Making Quarterback Awareness Mean Something

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  • sbuxer
    Rookie
    • Oct 2011
    • 24

    #1

    Making Quarterback Awareness Mean Something

    When controlling a player in Madden, their Awareness rating is irrelevant. This is especially troubling for the player we control most often - the Quarterback. Madden tried to remedy this a few years back with the Cone o' Vision, with little success.

    I've thought up a way to make this rating actually mean something on the field. While I never expect Madden to implement it, as it's pretty radical, it would cause gamers to completely re-think the way they choose their Quarterbacks in franch, er, connected careers.

    For this change, we need to think of Awareness not as their ability to see what's going on on the field, but as a player's mental approach to the game. For a Quarterback this will be their knowledge of the playbook and their ability to execute said plays on the field.

    As in real life, some players are going to have higher inherent Awareness ratings than others coming out of college. Some will start higher and their progress through what I'm about to outline will be faster than others. I'm going to lay out the concepts of this idea, followed by the implementation into Madden.

    The first place this new system comes into play is mastery of the playbook. Whether it's a rookie coming out of college, or a free agent signed off the street, it is going to take them time to grasp the full offense. Some players (those with high Awareness scores) the coach can throw much of the playbook at them right off the bat. Others need it in small, digestible chunks.

    The second part is their comfort level with these plays on the field. Think of the way NCAA football has Quarterbacks get "rattled" in hostile environments, and they don't know the routes their receivers are running.

    The third part is history with a coach. If a player has played with a coach on a previous team, the terminology and schemes are (usually) the same, and their learning curve of the offense is significantly less.

    For how this system makes its way into Madden, I'm going to use the Bills as my real-life example. If you're not aware, Buffalo went into the preseason with 3 quarterbacks - Fitz, Young and Thigpen - but traded for Tavaris Jackson after the 3rd game and cut Vince Young. They had planned on only having 2 Quarterbacks this season, but because Tavaris needs time to learn the offense, they kept Thigpen as well.

    So, in Madden, you're the Bills and you make this move. I'm not in front of my console, so I don't know what Tavaris' awareness rating in Madden is, but I don't believe it to be particularly high. This means that it will take weeks for him to learn the entire playbook. I would like EA to implement a risk/reward system for this.

    As the coach, you can dictate how much of the playbook to give him. There's a screen that shows a list of percentages of the playbook with the likelihood, based on his Awareness rating, that he will grasp it. Maybe 98% likelihood he can grasp 10% of the playbook in one week. 75% he can grasp 20%, 50% he can grasp 30%, etc.

    Whatever you choose, on gameday, if Tavaris is on the field, you are limited to that percentage of the playbook when calling plays. If you gave him 30% of the playbook, since he only had a 50% chance of learning it, there is a chance that he will not be familiar with half of the plays you call. If one of the unfamiliar plays is called, either one of two things can happen. The pre-snap routes will not display and Tavaris is throwing blind. Or the pre-snap routes will display, but they will not be correct. He may think Stevie Johnson is running a curl, but Stevie might actually be running a fly pattern.

    Also, based on the awareness score and percentage of playbook learned, that Quarterback's ability to call audibles may be stripped.

    If the Quarterback has played with the coach previously, depending on his Awareness rating, he'll come to the team already grasping a certain amount of the playbook, so his learning curve will be lessened.

    I think this would completely re-vamp the way people build their Quarterback depth in connected careers and make pre-season much more meaningful. Users would need to implement a smart strategy when selecting their quarterbacks - or run the risk of heading into gameday with a limited playbook, or worse...

    Again, Madden will never implement this as casual gamers would straight up revolt if the QB they picked up midseason had no idea what routes his receivers were running. But I would think it was awesome.
  • Sigil
    Rookie
    • Sep 2012
    • 45

    #2
    Re: Making Quarterback Awareness Mean Something

    I like the idea. EA could easily fix this by making this optional. People who prefer realism can turn it on, while people don't want it can leave it off.

    Good read!

    Comment

    • DerkontheOS
      GB
      • Jul 2009
      • 3138

      #3
      Re: Making Quarterback Awareness Mean Something

      Am I the only one that misses the vision cone?... I thought it was pretty cool.

      Comment

      • lvann4x
        Rookie
        • Mar 2012
        • 146

        #4
        GREAT idea.


