While I hope we can all agree that the only way players get better is by actually playing football and playing it well (not through some magical, pre-destined potential rating as in past Maddens), this development generally takes place on the practice field weeks and sometimes years in advance of it actually being displayed on Sundays. To bring this reality closer to what Madden offers, I suggest tuning the weekly practice mechanic Madden installed for CCM.
My proposal would be a once a week practice decision for each position group (QB, RB, FB/TE, etc.). This decision would include a distribution of a pre-determined number snaps for each player at that position. The better each player performed, the more XP the user got to spend on certain, specific traits based on which drill was chosen. Have a veteran RB who you want to rest and a young up and comer backing him up? Give the majority of practice snaps to the young guy and work him into the gameplan, helping him mature and improve while the veteran still carries the majority of the load on Sundays (which would still provide a fair amount of XP for the vet).
An additional choice made every week could be the type of drill run at each position. Three drills could be offered to develop certain characteristcs for each position. Most of these drills harken back to old Maddens and NCAA's from the previous generation. I've listed some examples below for each position group.
QB
Pocket Pressence (a la last gen) - improve awareness, agility, short accuracy
Pass Skeleton (I know NCAA had this, can't remember if Madden did) - improve accuracy short, medium, and long
Rabbit Drill (last gen Madden and NCAA, RB vs Linebackers) - improve juke, spin, ect.
RB
Rabbit Drill (last gen Madden and NCAA, RB vs Linebackers) - improve juke, spin, ect.
Oklahoma Drill (last gen NCAA) - trucking, break tackle, vision
Pass Skeleton - route, catch, catch in traffic, agility
WR
Pass Skeleton - route, catch, catch in traffic, agility
Rabbit Drill (last gen Madden and NCAA, RB vs Linebackers) - improve juke, spin, ect.
One on One Drill (PSP Madden had this, not sure of what else) - release, spectacular catch, catch
FB/TE
Okie drill - impact block, run block
Pass Skeleton - route, catch, catch in traffic, agility
Rabbit Drill (last gen Madden and NCAA, RB vs Linebackers) - improve juke, spin, ect.
OL/DL - (Line play revamp would help these tremendously, but I digress)
Okie drill - run block, impact block/block shed, power move
Pass Pro drill (Last gen Maddens) - pass block, agility, acceleration/finese moves, agility, acceleration
LB
Okie drill - tackle, hit power, block shedding
Pass Skeleton - zone coverage, agility, play recognition
DB
One on One Drill (PSP Madden had this, not sure of what else) - press, man coverage
Pass Skeleton - play recognition, zone coverage, catch
Okie drill - tackle, hit power, block shedding
If this provided too much depth for anyone, the computer could simply simulate based on the team strategy, desired player type, and the structure of you team.
I personally think this would provide some of the developmental nature of Franchise lost with the move to XP in CCM and would honeslty likely move closer to real life than Madden has ever been all while staying within the framework already developed in CCM in 13.
That was really long... Thanks if you stuck through it all. Thoughts?

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