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Originally Posted by cdcool |
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[Quote from Jakers22TB] I've noticed also that CPU vs. CPU playcalling for either team tends to prioritize the most experienced players on offense and their respective area, especially in high pressure situations or when the offense is really aggressive. [End of Quote]
Jakers22TB, Thanks for the info. I will continue my quest as I started, I can live with fact that teams will use ther best players to make plays.
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Yeah it's definitely the biggest factor in the game for the offense.
As far as I can tell, if you have an impact QB, WR, or TE at any point the ball will be thrown more often even if you have an impact running back and a balanced scheme. That explains how USC passed the ball so much in that test game a while back. If you have a stud running back they'll run it more consistently, but I've noticed that it also depends on the tendency as determined by their ratings. If they're speed like a Reggie Bush or Jamaal Charles, I've seen them split out wide a lot and they don't get all that many carries. Jorvorskie Lane on the other hand gets at least 20 carries a game, probably because he's a 20000 pound bowling ball power back.
Anyway, the system they have favors the pass in most situations which, in my opinion, isn't realistic for every team. Even if they have a stud QB, Ohio State is still going to run the football. Last season, and I guarantee you if Smith was in this edition this season, Ohio State passed way too much for my taste, even if it is Smith and Ginn as impact players. Notice that Ginn, for all his athleticism, disappered in some games in his career. That's because Tressel doesn't abandon the run - ever. Scheme is still really important it's not just about your impact players, which is why I've been tinkering with settings a bit.
Heads up about Madden for everyone that CPU vs. CPU's, it's BAD ***. The weapons system they put in is perfect for CPU vs. CPU, which is basically a more refined impact players system. The coaching settings are adherent to their %s and you'll see teams establish the run if that's their philosophy. I tested the Texans and the Titans and the running game was just as pronounced as the passing game, which is how the NFL goes. I didn't even need to adjust sliders that's how on the spot it is.
If you think about it, the same system can (and should) be applied to NCAA. The weapons idea is a football personnel management idea not just a pro football thing. "Impact player" can mean a lot of different things and with weapons, that idea of an impact player becomes utilized specifically at each position, not just 3 players on the field for each team. In the previous example I cited, Jamaal Charles would be a speed back and used accordingly, Lane as a power back, but with that system other players on the offense that play a big role wouldn't be given non impact player A.I., Colt McCoy being the perfect example. This kid is awesome, rewrote Texas records and will write even more, but isn't an impact player this season. Limas Sweed is a first day pick easily but he's not as important as McCoy. In a weapons system like Madden, NCAA would be able to account for McCoy, Sweed, Charles, Sergio Kindle (big time recruit linebacker prospect), Rashad Bobino and Derek Lokey (senior leadership guys), and the freakishly talented Jermichael Finley who is going to be a Vernon Davis like TE prospect. They could make it a more college football specific system too, with different roles like super recruit, two way player, and a ratings boost for awards won in previous seasons like All-conference or All-American, throwing in team distraction wrinkles that add to the challenge if you mess up a promise, don't play him enough, etc. etc.