These are my suggestions for SA additions for balance sake since Corndog said he might be working on them.
New SA’s
Center Fielder (Available to FS and SS)
Ability Type: Active
Powered By: Coverage Technique
Activation Condition: On an overthrown ball whether in double coverage on a receiver or in a deep zone, pass thrown over the head of the WR.
Activation Chance : 15% (Bronze), 30% Silver, 50% Gold
Duration: 1.5 Seconds(Bronze), 3 Seconds (Silver), 4.5 Seconds (Gold)
Effects: +7, +12, +18 Interception ability.
After Effects: If Interception is missed -7, - 12, - 18 Pursuit (Defender focused on interception may lose sight of WR if interception is not made)
Reasoning: Most of the INT’s I see so far are on underthrows with the CB’s trailing behind, this is leveler for safeties and adds morale hazard for some deep throws particularly those into double coverage
Stayin’ Alive (Available to QB)
Ability Type: Active
Powered By: Pocket Awareness
Activation Condition: Having a tackle attempted on the QB while in the pocket and recognizing the pass rusher, does not apply to blind side unseen blitzes
Activation Chance: 10%/20%/30%
Duration: 0.5 Seconds, 1 Second, 2 Seconds
Effects: Defender Tackling Technique dropped 35%, 50%, 80% versus QB drop back power
After Effects: QB check down speed reduced 10%/20%/30%
Reasoning: Gameplay is missing QBs who can stay alive if defender is on a weak angle and the QB knows he’s coming this is a chance to extend the play, adds “Big Mobile QB” like a Big Ben or Cam Newton still requires some drop back power but would level the playing field of that versus drop back power
Downfield Blocker (Available to WR’s)
Ability Type: Passive
Powered By: Run Blocking Awareness
Activation Condition: Following a completed pass to a another receiver, excluding screen passes
Activation Chance: 5%/10%/20%
Duration: 0.4-0.6 / 0.8-1.0 / 1.2-1.5
Effects: Run Blocking Awareness and Run block technique increase 25%, 50%, 100%
Reasoning: Some Wide Receivers excel at blocking downfield after a catch and maybe not so much during the running game, adds that element to the game could create more “catch and run” opportunities
Swim Move (Available to DT and DE)
Ability Type : Active
Powered by: Snap Reaction and Pass Rush Technique
Activation Condition: Defense not blitzing against a passing play on 3rd and more than 7
Activation Chance: 5%/8%/12%
Duration: 0.8/1.2/1.8
Effect: Unengaged (non-blocking) offensive lineman closest to the defender is stunned for the duration as the defender attempts to shoot the gap between the two defenders
After Effects: -5/-7/-15 Balance for half the duration of effect
Reasoning: Easy Enough, its part of football provides a pass rush option when playing coverage with 3 or 4 man lines against a passing package
Hand Punch (Available to OG & OT)
Ability Type: Active
Powered by: Pass Blocking Awareness
Activation Condition: Defender attempting a Spin or Swim Move
Activation Chance: 5%/12%/24%
Duration: N/A
Effect: If successful offensive lineman times initial contact with awareness and timing causing the defender to pass a balance check or be pancaked
After Effects: If missed offensive lineman loses -10/-20/-30 balance
Reasoning: Provides a different counter than leverage to pass blocking schemes and counteracts highly agile/speed rushing downlineman a powerful handpunch in football from the offensive lineman when the defender is attempting a finesse move typically results in stunning the defender
Line Commander (Available to C)
Ability Type: Passive
Powered by: Blocking Consistency
Activation Condition: Offensive Line having just surrendered a sack or hurry
Activation Chance: 8%, 15% , 30%
Duration: Entire Play
Effect: After surrendering a sack or hurry the Center rallies the troops resulting in +5/+10/+15 morale and pass block awareness for the offensive line
Reasoning: Centers generally check the line blitz, could result in fewer “sack spirals” without being overpowering
Defensive Captain (Available to LB)
Ability Type: Active
Powered By: Defensive Consistency
Activation Condition: 3rd Down End of half under 5 minutes trailing by 8 or less and playing MLB
Activation Chance : 5% , 15%, 30%
Duration : Entire Play
Effect: Defense receives bonus to morale and conditioning +4/+8/+12