        Sent from my iPhone using Tapatalk. Disclaimer: Any idea I support or come up with, I would gladly have the development team IGNORE if the implementation of the idea comes at the expense of the stability of the game. In other words, fix existing bugs and glitches with the basic functions of the game before adding anything new. If adding something new CAUSES bugs and glitches, don't add it unless you have enough time to fix it before release. We don't like praying for patches. It's a tired routine.
        Last edited by lvann4x; 09-04-2012, 10:22 AM.

        Comment

        • Juce734
          Rookie
          • Nov 2011
          • 328

          #5
          Re: Making Quarterback Awareness Mean Something

          I loved the vision cone. You couldn't stare down a WR or users would pick you off. Made a lot of sense to me too. Plus you didn't see the pressure coming as well either.

          Some of the OP's ideas I really like in a way. I think the playbook should be learned fairly quickly to be honest.
          Fan of... Michigan Wolverines, Detroit Lions, Detroit Tigers, Detroit Red Wings, and Detroit Pistons

          Currently playing NCAA 2014
          PSN: Juce734 website http://www.rpgjuce.com/

          Comment

          • Phobia
            Hall Of Fame
            • Jan 2008
            • 11623

            #6
            Re: Making Quarterback Awareness Mean Something

            Really great idea man, and excellent thinking outside the box while keeping it realistic! Highly enjoyed the read and would also love to see something like this.

            Comment

            • mavfan21
              MVP
              • Jul 2007
              • 1842

              #7
              Re: Making Quarterback Awareness Mean Something

              Awareness is pointless when using any player and should be. If the other ratings are working correctly (big if) then things should be fine. I think we need to see more actual in-game/on screen effect from low THP, Short accuracy, Med/Deep accuracy.

              Sometimes it's hard to tell the difference between Mike Vick and Peyton Manning or a back-up scrub. There should be some throws you just are too afraid to try with certain QBs and Madden has never really made me feel that way.
              Don't look back too long and don't look too far ahead.

              Comment

              • mavfan21
                MVP
                • Jul 2007
                • 1842

                #8
                Re: Making Quarterback Awareness Mean Something

                BTW- don't take my statement wrong, I like the OPs idea, I just wish the other ratings could be "felt" a little more during game play.
                Don't look back too long and don't look too far ahead.

                Comment

                • brandon27
                  MVP
                  • Aug 2008
                  • 1980

                  #9
                  Re: Making Quarterback Awareness Mean Something

                  I like the idea. Honestly, I think some variation of that idea may not be far off. If you've played Head Coach before, you'll know that you had to teach your players plays through practice, game plan and such. It's tough to say how that affected the game outcome in HC since you couldn't play the game, but really you only need to bridge the gap between establishing a weekly game plan, practice the plays so the team knows them, and then implement it into the game.

                  I can eventually see Madden taking on more of a NFL Head Coach game type of angle towards CCM. Some of the ideas from HC are already into CCM now, and I think it's only a matter of time before others follow. Especially with guys from the former HC team workin on Madden and CC
                  Miami Dolphins - Detroit Red Wings - Toronto Blue Jays - Michigan Wolverines - CANADA

                  Comment

                  • bucky60
                    Banned
                    • Jan 2008
                    • 3288

                    #10
                    Re: Making Quarterback Awareness Mean Something

                    Originally posted by mavfan21
                    Awareness is pointless when using any player and should be. If the other ratings are working correctly (big if) then things should be fine. I think we need to see more actual in-game/on screen effect from low THP, Short accuracy, Med/Deep accuracy.

                    Sometimes it's hard to tell the difference between Mike Vick and Peyton Manning or a back-up scrub. There should be some throws you just are too afraid to try with certain QBs and Madden has never really made me feel that way.
                    The bold is what the OP's entire post is about. He thinks it should not be pointless. And I wholeheartedly agree with him. Let me know if I misread what you meant by the bold. I could have taken the opposite of what you intended.

                    OP, great post. This idea has been expressed a couple of times before and I've loved it every time. Congrats on your thoughts. I think it should be in the game. One guy in this thread said make it optional. I could even go with making it optional.

                    More options the better.

                    Comment

                    • rayb
                      Rookie
                      • Aug 2012
                      • 218

                      #11
                      Re: Making Quarterback Awareness Mean Something

                      Some good ideas. I think a simple way to do it is that only a certain amount of plays are available based on awareness (maybe a default set).

                      I like the idea of not being able to see the routes. When you hit pre-play no route should show, OR, even better in the playbook only 1 or 2 players routes are shown. Higher the rating, more is shown.

