Hey everyone,
I was still loving '07 and College Hoops 2k8 until this released. It was kind of disturbing to see the jump to "next-gen" had forced us to lose things like what once were 1-AA schools, custom playbooks, and some presentation elements. However, most of what I care about is recruiting and building up schools so here is my 2 cents.
1. Recruiting system revamp! I didn't know if it was just me, but after reading on this forum I guess its not. Everyone who played CH2k8 seems to remember it fondly. I think EA could bring back old ideas and mesh them with some from 2k8 to make an even better dynasty mode.
A) Don't show us all the recruiting grades, make us scout them.
B) Booms and busts should happen. Rivals isn't perfect and this game shouldn't be either.
C) Let us see their high school and juco stats to give us an idea of how good they might be, but they don't have to be perfectly representative. Make things like 40, squat, bench, weight, and height matter. Right now they are either ignored or simply direct indicators of one stat. I thought '07 had a cool idea with telling us the stats from our recruits last game. Also, 40 time should take acceleration into account.
D) Remove the random pitch, I liked when I could chose what to pitch myself. Yeah, I know a recruit wants to have some say in the conversation, but if we're not taking a middle ground approach then give me the control again.
E) Bring back the ability to scout their potential. Its part of their player profile, so it should not just be some mystic number that we have no way of guessing at.
F) Academic discipline seemed to work in '07 just fine. It seemed random enough and if you didn't ignore their discipline, your team never suffered really. If you threw caution to the wind, you would eventually get scholarships taken away. I understand this game represents college football somewhat and they wont allow us to have players getting arrested and such. It doesn't need to include things like taking cash to come play, but things that are realistic and don't demean the game. (late for practice, grades slipping in class, slacking off in workouts, missing film study, etc.)
G) I like the earlier idea of some sort of playbook fit. Transitioning from one to another seems like it should slow down development for at least a season until they become acclimated or chose to transfer to a school who fits them better.
2. Coaching carousel with positional coaches and head coaches would be great, but I'm not sure how much it would really add to the game. I know Madden had something like this and had ratings for your ST, O, and D coordinators. In reality, the head coach doesn't do all of the scouting and recruiting. Assistants and positional coaches should be the ones doing the initial evaluations and they should have areas of expertise and pipelines associated with them. e.g. Assistant coach J. Stanley is an offensive guru from Cleveland, OH. He should have a leg up on the recruits in at least some parts of Ohio and be only somewhat effective at figuring out a safeties actual ratings.
3. In-season progression based upon performance in games. Just make a tier system where surpassing a mark improves a stat by a certain amount. A "full-practice" mode would also be nice. Lets say you can still do a regular practice where you can choose any play to run and it only can help you to be more familiar with your playbook. However, "full-practice" would be a once a week opportunity to boost your players stats for the next game. You have X number of drills to run and can choose the players you want to focus on. Cap this off with a scrimmage with X plays the user controls the offense and defense where anyone who makes a good play will get recognized and can earn a stat boost for the next game. I'm thinking along the lines of a well timed spin boosting your rating or a DB swatting a pass away increasing his coverage or awareness skill.
4. I think the spectator thing would help out a lot for game planning. I can't really scout a user team in my OD currently. Sure I can look at player stats and some game stat lines, but they don't give me a very good idea of what to expect. Also, maybe a scouting report on a teams coaching decisions. For example, for the CPU it would pretty much be calculated from their coaching sliders and any games vs. the users. For the user, it would be just tabulated directly. Run % on 1st down, pass % on 3rd and less than 3 yds, fake punts, etc.
5. Fix CPU/auto recruiting to make the dynasties better for the long term. Not only does this take care of Michigan having seven 5* QBs in 2019 who don't fit their system, but it would help people who don't like recruiting as much as others. Not saying a guy who puts no effort in should get a top 25 recruiting class with Kent State, but at least representative of the teams prestige and not leave him cutting walk-ons later. And that brings up...
6. Walk-ons! They played in HS, but didn't get noticed. They worked their butts off and got into your school only to find out, they're a 40 overall??? Lets give them some credit, maybe 50s for most positions with a chance of having excellent potential so they may start someday (happens in real life, but not often). Kickers
I played some soccer and can kick a 40 yd field goal when its not 14º outside with relative ease. Maybe kickers who are on the recruit list should have a 68 minimum for power and accuracy and be differentiated from a walk-on by awareness. Walk-on kickers should come in a bit more sporadic or at least with less knowledge of the game, but should progress easily because kicking just isn't that hard to get decent at.
7. Composure. This is what made the away games hard before. It shouldn't be so easy for a freshman QB to go into Neyland and call audibles. I thought it was annoying when it was in the game because my WRs would mess up their routes, but now that I want realism to be approached I wish it was back. Walk-ons should probably have very little with low rated recruits the same. Highly touted recruits and jucos should have a chance to come in with mediocre composure. More snaps and starts=more composure
Simply a dream list: medical redshirts, more roster spots, watch the walk-ons perform some sort of position drills and get to pick the guy you like most, athletes who are actually versatile and who can play on both sides of the ball without the huge hit to awareness, fans who didn't come from the poster shop, custom playbooks, FCS schools, more onside kicks and kick return plays, and I think I'm done.
Sorry for the ramble. I know its too late for EA to do anything for '12, but maybe if people keep putting out suggestions and elaborating on each others ideas the dev. team will take notice.