|
Quote: |
|
|
|
|
Originally Posted by SpyPirates |
|
|
|
|
|
|
|
|
I think the best scouting system they can have is a qualitative scouting report based system where you can read about the players for hints at their intangibles, development trait, etc., and have access to combine stats. There would be a lot of randomness and false positives in the reports, but you would at least be able to tell more or less if the guy is the similar "type" of player to what you're looking for. Casual players can just look at the combine stats, hardcore GMs can sift through scouting reports to find their guy. Getting the letter grades directly just makes it impossible to have a fun, challenging, or realistic system.
If we have to stick to the existing system, I suggest just add a lot of randomness to it, especially in the later rounds. Scouts can be wrong about intangibles, so add a wide margin for error there, and I think making 2nd-7th round picks have a lot more quick and slow dev players would be interesting. That TE you thought you could grab in the 4th round that had three Bs in catching and great movement skills? Well his skills didn't translate to the NFL. He got hit with a low "dice roll," so he's got slow dev, and even his catching proved to be mediocre with tougher NFL defenders poking at the ball. He's still fast and can produce, but he's not the sure-fire blue chip 4th rounder you would have had in Madden 17.
|
|
|
|
|
|
This was all in the game as recently as Madden 09! That was the last random draft class generator until the recent version, you had scouting reports on intangibles and a skill wheel for all players with combine stats. But the more you scouted a player the more accurate the report was... Bring it all back but please don't tote it as a super shiny new feature, it was in the game before.
To solve the CPU draft logic, essentially you need the CPU team to build their own draft board with a points style system like they do in free agency. This would be hidden and put together like:
- Team need at position group
- Fits team archetype
- Fits overall team style
- Fits position coach preference
- Fits team morale (good/bad/neutral influence), some teams care less
- Combine grade
- Skills grade (catching, accuracy etc)
- Intangibles grade (chemistry, consistency, development)
- Durability grade
- Age
- College
- Projected round value
Add up the points and that creates an order for the CPU draft board. They will try and draft the best player available if that is there style, or if there is a big disparity between the current starter and potential rookie they will focus on need.
They could also identify gems themselves this way to draft ahead or identify a player they could trade up for. All those 1st round busts would get left untouched and later gems move up into the 1st/2nd naturally. If a player was predicted to go at spot 16 and a team at spot 20 had a higher point value for that player than any other player predicted spots 16-26 they would try and trade up to get good value. A team where the player point value doesn't match the draft pick value would try and trade down with a willing partner who has a different looking draft board.
The Browns have an astronomical grade on Myles Garrett apparently, which would trump need at QB whereas the Madden CPU will draft QB,QB,QB in rounds 1-3.
Edit: Also they need to get rid of so many specific scouting groups i.e. RE, LE, DT, LOLB, ROLB. They need DL (hand in dirt), Pass Rusher (OLB in 3-4 or DEin 4-3), LB (All spots in 4-3, MLB in 3-4). Then a 3-4 CPU team with a need at RE wont pass on a gem of a 290lb DT whereas they could shift them to 3-4 D.
I yack on about this here:
http://www.operationsports.com/forum...lity-idea.html