- GAMEPLAY IMPROVEMENTS<o></o>
- Infinity Engine 2.0 or higher<o></o>
- OL vs. DL interaction upgrade and awareness<o></o>
- Improved DB logic/attributes to led to more swats and dropped picks than retained picks (both user and cpu)<o></o>
- Bring back composure, tied to players awareness/experience
- Juke interaction and moves needs improvement
- DYNASTY IMPROVEMVENTS<o></o>
- Dynamic Rivalries (User control optional)<o></o>
- Dynamic Depth Charts<o></o>
- Set the depth chart for the Nickle back, the R, X, Y, and Z receivers, and nose tackle.<o></o>
- New Player Dynamic<o></o>
- Work Ethic Attribute/Drive – determines players ability to progress<o></o>
- Personalities<o></o>
- Cocky<o></o>
- Solid<o></o>
- Team Player<o></o>
- Tendencies/Styles<o></o>
- No longer just a classification but an actual attributes/personal sliders for each player specifically.<o></o>
- Attributes/Sliders change based on the coaching.<o></o>
- Passing <o></o>
- Sliders where all 3 combined equal 100<o></o>
- Deep Pass (>20 yards) – 0-99<o></o>
- Mid Pass (10-20 yards) – 0-99<o></o>
- Short Pass (<10 yards ) – 0-99<o></o>
- Sliders where all 3 combined equal 100<o></o>
- Running<o></o>
- Tendency Slider – combined equals 100<o></o>
- Home Run – How often the back strings out a play for the big one (usually leads to smaller gains on longer horizontal runs)<o></o>
- North-South – How often the back looks to pick up the optimal yardage usually resulting in more vertical gains<o></o>
- Running Style – Sets the run Animation<o></o>
- Quick Step<o></o>
- Strider<o></o>
- Prancer<o></o>
- Carry Style – Is determined based on the players Carry attribute<o></o>
- High and tight 85-99<o></o>
- Mid 61-84<o></o>
- Low and loose 31-60<o></o>
- Loaf of bread 0-30<o></o>
- Tendency Slider – combined equals 100<o></o>
- Lead Blocking<o></o>
- Tendency Slider<o></o>
- Sell Out/Engage – How often the player will “sell out” for the chop block or engage straight up<o></o>
- Target – Which unblocked player will the player seek to block in his path. Slider<o></o>
- DL <o></o>
- LB<o></o>
- DB<o></o>
- Tendency Slider<o></o>
- Catching<o></o>
- Sliders<o></o>
- Focused/Diva – How often the player takes plays off, or concentrates to catch<o></o>
- Separated/Covered – How often the player can break free of physical coverage<o></o>
- Sliders<o></o>
- Line Blocking<o></o>
- Style<o></o>
- Puncher<o></o>
- Wrestle<o></o>
- Quick Feet<o></o>
- Style<o></o>
- Pass Rush<o></o>
- Style<o></o>
- Bull<o></o>
- Finesse<o></o>
- Combo<o></o>
- Slider<o></o>
- All-in/Hands Up – how often player will break pass rush to put hands up to swat passes.<o></o>
- Style<o></o>
- Run Stop<o></o>
- Style<o></o>
- Plug<o></o>
- Patient Hitter<o></o>
- Attack<o></o>
- Attribute<o></o>
- Strip Success<o></o>
- Slider<o></o>
- Strip Attempt rate<o></o>
- Style<o></o>
- Tackling<o></o>
- Style<o></o>
- Wrap Up<o></o>
- Shoulder Punch<o></o>
- Arm Warrior<o></o>
- Slider<o></o>
- Big Hit/Sure Tackle<o></o>
- Style<o></o>
- Coverage<o></o>
- Style<o></o>
- Physical<o></o>
- Bait<o></o>
- Hard Hat<o></o>
- Slider<o></o>
- Pick/Swat<o></o>
- Impact Hit/Catch then tackle<o></o>
- Style<o></o>
- Return<o></o>
- Style<o></o>
- Blocker<o></o>
- Speed Demon<o></o>
- Acrobatic<o></o>
- Slider<o></o>
- Home Run/Sure Yards<o></o>
- Style<o></o>
- No longer just a classification but an actual attributes/personal sliders for each player specifically.<o></o>
- Smarter Coaching Carousel HIRE/FIRE logic.<o></o>
- Coaching Personalities & Attributes<o></o>
- Personalities<o></o>
- Personalities tie to bonuses<o></o>
- Cocky (bonus in recruiting Cocky players & Campus Lifestyle)<o></o>
- Leader (Bonus in recruiting Team Player recruits & Program Prestige)<o></o>
- Manager (Bonus in recruiting Solid players & recruiting/hiring coaches)<o></o>
- Personalities tie to bonuses<o></o>
- Attributes<o></o>
- Development<o></o>
- QB<o></o>
- RB<o></o>
- WR<o></o>
- FB/TE<o></o>
- OL<o></o>
- DL<o></o>
- LB<o></o>
- DB<o></o>
- Game Planning<o></o>
- Game Adjustments<o></o>
- Recruiting<o></o>
- Cocky<o></o>
- Solid<o></o>
- Team Player<o></o>
- Development<o></o>
- Personalities<o></o>
- Position Coaches – only 7 per team (even though there are 8 categories, HC must assign himself or one of his coordinators to the unfilled group)<o></o>
- OL<o></o>
- DL<o></o>
- LB<o></o>
- DB<o></o>
- RB<o></o>
- FB/TE<o></o>
- WR<o></o>
- QB<o></o>
- Give the User the ability to HIRE/FIRE their Coordinators & Position Coaches.<o></o>
- Athletic Budgets – Based on School/Program Prestige, season games, championship games, bowl games, and TV Exposure.<o></o>
