Add the following to this game:
Explosion - this rating would determine how fast a defender explodes off the line, namely what type of jump he gets on the snap of the ball. Sorta like jump the snap but it's a rating now instead of what it was. This attribute should be parsed into 4 tiers.
4 Star Explosion = Defender gets a great jump on the snap of the ball and has a fast burst up the field. Unblocked he would get to the QB in 1.1 seconds (combined with his pass rush rating of course). Examples = Kyle Vanden Bosh, Jevon Kearse, Trent Cole, Dwight Freeney, Shawne Merriman, John Abraham, Julius Peppers, Osi, Justin Tuck, Jason Taylor, Patrick Kearney, Leonard Little ect.
3 Star Explosion = Same as above. Unblocked he would get to the QB in 1.2 seconds (combined with pass rush rating) Examples = Terrell Suggs, DeMarcus Ware, James Harrison, Joey Porter
2 Star Explosion = Defender is explosive on the snap and can get to the QB untouched in 1.3 seconds. Examples = Luis Castillo, Andre Carter, Darren Howard, Shaun Phillips, Chike Okeafor, Albert Hanyesworth.
1 Star Explosion = Defender is explosive on the snap but does not get a great jump and takes 2 seconds to get to the QB unblocked. Example = Charles Grant.
0 Explosion rating for a player = no jump and explosion on the snap.
Pass Rush Rating = Determines a defenders ability to diagnose, find holes in the blocking scheme, angle of pursuit speed on the blitz and speed of the pass rush/ blitz in general. So what this does is create two different aspects of speed in the game. There would be 40 speed then there would be specialty speed. So let's say a guy like Suggs has an 87 speed. That's his base speed rating. So if he has to chase down a RB or is pursuing the ball as a run defender that's what his speed rating will be. But then let's flip it to rushing the passer. Let's say his pass rush rating is 94. Now his speed on the pass rush is a 7 point increase. Combine this with an explosion rating of 3 which would get him to jump the snap, but would also get him drawn offsides at times due to fake hikes, then you have a pass rushing demon that would make it impossible for a person to hike it and start running backwards with a QB. You better step up in the pocket because if you just start running back there should be no way the offensive tackle can deal with the jump and 94 speed running straight up the field.
More Pass Rush Moves and Chaining Moves.
New Pass Rush Moves should include:
1) A true Bull Rush
2) Push and Pull
3) Chop
Defenders should chain these moves together to fight free from blockers. For instance, Jason Taylor comes up the field on a speed rush and has his aiming point at the outside shoulder of the Offensive Tackle. The OT gets his hands out. Taylor chops, then spins inside and continues on to the QB. Or here is another one. Suggs starts with the Bull Rush, then he pushes and pulls the Olineman and continues on to the QB. Here is some video of the moves and chaining them together.
http://www.coachstevetucker.com/ar/dlinemoves.html
Assign these moves to particular players on a 3 star system - Suggs would be Bull Rush, Push and Pull, Rip. The highest 3 star move would be the players primary escape move that he would use against both run and pass, the 2 star move would be his Secondary Escape move. This means he attempts move one and fails to get off the blocker so immediately he turns to move two. The 3 star move and the 2 star move are used in any situation. The last move in the system would be his combo escape move on the pass rush such as chop and swim, or push/pull and swim.
Change Show Blitz to User controlled Auto-Motion Defense. Keep the same interface but change what it does.