Reasoning: Some defenses “gear up” late in the game and get the offense off the field or are firing very very hard
Flawless Focus (Available to WR)
Ability Type: Passive
Powered by: Receiving Awareness
Activation Condition: Receiver fails the initial Catch roll without a defender within 2 yards
Activation Chance: 10%/25%/50%
Duration: N/A
Effect: Receiver gets “second” regular catch roll if uncovered, by maintaining focus after initially bobbling the ball
After Effect: Acceleration Reduced by 50%/30%/15%
Reasoning: Wide Receivers totally uncovered sometimes bobble but then regain possession of the ball particularly when unpestered by a defender
3rd Down Specialist (Available to HB/FB)
Ability Type: Active
Powered By: Block Consistency and Receiving Consistency
Activation Condition: Playing HB or FB on 3rd and 4 or more
Activation Chance: 4%/8%/15%
Duration: Entire Play
Effect: The back performs his duties better on 3rd down providing a 8% /15%/30% bonus to Pass Block Awareness, Pass Block Technique, Route Technique, and Route Route Elusiveness
Reasoning: Simply filling the 3rd down role, most backs have lower(very) low pass blocking and most don’t have heavy route technique, low activation chance but bigger benefit for skill set
Chip and Go (Available to TE)
Ability Type: Active
Powered By: Pass Block Awareness and Snap Reaction
Activation Condition: Playing TE or BTE on 3rd Down
Activation Chance: 8%/15%/30%
Duration: 0.3/0.6/1
Effect: If successful DE or OLB closest to the TE as he releases is stunned for the count in Duration, defender can defeat this with a successful balance check
After Effect: Acceleration Reduced by 60%/35%/20% for the duration of effect
Reasoning: Happens in football all the time , I’d include the HBs but I think that would be really outsized coding involving changing the route
SA’s that should be adjusted
1. Shed Block Should Fire More often
2. Tuck and Run should also protect the QB from some toughness effects, when firing (since it only fires on a pass) give the QB a chance to pass a balance check and “slide down” at the end of the play avoiding a toughness hit (makes mobile passers more effective)
3. Surge Does Not fire as often as the description would indicate
New SA’s
Center Fielder (Available to FS and SS)
Ability Type: Active
Powered By: Coverage Technique
Activation Condition: On an overthrown ball whether in double coverage on a receiver or in a deep zone, pass thrown over the head of the WR.
Activation Chance : 15% (Bronze), 30% Silver, 50% Gold
Duration: 1.5 Seconds(Bronze), 3 Seconds (Silver), 4.5 Seconds (Gold)
Effects: +7, +12, +18 Interception ability.
After Effects: If Interception is missed -7, - 12, - 18 Pursuit (Defender focused on interception may lose sight of WR if interception is not made)
Reasoning: Most of the INT’s I see so far are on underthrows with the CB’s trailing behind, this is leveler for safeties and adds morale hazard for some deep throws particularly those into double coverage
Stayin’ Alive (Available to QB)
Ability Type: Active
Powered By: Pocket Awareness
Activation Condition: Having a tackle attempted on the QB while in the pocket and recognizing the pass rusher, does not apply to blind side unseen blitzes
Activation Chance: 10%/20%/30%
Duration: 0.5 Seconds, 1 Second, 2 Seconds
Effects: Defender Tackling Technique dropped 35%, 50%, 80% versus QB drop back power
After Effects: QB check down speed reduced 10%/20%/30%
Reasoning: Gameplay is missing QBs who can stay alive if defender is on a weak angle and the QB knows he’s coming this is a chance to extend the play, adds “Big Mobile QB” like a Big Ben or Cam Newton still requires some drop back power but would level the playing field of that versus drop back power
Downfield Blocker (Available to WR’s)
Ability Type: Passive
Powered By: Run Blocking Awareness
Activation Condition: Following a completed pass to a another receiver, excluding screen passes
Activation Chance: 5%/10%/20%
Duration: 0.4-0.6 / 0.8-1.0 / 1.2-1.5
Effects: Run Blocking Awareness and Run block technique increase 25%, 50%, 100%
Reasoning: Some Wide Receivers excel at blocking downfield after a catch and maybe not so much during the running game, adds that element to the game could create more “catch and run” opportunities
Swim Move (Available to DT and DE)
Ability Type : Active
