03-20-2009, 03:33 AM
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#1
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Pro
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Best idea ever to make the game realistic team by team, player by player
Create, player and team tendensies. Each player will have a % for there position. Like a QB, based on actual games they will have a percent that shows how often they go deep, medium, short. Along with the accuracy and power for these positions it would make the game feel authentic. For RBs the stiff arm, juke, truck will work for how often the player resorts to each one and the rating will show how often it works. Then the percent on how often a QB will stay in the pocket. Im not saying it like even when theres a lane to run im talking about 1st option. Some QBs, McNabb, Romo, Roethlisberger, will scramble to create time while Edwards, Manning, Brady like to stay and let things open up. It would be great to have a percentage for this and let everything be adjustable because like how McNabb went from a pure scrambler to a mix, I want to be able to control that transformation. Just a cool thing to add and it would do wonders for making madden the most realistic sports game as of right now.
Heres a example
For buffalo
Trent- Deep- 15%
Medium- 30%
Short- 65%
Scramble- 15%
Pocket- 85%
Lynch
Juke- 20%
Truck- 40%
Stiff arm- 30%
Schobel
Finesse- 70%
Power- 20%
Speed- 10%
Stroud
Finesse- 10%
Speed- 5%
Power- 85%
Pos
Hit stick- 20%
Wrap up- 80%
McKelvin
INT- 10%
Deflect pass- 90%
McKelvin
Bump- 40%
Normal- 60%
Whitner
Hit stick- 85%
Team
Pass vs run- Run- 65% Pass- 35%
Deep plays, medium plays, short plays- Deep- 25%, medium- 25%, short- 50%
Run outside vs inside- Outside- 30%, inside- 70%
LB blitz vs cvr- blitz- 30%, cvr- 75%
Zone vs Man
Zone- 85%, Man- 15%
I think that giving us control of tendencies will give us the every player/team is different and we can control it. Also for weather games make the passing go down automatically 10%. So for playbook, 25% to 15% deep passes, and running will go up 5%. So it will be 70% run 30% pass plays for the bills. This is the best way to make the game as realistic as it gets from team to team.
Also if we keep with the percent, it also makes personalities realistic. Like percent of dancing in endzone or dancing after a sack, or getting mad at team. Players with a low celebrate 9/10 times will just hand the ball to the ref or just jump to the his own players arms. Players with a high rate will dance in the endzone. Players with a low character issue will be a team player and play well. A player with a high character issue will be less and less effective as your team keeps on losing untill you are forced to trade him. If your player has a high character issue then you will almost be forced to pay him what you want or he wont play to his potential and ratings will decrease. This will make franchise challenging and make you think twice when trying to sign a TO or Chad Johnson.
Trent
Celebrate- 5%
Character- 5%
Lynch
Celebrate- 35%
Character- 20%
Owens
Celebrate- 95%
Character- 90%
This also will help you in scouting. A player could have a high character issue comming out of college, and if you could maybe put a thing where players could get suspended. Like with Lynch, he gets in trouble sometimes. It would be nice to be able to have somethings happen in FM where a player would get suspended and not play for 4 games. Like Pacman or Henry whos character should both be at 100 will get suspended alot and you have to control workouts and stuff to keep them busy or release them.
Last edited by 83evans; 03-20-2009 at 03:49 AM.
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