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Create a recruiting class.
This is a discussion on Create a recruiting class. within the NCAA Football Wishlist forums.
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04-12-2011, 08:52 PM | #9 |
Rookie
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Re: Create a recruiting class.
I wouldnt want to edit players in season and i agree i think some users would abuse that. if you recruit someone a certain way they should remain that way. but, i would like their size to increase throughout years at school. I would rather EA fix the agility and acceleration issues with recruiting classes aswell.
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04-13-2011, 12:32 AM | #10 | ||||||||||||||||||||||||
Rookie
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Re: Create a recruiting class.
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04-20-2011, 12:00 AM | #11 |
Prime Time
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Re: Create a recruiting class.
This would be a nice feature! I love how NBA 2k11 has this for it implements the Association Mode so much hopefully EA could do this for they would only benefit.
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04-22-2011, 09:46 AM | #12 |
Rookie
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Re: Create a recruiting class.
Maybe some of those issues stated on page 1 are the reason they did away with "convert offline dynast to online"?
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04-27-2011, 11:07 AM | #13 |
Rookie
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Re: Create a recruiting class.
O.K. this is an edited post that i put up in another thread some time ago. honestly the ability to edit how the computer generates recruits would solve many of the problems seen in recruits currently. the ability to create a class should be available for both online and offline dynasties. in the case of an OD these settings could be posted on the ea site for all members and potential members to see and make a decision on. Also, a voting system could be put in so that members have a chance to agree or disagree on any new changes made.
(It is not your job or EA's to tell a bunch of 15 year olds that having an online dynasty with all 99 rated players is a bad idea because they will experience cheese is their own dynasty that doesn't affect you, nor should you be able to tell a crew of sim players who want more effective kickers that they can't in their OD because you want to stop the 15 year olds or because you don't believe in decent kicking.) random side note: I believe it shouldn't even be a question as to allow players to edit individual players in their own offline dynasties. Also, generally i believe the trend i see in many pc strategy games wouldn't be far behind with many players editing things to make the game more difficult or to make the game more "realistic" whatever their vision of that may be. Anywho back to the create a class feature of the OP. the parameters of setting up a create a class system in my view would be as follows and would allow a player to: set a range regarding the total number of recruits in each star grade out of the total number of recruits set the ranges for player overalls that determine which star grade they are assigned set a percentage based range regarding the total number of recruits for each position set a percentage based range for the number of recruits within each sub position (blocking TE) set all the base min and max ranges for recruits individual ratings for each sub position a percentage range regarding the number of busts in a class for each star level (because even a prized 3 star at sjsu can bust too) set a percentage based range regarding the number of break-out players in a class for each star level (the more general potential ratings should stay secret once assigned) Also there should be two parts to the potential rating one being the ceiling that a player can reach rating wise (potential). This could be set as an overall rating potential or a potential for individual ratings another being the speed with which a player gets there (progression) the second rating should also be affected by coaches (heres to hoping!), and facilities Users should of course be able to customize these ratings as well and heres how potential should have various levels such as high or low which get assigned to recruits users should be able to change percentage based ratings determining the number of recruits who get high or low potential in a class users should also be able to define what high or low means as a ceiling by defining the max and min possible ranges for the max increase in overall a recruit can have over his career. for instance high could be a 20-30 point increase over an entire college career with this number being handicapped by the 99 overall limit. e.g. baby senior in high school john gets assigned a high potential rating of 23 as his rating when he is generated which then becomes the max that his overall can increase while he is in school. his physical limit so to speak. progression should also be customizable by users. users should be able to determine when an in season and off season progression point increase is assigned and when. e.g. user sets the range for an in season progression point increase in catching for now wr john to 2% (2% being the liklihood of a point increase per catch) or roughly +1 for every 50 catches. (the benefit of this would be randomness, the problem would be having to use math rather than just set a predetermined ratio; also something like this makes it hard to have it set for +1 for every 150 catches without having a decimal which on a console would be lame but easy to do with a keyboard menu) Also in regards to individual year performances aside from the more general potential rating in place now dynasty users should have the option to customize the current system of hot and cold streaks. for instance a user could set a random wr trigger of a hot streak to 30% (customizable) if 5 (customizable) catches (customizable) are made in a row resulting in a + boost of 5 (customizable) to that receivers catch (customizable) rating. e.g. John catches 5 passes during a game and gets into a rhythm or hot streak and gets that boost to his rating. for a limited customizable period of 2 games (this game and next). he could then continue his hot streak if he catches 5 passes in a row at some other point during the hot streak for another customizable period of time say the next game only if he gets lucky on his 30% chance. something similar could be done for cold streaks I love your guys idea for break-out years and such and i feel not only should it be included but it should be customizable as well. the percentage range of players with break-out years and off-years should be customizable. break-out years could feature max off season progression, and customizably faster in-season progression say double whatever number of points they would normally get for an increase in a rating during season play. starting the year with temporary 1 year increases in ratings could also be customizable off-years could be characterized by min off season gain and a temporary one season doubling of what is required for an in-season progression rating increase. starting the season with temporary 1 year reductions in ratings could also be customizable. normal off season progression should also be customizable through "focuses." ranges for the increases in overall should be randomesque in that the range of potential increases increases should be customizable. if a user wants all players to gain 10-20 points a year or 1-6 points a year it should be up to the user. in the case of the other ratings though the user should be able to determine on an individual level what players focus in a hopefully new "drills or practice" feature on determining where the point increases take place. "strength and conditioning" or "blocking technique" would be examples of focuses and would determine where a majority of the points would go for that recruit. more specific examples such as "route running" could be included as well or limited based on if the coach is a better driller than say recruiter or not. An example of how all this would work User wants the option to run more effectively User changes the ranges of various ratings such as ball carrier vision for the next class of scrambling quarterbacks up User wants fewer scramblers in his quarterbacks class though so the user toggles the range for number of recruits within the quarterback position from 30-40% to 20-30% User wants fewer overall qb's in his classes as well so he toggles that down from 6-9% to 3-5% User wants his now decreased number of scrambling qb's to be better though so he increases the percentage based ranges that determine how many scrambling qb's are 3 and 4 stars and decreases the percentage based ranges that determine how many scrambling qb's are 1 and 2 stars. User now has a class with fewer scrambling quarterback recruits All these scrambling qb's have ratings that fall somewhere in his newly set ranges for ratings making them all varyingly effective at running the option but on the whole better. most of these recruits grade into the upper portions of the ranges the user set for incoming recruits because he wanted more "good" recruits than "bad" nevertheless because the user redid how the star ratings are assigned many of these "good" recruits are still accessible recruiting wise to average and even bad programs. once a recruit is signed this recruit can now also have meaningful hot streaks, cold streaks, break out years, off years, and progression all done in a manner reasonable to the user or completely automated by default standards set by ea if the user has no time to change them or if they feel these default settings are perfectly reasonable. sorry for the novel but i am just trying to explain why some people such as me see so much potential in customizing classes of recruits. Not only that but I imagine even though it is a code heavy thing that it would not be the hardest thing for a talented EA programmer to do. Unlike say programming for something difficult like say consecutive hit tackles iunno. Last edited by UniversityofArizona; 04-27-2011 at 11:16 AM. |
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