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Dynamic Player Development

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Old 02-26-2012, 05:16 PM   #33
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Re: Dynamic Player Development

Quote:
Originally Posted by blkrptnt819
Ok so one more is how can we incorporate playing time into progression.
Thoughts on this increasing awareness? So every 1 game they play their awareness goes up 0.25 awareness points. So every 4 games their awareness rating would go up a full point.

So a guy who started 12 games a year for 4 years would have his awareness rating go up +12 over the course of his career to reflect game experience?
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Old 02-26-2012, 08:32 PM   #34
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Quote:
Originally Posted by hurricanefootball4
Thoughts on this increasing awareness? So every 1 game they play their awareness goes up 0.25 awareness points. So every 4 games their awareness rating would go up a full point.

So a guy who started 12 games a year for 4 years would have his awareness rating go up +12 over the course of his career to reflect game experience?
.50 may make a little more sense +24 seems more reasonable.
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Old 02-27-2012, 03:39 PM   #35
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Re: Dynamic Player Development

Quote:
Originally Posted by hurricanefootball4
Thoughts on this increasing awareness? So every 1 game they play their awareness goes up 0.25 awareness points. So every 4 games their awareness rating would go up a full point.

So a guy who started 12 games a year for 4 years would have his awareness rating go up +12 over the course of his career to reflect game experience?
would be easy to cheese that. just put every player in for 1 play in every game.

it needs to be a small #, but lets say a max of 1 point of awr gained per game played, with that 1 point being multiplied by # of snaps played/total # of snaps in game.

and have it be both off and def plays. that way, if you play a cb or wr both ways some, they gain those points as well.

for example:

a frosh mlb plays 10 plays while giving the starter a breather. there were 115 plays in that game, so he gained .09 (1*10/115).

next game the starter gets hurt early, and he plays most d snaps, say 50 (of 60). total of 120 plays. so he gained .42 awr. that game.

an example of a wr/cb would be:
say you had a jr cb with great speed and liked to use him on off for a few plays a game, he should get an awr boost for that also. say he plays most d snaps (55) and 6 off snaps for a total of 61 snaps. 120 totals snaps again. he gained .51 awr (.46 for his def play and .05 for off).

would be easy, as far as calculation, to add in sp teams also. but ncaa already compiles the off and def and total plays per game. shouldn't be much to add sp teams to that total, but just used what they had already available.

that would be good for returners and k/p, as well as getting some of your frosh awr up before they become contributors/starters.
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Old 02-27-2012, 03:56 PM   #36
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Quote:
Originally Posted by theharbinater
would be easy to cheese that. just put every player in for 1 play in every game.

it needs to be a small #, but lets say a max of 1 point of awr gained per game played, with that 1 point being multiplied by # of snaps played/total # of snaps in game.

and have it be both off and def plays. that way, if you play a cb or wr both ways some, they gain those points as well.

for example:

a frosh mlb plays 10 plays while giving the starter a breather. there were 115 plays in that game, so he gained .09 (1*10/115).

next game the starter gets hurt early, and he plays most d snaps, say 50 (of 60). total of 120 plays. so he gained .42 awr. that game.

an example of a wr/cb would be:
say you had a jr cb with great speed and liked to use him on off for a few plays a game, he should get an awr boost for that also. say he plays most d snaps (55) and 6 off snaps for a total of 61 snaps. 120 totals snaps again. he gained .51 awr (.46 for his def play and .05 for off).

would be easy, as far as calculation, to add in sp teams also. but ncaa already compiles the off and def and total plays per game. shouldn't be much to add sp teams to that total, but just used what they had already available.

that would be good for returners and k/p, as well as getting some of your frosh awr up before they become contributors/starters.
I like that. I never thought of the ppl that would try to take advantage of the system.
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Old 02-27-2012, 04:11 PM   #37
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Also with this injuries should have temporary and permanent effects on development. E.g.

4* DE with A phyiscal, skill, and development issues

He tears his ACL, never heals correctly and lowers his physical development to a C.

Shouldn't be the norm but should happen.

Also we should get something that lets us know about work ethic in a recruits notes or files. Maybe some of his achievements, if its an athlete what positions they played in HS, a quote from the coach, his schools finish in last 2 state tourneys, any other sport played. This an be used to determine if they are a winner (intangibles) what potential positions they could play. For athlete, skill potential can be based on what position they are asked to play.
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Old 02-27-2012, 05:32 PM   #38
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Re: Dynamic Player Development

EA can’t get pass trajectory right and you expect them to do something like this. They wouldn’t even let you hire your OC and DC as a Head Coach last year. I like your idea, but you might as well ask for players that shoot rockets out their butts.fficeffice" />>>
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Old 02-27-2012, 06:15 PM   #39
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Re: Dynamic Player Development

would be great for the OP to take this idea and expand on it to see how these players could be imported into madden to complete the cycle.
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Old 02-27-2012, 06:20 PM   #40
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Re: Dynamic Player Development

I've brought up, like, this exact same idea several times over the past couple of years. Good to see someone else thinks the same way I do. This would really put dynasty mode over the top if implemented correctly.
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