12-15-2009, 08:35 PM
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#173
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MVP
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Re: NCAA Football 11 Potential Features (Pasta Padre)
locomotion
formation subs
no jump the snap
no pre play guess crap
acc clock for the whole game
i know the last 4 arent listed, but its vital formation subs finally are in ncaa for the 360. the rosters cant be updated obviously, and by definition they are going to be inaccurate because its impossible to get everything right, but they have to give us formation subs so we can at least make some changes on the fly since they wont let us save the online roster for depth chart purposes. i dont even have the desire to play an online game because i have to make so many changes to my roster before starting to even make it somewhat realistic.
spread out the ratings and stop with this homer, top 10 teams, traditional powers getting super boosted ratings crap. southern cal had the 43rd ranked defense in the nation this year yet next year all their starters will probably be rated 90+. it ruins the game especially when 3rd stringers on good teams are rated as high as all conference players on lesser programs.
papaperry you bring up an interesting point that makes me think about how nagging injuries can affect the game. we have the option this year to bring guys back early and there is a reinjury risk, but what about that injury affecting their gameplay while they arent 100%. the center with a hurt hand risks a bad snap or a non center at center risks a bad snap. the longsnapper idea is good but with the smaller rosters i dont know if its feasible. offensive players with hurt fingers, hand, arm, ribs should be more susceptible to fumbling or drops. lower extremity injuries should zap some of mobility and speed.
i honestly wouldnt care about the perfect 3d renderings of each stadium and most realistic skyline if they got the gameplay right.
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