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what could sega do for the running game?

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Old 12-22-2003, 09:12 PM   #9
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Re: what could sega do for the running game?

Man I've been all over these forums for a while now. Just don't post that much.
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Old 12-22-2003, 10:31 PM   #10
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Re: what could sega do for the running game?

There goes the neighborhood!!!!
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Old 12-23-2003, 09:44 AM   #11
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Re: what could sega do for the running game?

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My suggestion is more of a feature that could be added to make the running game more fun. I would like to see Developers give the gamer the ability to switch control to a blocker, and then run with the ball carrier, creating holes for him to run through. The gamer could then have the freedom to switch control to the runner after the block has been executed.

The other flaw in the running game I would like to see fixed, is get rid of that AI ability to get hit, and then stumble forward for 8 yards towards the end of a game. It seems like a very pathetic method of cheating the AI uses whenever it is trailing in a game against a human player.
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Old 12-23-2003, 11:20 AM   #12
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Re: what could sega do for the running game?

i haven't seen that, DV. I see that extra yard tackle throughout a game by me, the CPU and people I'm playing. It's actually in the game for a reason. If you dive at a player being tackled that way or don't make an attempt to help out then he gets those extra yards. If you just run in and join in on the tackle he'll be stopped short. It encourages gang tackling and I like that.

The problem with it is it HAS TO BE YOU. The CPU controlled players around the tackler just stand and watch. You can't control every player and other guys should jump in. That would make the animation only occur in areas where there aren't any defenders around to help tackle and it will increase the total tackle numbers especially by LBs which is very necessary.
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