Powered by: Snap Reaction and Pass Rush Technique
Activation Condition: Defense not blitzing against a passing play on 3rd and more than 7
Activation Chance: 5%/8%/12%
Duration: 0.8/1.2/1.8
Effect: Unengaged (non-blocking) offensive lineman closest to the defender is stunned for the duration as the defender attempts to shoot the gap between the two defenders
After Effects: -5/-7/-15 Balance for half the duration of effect
Reasoning: Easy Enough, its part of football provides a pass rush option when playing coverage with 3 or 4 man lines against a passing package
Hand Punch (Available to OG & OT)
Ability Type: Active
Powered by: Pass Blocking Awareness
Activation Condition: Defender attempting a Spin or Swim Move
Activation Chance: 5%/12%/24%
Duration: N/A
Effect: If successful offensive lineman times initial contact with awareness and timing causing the defender to pass a balance check or be pancaked
After Effects: If missed offensive lineman loses -10/-20/-30 balance
Reasoning: Provides a different counter than leverage to pass blocking schemes and counteracts highly agile/speed rushing downlineman a powerful handpunch in football from the offensive lineman when the defender is attempting a finesse move typically results in stunning the defender
Line Commander (Available to C)
Ability Type: Passive
Powered by: Blocking Consistency
Activation Condition: Offensive Line having just surrendered a sack or hurry
Activation Chance: 8%, 15% , 30%
Duration: Entire Play
Effect: After surrendering a sack or hurry the Center rallies the troops resulting in +5/+10/+15 morale and pass block awareness for the offensive line
Reasoning: Centers generally check the line blitz, could result in fewer “sack spirals” without being overpowering
Defensive Captain (Available to LB)
Ability Type: Active
Powered By: Defensive Consistency
Activation Condition: 3rd Down End of half under 5 minutes trailing by 8 or less and playing MLB
Activation Chance : 5% , 15%, 30%
Duration : Entire Play
Effect: Defense receives bonus to morale and conditioning +4/+8/+12
Reasoning: Some defenses “gear up” late in the game and get the offense off the field or are firing very very hard
Flawless Focus (Available to WR)
Ability Type: Passive
Powered by: Receiving Awareness
Activation Condition: Receiver fails the initial Catch roll without a defender within 2 yards
Activation Chance: 10%/25%/50%
Duration: N/A
Effect: Receiver gets “second” regular catch roll if uncovered, by maintaining focus after initially bobbling the ball
After Effect: Acceleration Reduced by 50%/30%/15%
Reasoning: Wide Receivers totally uncovered sometimes bobble but then regain possession of the ball particularly when unpestered by a defender
3rd Down Specialist (Available to HB/FB)
Ability Type: Active
Powered By: Block Consistency and Receiving Consistency
Activation Condition: Playing HB or FB on 3rd and 4 or more
Activation Chance: 4%/8%/15%
Duration: Entire Play
Effect: The back performs his duties better on 3rd down providing a 8% /15%/30% bonus to Pass Block Awareness, Pass Block Technique, Route Technique, and Route Route Elusiveness
Reasoning: Simply filling the 3rd down role, most backs have lower(very) low pass blocking and most don’t have heavy route technique, low activation chance but bigger benefit for skill set
Chip and Go (Available to TE)
Ability Type: Active
Powered By: Pass Block Awareness and Snap Reaction
Activation Condition: Playing TE or BTE on 3rd Down
Activation Chance: 8%/15%/30%
Duration: 0.3/0.6/1
Effect: If successful DE or OLB closest to the TE as he releases is stunned for the count in Duration, defender can defeat this with a successful balance check
After Effect: Acceleration Reduced by 60%/35%/20% for the duration of effect
Reasoning: Happens in football all the time , I’d include the HBs but I think that would be really outsized coding involving changing the route
SA’s that should be adjusted
1. Shed Block Should Fire More often
2. Tuck and Run should also protect the QB from some toughness effects, when firing (since it only fires on a pass) give the QB a chance to pass a balance check and “slide down” at the end of the play avoiding a toughness hit (makes mobile passers more effective)
3. Surge Does Not fire as often as the description would indicate






























