In order to make coaching and team-building mechanics more immersive and impactful, the game really needs to rethink player ratings and coach ratings.
An idea i have is to do two simple things. For 1, we need to visually represent player ratings as a range. Instead of having a player rated 75, we need to say this player is a 85 to 65 player. Mind you, this is already in the game in simulation mode. RNG makes it so players can play well above or beyond their rating level. This would help reduce feelings of frustration when it feels like "ratings don't matter" when players seemingly don't play up to their rating.
Furthermore, this adds a level of complexity to team construction to really impact franchise mode.
First off players would also add new ratings/traits that relate to consistency, stuff like resilience, heart, confidence, etc. It could be like affinity settings in an rpg where pairing certain equipment with a certain character maximizes their traits even if it isn't the best equipments. Having certain types of player personalities and coaching personalities would impact player ratings which would impact on-field play. A player with a 75 over average could play at the 85 level consistently with the right team makeup and coaching traits. Conversely a player with a high rating on paper might play below their rating if they don't fit a team's culture.
This opens up franchise mode to a whole new world of challenges. Coach personalities can impact player ratings. A coach like Belichick might have a trait that makes player consistency traits go into flux less, but then he might have very weak scouting traits and/or high rated players don't play to their ratings max.
It will make it so you can't just build a team by getting the highest-rated players. It could make it so it's worth it to keep around a declining veteran player who stabilizes your team's culture. It would make the "decision engine" more impactful. Who do you identify as a team captain? What happens if there's a discipline issue? Will players play through injuries? Will players max out their ratings in the 4th quarter or fold in the 4th?
It could bring into play so many other aspects of the game that are missing since the game is basically an arcade competitive game for people now, BUT this could very easily impact MUT too because it'd just be another thing for them to spend money on to get high rated players with certain traits other than superstar abilities.
An idea i have is to do two simple things. For 1, we need to visually represent player ratings as a range. Instead of having a player rated 75, we need to say this player is a 85 to 65 player. Mind you, this is already in the game in simulation mode. RNG makes it so players can play well above or beyond their rating level. This would help reduce feelings of frustration when it feels like "ratings don't matter" when players seemingly don't play up to their rating.
Furthermore, this adds a level of complexity to team construction to really impact franchise mode.
First off players would also add new ratings/traits that relate to consistency, stuff like resilience, heart, confidence, etc. It could be like affinity settings in an rpg where pairing certain equipment with a certain character maximizes their traits even if it isn't the best equipments. Having certain types of player personalities and coaching personalities would impact player ratings which would impact on-field play. A player with a 75 over average could play at the 85 level consistently with the right team makeup and coaching traits. Conversely a player with a high rating on paper might play below their rating if they don't fit a team's culture.
This opens up franchise mode to a whole new world of challenges. Coach personalities can impact player ratings. A coach like Belichick might have a trait that makes player consistency traits go into flux less, but then he might have very weak scouting traits and/or high rated players don't play to their ratings max.
It will make it so you can't just build a team by getting the highest-rated players. It could make it so it's worth it to keep around a declining veteran player who stabilizes your team's culture. It would make the "decision engine" more impactful. Who do you identify as a team captain? What happens if there's a discipline issue? Will players play through injuries? Will players max out their ratings in the 4th quarter or fold in the 4th?
It could bring into play so many other aspects of the game that are missing since the game is basically an arcade competitive game for people now, BUT this could very easily impact MUT too because it'd just be another thing for them to spend money on to get high rated players with certain traits other than superstar abilities.
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