I'm not saying it's the be-all-end-all of progression, but a part of it. I've really thought about it more for Madden (wrote a 6000+ word document that i sent to Ian Cummings, Phil Frazier, and Josh Looman. I'll be shocked if they read it, but it was a lot of work and I think it's worth reading:P).
I want to point out I don't call it "Potential" because it's not. "Potential" implies that any player that carries an "A" could become a 99 overall. This isn't the case. I use the word "Upside" because it's relative. Being a 1 star player with an "A" Upside means you might improve to an 80 or so, but your initial limitations will never permit you reaching 99.
Also, the only visible aspect is the overall Upside, which does not have a direct impact on progression. The attribute specific upsides, which are NOT visible to the user, do. The overall upside matches the individual attributes 50% of the time, but that means the other 50% of the time you don't know what you get. This makes it a gamble, and the rating being visible doesn't really give you enough information to know for sure what you're getting.
As for NCAA players being mad... you don't assign them to specific players, you have them randomly placed (Personalities, I mean, not Upside). If Dayne Crist doesn't like his personality, he can reload the roster.
[quote]Timlaw-performance should factor into it all but nothing crazy. the best example i can give is a 65 rated running back getting 1200 yards. if he got 1200 yards then theres either something wrong with the game or he has the nastiest oline ever .either way it does not mean he should get a 90 overall rating for it.
If you look at how mine worked, you'll see that playing a younger player could result in faster progression, but could also result in very slow progression. Sitting a guy on the bench gives you average progression. So it's a gamble... if he's good enough that you believe he'll perform in your system, than start him, but if you're wrong, you lose out on his potential in the long run.