Updated September 20, 2010
Version updates indicated in red
These aren't exactly "done" in my mind, but I don't think I'll ever be satisfied. I'm looking for input, and lots of it. I don't really want to see just stats, as those can be misleading, but comments on balance.
These are inspired by Playmaker's Varsity sliders. If you aren't satisfied with these, I would recommend them (http://www.operationsports.com/forum...l-sliders.html). I ran into one issue with them, and that was that Varsity CPU teams tend to be terrible in clutch situations. The stats were good, the games felt good, but I was always the one coming out on top in tight games.
Basically, my approach was to ensure that individual match-ups went the right way... a great guard beat an average tackle, for instance. I've got that pretty much down, but now I have to adapt it so that a realistic game is the result.
One problem is that I'm not that good. I've become used to using only one player on the field, and so i still do... meaning if someone else picks up my sliders right now and switches players, they're going to have a much easier game than I have. I've only recently started doing any user catching, and I've noticed it's a huge advantage if you do, so that's throwing off my results. I'm afraid if I released them now you'd end up pretty disappointed, but I'll post 'em here if you wanna try 'em out and give me your thoughts. Just not doing a thread right now... again, no promises that they're any good, it's just my starting point.
Gameplay Options
Skill: All-American
Quarter Length: 9 Minutes (8 minutes if you allow the coach to call your play extensively)
Game Speed: Normal
Player Min Speed Threshold: 25
Home Field Advantage Effects: On
Ice the Kicker: Off
Other options
All "auto" options except Sprint should be OFF, though auto-strafe isn't going to break the game if you prefer it. Auto-sprint, however, should remain ON as the sprint button essentially breaks locomotion.
Game Rules
Holding, Facemask, and Clipping at 55
All others at 100
* There is a delicate balance to be found here. Holding, Facemask, and Clipping occur an inordinate amount on special teams. At your option, you can drop these to 50, making penalties much less a factor, but allowing special teams big plays to stand more often. Any big play on special teams, at 55, is at major risk of being called back.
What I'm currently focused on
Two things, mainly; the pass rush on both sides of the ball, and the CPU running game. These are the things I'm looking at most closely. With the previous version (most of you didn't see), there were too many broken tackles by the CPU, and the pass blocking was a bit weak all around.
Custom AI (USER/CPU)
QBA 15/35
PBK 35/35
WRC 40/40
RBA 40/50
RBK 55/60
PCV 60/60
PRS 30/30
INT 20/15
RDF 75/75
TAK 40/45
FGP 40/40
FGA 25/65
PTP 0/0
PTA 25/40
KOP 20/45
Team Management/Coaching Philosophies
*Note that many of these are not quite updated for the current season, again, work in progress
**These are settings for SIMULATED games, for played games you must adjust the defensive/Aggression slider downward according to the chart provided at the bottom of this list.




Adjusting Aggression
Prior to playing a Dynasty game, go to Team Management and select Coaching Philosophies. Select the team you are playing against, and lower their Defensive Aggressiveness according to the chart below. Be sure to return the slider to its original setting after the game.
85 = 45
80 = 45
75 = 40
70 = 40
65 = 35
60 = 35
55 = 30
50 = 30
45 = 30
40 = 25
35 = 25
30 = 20
25 = 20
20 = 15
15 = 15
NOTES: These were mostly balanced with upper-middle teams... those teams who are just under top 25 quality, and like almost all slider sets, begin to lose fidelity when top teams face weak teams. Bad teams in NCAA 11 are simply too bad, and sliders cannot fix this.
Again, this is in its early stages, so please don't ravage me

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