                      QB is by far the most important position and is probably the one position where the "best" are head and shoulders above the others. Drew Brees and Tom Brady should play noticablly better than Kevin Kolb or my nemisis Patrick Ramsey. In the past its never been the case.

                      Comment

                      • N O Geaux Getta
                        Rookie
                        • Aug 2012
                        • 18

                        #12
                        Re: Making Quarterback Awareness Mean Something

                        I've liked the my idea of allowing the QB to see 0-3 defensive players assignment per play.

                        Comment

                        • Maitreya
                          Rookie
                          • Sep 2011
                          • 28

                          #13
                          Re: Making Quarterback Awareness Mean Something

                          Love this idea OP. Love the vision cone too.

                          To add on to your idea though, the CPU needs to have the ability to take advantage of a QB who only knows a fraction of the plays. The CPU should pick up on the trends in playcalling (what types of plays, what are most likely) and make you pay for only using a limited set of plays.

                          Great work.

                          Comment

                          • The ArkanSaw
                            Rookie
                            • Aug 2012
                            • 421

                            #14
                            Re: Making Quarterback Awareness Mean Something

                            Best thread on this forum so far.

                            Some tings i would also like to add is maybe the low awareness QB's should start off with only basic plays then as they get more familiar with the playbook,more advanced plays will be called.

                            I also would like a pocket awareness rating along with pressure avoidance to take over the movement awareness of the QB's

                            Pocket Awareness:How fast a QB can make decisions while in the pocket. Guys like Drew Brees will fire the ball immediately and guys like Mark Sanchez would sit there too long. If a guy has a 99 pocket awareness than he will throw to anyone that is open, While a guy with a low rating would eye down receivers and force passes.

                            Pressure Avoidance:This will make the difference between Big Ben and Peyton Manning night and day in terms of avoiding sacks. It is too easy to sack QB's once you get by the O-Line. If you think you have the drop on Vick he will dodge your tackle and scramble. Then guys like Peyton will just be sitting ducks in the pocket and go down 99% of the time.

                            Pump Fake Effectiveness: Should've been in the game by now, basically would make certain QB's pump fake actually stun the defense and open other opportunities.

                            Play recognition: This needs to be in the game. If you run a cover 2 zone all game against the CPU, you should see audibles and adjustments by the QB to attack the middle seems of the field. I remember in madden 09 there was a light bulb that when filled up would allow the player to read the other teams offense/defense for one play. This however should be basic defensive reading. The CPU should adjust to either you blitzing, playing man, or zone. these 3 basic things will allow CPU QB's to know what kind of plays to attack you with.

                            Peyton Manning:99
                            Tom Brady;97
                            Drew Brees:92
                            Aaron Rodgers:90
                            Michael Vick:75
                            Matthew Stafford:78
                            Cam Newton:74
                            Andy Dalton:75
                            Big Ben:80

                            This rating should make the QB's understanding of defenses combat your schemes and hidden coverages. Guys like Vick wont see a zone blitz coming as easily as Peyton Manning.


                            Also i would like to see a Pass Rush Recognition for the Center. If he points out defensive players they will glow red to indicate they will be blitzing and you can adjust your line accordingly. The higher the rating the more blitzers the Center can point out and the more accurate the Centers guess was.

                            This will make centers more valuable to a QB just like how they are in real life.
                            Last edited by The ArkanSaw; 09-04-2012, 12:59 PM.

                            Comment

                            • rayb
                              Rookie
                              • Aug 2012
                              • 218

                              #15
                              Re: Making Quarterback Awareness Mean Something

                              Originally posted by Maitreya
                              Love this idea OP. Love the vision cone too.

                              To add on to your idea though, the CPU needs to have the ability to take advantage of a QB who only knows a fraction of the plays. The CPU should pick up on the trends in playcalling (what types of plays, what are most likely) and make you pay for only using a limited set of plays.

                              Great work.
                              Couldnt agree more. How many times do we fall into the trap of calling the same plays over and over that work. (I try my hardest to stay with Gameflow but this year its not as good). Those plays should get taken away cause the AI is picking up on it. In reality crappy QBs would have limited plays and the CPU would take plays away (ie how many times are deep threats taken out of the game when backups come in)
                              I would love to see a difference in QBs. I remember playing the Saints last year and NO were stuck with their 3rd string (rated 60) making his NFL debut. My settings were fine (it was late season). He completed 40 passes for 500 yard and 5 tds..That should NEVER happen.
                              Last edited by rayb; 09-04-2012, 01:02 PM.

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