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How EA Should Implement Swiss Army Knife Players

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Old 10-30-2019, 08:39 AM   #1
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How EA Should Implement Swiss Army Knife Players

I was thinking they should add abilities to Normal and Star development players (meaning ever player in the game could potentially earn them). They wouldn't be as powerful if you will as they are with SS and XF players. One of these abilities could be Swiss Army Knife. Every formation in the game would have 1-4 extra packages named SAK 1-4, where it would place a SAK player at either the HB, slot, flanker, or QB position. There would also be a SAK depth chart position so if you had more than one you could essentially put which one is used, or in some formations 2.

I honestly think a system like this would actually make the Taysom Hill's of the world more valuable and useful in CFM. Also, in Hill and Adoree Jackson's case they would be given ratings that make them more usable at WR, HB ect. What do you guys think?

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Old 10-30-2019, 08:51 AM   #2
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Re: How EA Should Implement Swiss Army Knife Players

Or you know EA could let us substitute players at any position. Or maybe let us designate an "athlete" position similar to how NCAA football used to have.

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Old 10-30-2019, 08:52 AM   #3
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Re: How EA Should Implement Swiss Army Knife Players

Would be easier to just implement an ATH (Athlete) depth chart position, allow us to put any position player into it, and allow a guy listed at ATH to be subbed into any position on the field. Adding abilities to every dev level isn't necessary, and it runs counter to the whole rating stretch, "make stars feel like stars" concept they embraced for this year.

Even better, they should just let us sub any player into any position across the board, bit I understand that can screw with the goals/XP progression system as it stands, so in lieu of that, give us an ATH chart listing that allows for fluid goals.

Was the first thing I thought when they introduced the specialist positions last year.
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Old 10-30-2019, 10:57 AM   #4
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Re: How EA Should Implement Swiss Army Knife Players

I had online in mind when I made this post. If allowed to do that with any player, it would break online lol.
Quote:
Originally Posted by oneamongthefence
Or you know EA could let us substitute players at any position. Or maybe let us designate an "athlete" position similar to how NCAA football used to have.

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Old 10-30-2019, 11:01 AM   #5
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Re: How EA Should Implement Swiss Army Knife Players

Quote:
Originally Posted by tg88forHOF
Would be easier to just implement an ATH (Athlete) depth chart position, allow us to put any position player into it, and allow a guy listed at ATH to be subbed into any position on the field. Adding abilities to every dev level isn't necessary, and it runs counter to the whole rating stretch, "make stars feel like stars" concept they embraced for this year.

Even better, they should just let us sub any player into any position across the board, bit I understand that can screw with the goals/XP progression system as it stands, so in lieu of that, give us an ATH chart listing that allows for fluid goals.

Was the first thing I thought when they introduced the specialist positions last year.
Not really. There are a few abilities they could give to normal and star development players, that would be more like traits than abilities, and not all that powerful. For instance they could add a ST ace ability. Where players with it, would take better angles, have quicker block sheds, and be surer tacklers, on all ST plays, as well as have a better chance of blocking kicks and punts. Again, not that OP, and it would make it worth while to keep that 6th or 7th WR if he is a ST ace.

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Old 10-30-2019, 11:43 AM   #6
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Re: How EA Should Implement Swiss Army Knife Players

Quote:
Originally Posted by Godgers12
For instance they could add a ST ace ability. Where players with it, would take better angles, have quicker block sheds, and be surer tacklers, on all ST plays, as well as have a better chance of blocking kicks and punts. Again, not that OP
I think you're understating just how powerful what you just described would be.

Edit: Use the kick/punt blocking effect as an example. The way blocked kicks are implemented in the game (whether a kick is blocked or not essentially comes down to a quick-time dice roll for one player), a 20% increased block chance would pretty much translate directly to a 20% increase in blocked kicks, with no user mechanic to counter it.

That's pretty game changing.

You could tune it lower than that, sure. But anywhere you tune it, it'll either be game-changing, or pointless....any level low enough to not substantially change the flow of a game will be too low to make it worth keeping a bubble player on the roster (your stated goal).

In general, I'm against the notion of adding special abilities (whether traits or abilities...anything stacked on top of the ratings that already exist) purely for the reason of "making it worth keeping X player". It nearly always results in swatting a fly with a Buick when you break it down.

Last edited by tg88forHOF; 10-30-2019 at 11:56 AM.
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Old 10-30-2019, 01:36 PM   #7
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Re: How EA Should Implement Swiss Army Knife Players

Quote:
Originally Posted by tg88forHOF
I think you're understating just how powerful what you just described would be.

Edit: Use the kick/punt blocking effect as an example. The way blocked kicks are implemented in the game (whether a kick is blocked or not essentially comes down to a quick-time dice roll for one player), a 20% increased block chance would pretty much translate directly to a 20% increase in blocked kicks, with no user mechanic to counter it.

That's pretty game changing.

You could tune it lower than that, sure. But anywhere you tune it, it'll either be game-changing, or pointless....any level low enough to not substantially change the flow of a game will be too low to make it worth keeping a bubble player on the roster (your stated goal).

In general, I'm against the notion of adding special abilities (whether traits or abilities...anything stacked on top of the ratings that already exist) purely for the reason of "making it worth keeping X player". It nearly always results in swatting a fly with a Buick when you break it down.
I agree with a lot of this except j think abilities should be separate from development trait. They should not cover anything that ratings already cover. If you going to have an ability for running post patterns it should go to the players that are best at running post patterns. They should not be passed over to give that ability to someone who is not as good at it but is a superstar development.
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Old 10-30-2019, 02:33 PM   #8
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Re: How EA Should Implement Swiss Army Knife Players

Quote:
Originally Posted by tg88forHOF
I think you're understating just how powerful what you just described would be.

Edit: Use the kick/punt blocking effect as an example. The way blocked kicks are implemented in the game (whether a kick is blocked or not essentially comes down to a quick-time dice roll for one player), a 20% increased block chance would pretty much translate directly to a 20% increase in blocked kicks, with no user mechanic to counter it.

That's pretty game changing.

You could tune it lower than that, sure. But anywhere you tune it, it'll either be game-changing, or pointless....any level low enough to not substantially change the flow of a game will be too low to make it worth keeping a bubble player on the roster (your stated goal).

In general, I'm against the notion of adding special abilities (whether traits or abilities...anything stacked on top of the ratings that already exist) purely for the reason of "making it worth keeping X player". It nearly always results in swatting a fly with a Buick when you break it down.
The counter is punt tight id imagine
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