- Budget is used for recruiting, coaching, and facilities<o></o>
- Money is accrued by building Program Prestige, Conference Prestige, games played, and Fan attendance<o></o>
- Games played will work by having Users bid for Non conference games (Home & Home, Home Pay Off, Away Pay Out, Neutral Site)<o></o>
- Home & Home – each team would get the normal home game money based on average attendance for the year<o></o>
- Home Pay Off – Home team pays the Away team to play and gets 60% of normal home game money based on average attendance for the year<o></o>
- Away Pay Out – Away team is paid by Home team to play and gets 40% of the Home team’s normal home game money based on average attendance for the year.<o></o>
- Neutral Site – Both teams receive 55% of their respective normal home game money based on average attendance for the year<o></o>
- Program Prestige will produce X amount of dollars per grade rating/Stars<o></o>
- Conference Prestige will be based off the end of the year positioning and receive X amount dollars per team in the conference per finish<o></o>
- TV Exposure will produce X amount of dollars per national and Y amount per regional to account for merchandising. <o></o>
- Games played will work by having Users bid for Non conference games (Home & Home, Home Pay Off, Away Pay Out, Neutral Site)<o></o>
- Incorporate a “Revenue Tracker."<o></o>
- Give the ability to upgrade team facilities.<o></o>
- Stadium Expansion - Create a stadium/ or Team Builder<o></o>
- Early Enrollees<o></o>
- Spring Training & Game<o></o>
- JUCO & designated Early Enrolles are made available for this<o></o>
- Off Season Progression occurs post Spring Game takes in last season, coaching, and the spring to account for development<o></o>
- Weekly Recap Shows<o></o>
- Scores from Nationally televised & top 25 games<o></o>
- Top Plays<o></o>
- Top 150/300 Recruiting decisions<o></o>
- Signing Day Show.<o></o>
- Recruiting Changes<o></o>
- Calendar days rather than Weekly<o></o>
- Plan each day of the week rather than one stop for all. Thus giving User coaches a shot to get that last word/visit in. <o></o>
- State Regions<o></o>
- Break each state into separate regions. This will help eliminate the overlap or ease of obtaining pipelines<o></o>
- Provide a bonus for having adjacent pipelines – make it exponential <o></o>
- Break each state into separate regions. This will help eliminate the overlap or ease of obtaining pipelines<o></o>
- Increase Proximity to Home and Playing Time importance<o></o>
- Hard Commits can be swayed/recruited – Decommits happen for both Soft and Hard verbal commits<o></o>
- Increase Pool database to include at least two years worth of prospects<o></o>
- Recruiting Budget<o></o>
- Set after signing day<o></o>
- Scouting budget set at this time<o></o>
- Scouting Format<o></o>
- Scout in Person<o></o>
- Cost – miles from school/4<o></o>
- Bonus – 30% of attributes revealed per session<o></o>
- Times Per – Weekly max of 10 total, 1 per player<o></o>
- Scout via Tape<o></o>
- Cost - $30 per hour<o></o>
- Bonus – 5% of attributes revealed per hour<o></o>
- Times Per – Weekly max of 20 total, 6 per player<o></o>
- Scout in Person<o></o>
- Recruiting Format<o></o>
- Digital Contact – (Phone, text, email)<o></o>
- Cost - $5<o></o>
- Reward Range – 0 to 150 points<o></o>
- Times per – Weekly max of 5<o></o>
- Visit High School – (Practice & Coach)<o></o>
- Cost – miles from School/4<o></o>
- Reward Range – 150 to 600<o></o>
- Times Per – max of 3 times<o></o>
- Attend High School Game<o></o>
- Cost – miles from School/4<o></o>
- Reward Range – 300 to 750<o></o>
- Time Per – max of 3 times<o></o>
- In Home Visit<o></o>
- Cost – miles from School/3<o></o>
- Reward Range – 450 to 900<o></o>
- Times Per – max of 4 times<o></o>
- Unofficial Visit<o></o>
- Cost - $100<o></o>
- Reward Range – 300 to 750<o></o>
- Times Per – max of 8<o></o>
- Official Visit<o></o>
- Cost - $500 + miles from School/3<o></o>
- Reward Range – 500 to 1500<o></o>
- Times Per – max of 1<o></o>
- Offer Scholarship – Must be done in conjunction with another form of contact<o></o>
- Cost - $0<o></o>
- Reward Range – 150 to 400<o></o>
- Times Per - unlimited<o></o>
- Rescind Scholarship<o></o>
- Cost - $0<o></o>
- Reward Range – negative 800 to 1500<o></o>
- Times Per – unlimited<o></o>
- Digital Contact – (Phone, text, email)<o></o>
- Calendar days rather than Weekly<o></o>
- Development Changes<o></o>
- During Spring Training Coaches set the training focus of all 8 position groups<o></o>


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