As it is now, passing accuracy for all current football games seems to be a roll of the dice. Sure, its rating based, but is there that much difference between my starting QB and my backup? Both seem to be able to hit my WRs in stride on deep balls, outs, ins, flags, crosses, etc...
There is a disconnect between the user and the QB that makes it feel as if anyone can throw a 55 yard deep ball right on the money just by tapping the button.
Now, just got around to playing the demo of MLB2K12. Every throw from one of your fielders has an accuracy meter tied to it. Press the button to throw, release the button when in the "sweet spot" for an accurate throw to a base. The better the player and the easier the throw, seem to give the user a bigger "sweet spot".
Notice the green area on the meter. That's the "sweet spot". Red is a bad throw and yellow is OK.
Now, could this work for football. One could assume so. QBs with higher accuracy ratings would be given a bigger cushion for accurate passes. Could also make the meter dynamic by increasing or decreasing the "sweet spot" depending on certain variables. Pressure in the pocket, QB rolling out, windy, or even an existing injury could effect the meter negatively, Conversely, a hot streak(completing multiple passes in a row), time in the pocket, and the QB being able to step into a throw could increase the cushion.
Buttons would be used as they are now. Each corresponding with a certain receiver. Let's say you want to throw a 10 yard in to your TE. Press the button to start your arm going back and release the button when the meter is in the sweet spot. Miss the sweet spot, and the pass may sail or go behind your intended target. Hit the sweet spot and the throw is on target and now a completed pass depends on coverage and your TEs ability to catch.
But here's where this idea may run into trouble. Right now, the length we hold down the button determines what type of pass we throw. Lob or bullet. Thus, defeating the use of an accuracy meter. Only thing I could think of was mapping a trigger button(RT) to throw a bullet pass. Not sure I want to go that route though.
Just trying to get more user input with what happens on the field, instead of a roll of the dice.