I'd love to see. Start your phone call, and when PT comes up, the recruit says something like, "Texas promised me Sig. PT, can you do that?" That could make things fun, especially if you are a grade below another school. Promising that could make your incumbent back a bit mad/more likely to transfer.
2. A way to figure out why I can never out-recruit sometimes. The whole "-1" thing seems to have no use. Even with comparable (and sometimes better) grades, promises and x2 points, I still struggle to land a recruit sometimes. And don't even get me started on being No. 2, recruiting a kid all season, and then watching him commit to his No. 1 who never offered. I think the points system is a nice feature, but it means nothing. I get to the same point that the teams above or below me do, and then it's a weird race to see who can erase the "-1" and be No. 1, even though I out-pointed No. 1 that week. Maybe make promises the tie-breakers? I don't know, it just needs a look.
EDIT
Just thought: Does the CPU get the x2 bonus as well, or is that a user only thing. Again, it doesn't seem to matter as much the later in the season you get, but was just curious.
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"You guys pair up in groups of three, then line up in a circle."
- The late Bill Peterson, former head coach at FSU
Last edited by stcloudgopher; 01-10-2011 at 01:57 PM.
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