We need some new SAs, boss. The goal is to add more real-life special abilities and to add enough options for users to build unique players. This will help fight the "good build template" redundancy that duplicates the same successful builds over and over. Now everyone QB is a Thread the Needle, Home Town Hero, blah blah blah.
First let's talk some football concerning zone coverages;
Right now the GLB2 QB has 24 SA to choose from. Of those 24 abilities, only one is built towards beating zone coverages, Pump fake. Some may say Thread the Needle but there is nothing that says TTN works better against zone coverages. Also, beating zone coverages is not only the responsibility of the qtr back. Receivers who know how to split zones and find soft spots are special. A few special abilities to reflect how QBs and WRs address zone coverages would be great;
QB SAs
Zone Reader - Ability type: active. Powered by; passing technique. Activation condition: vs zone. Duration: entire play. This QB finds the soft spot in zone coverages naturally. Affects: Checkdown increased by 100%, Pass strength increased +7, Accuracy increased +7. While Active: Qb targets The receiver least likely to be hit.
Read Defense Ability type: active. Powered by: Pass awareness. Activation Condition: repeat defensive plays. Duration: entire play. This qb makes SPAMMING plays hurt worst than others. Affects: +7 Morale to the entire offense (before the snap) each time the QB recognizes a repetitive defense.
Over the Top Ability Type: Active, Powered by: Passing accuracy. Activation condition: vs zone. Duration: entire play. This qb has the nack to throw quick lobs over the top of jumping zone defenders.
Tough SOB ability type; passive. His morale goes UP +7 when the opponent scores. His morale goes UP +7 when he is sacked.
WR SAs
Soft Spot Ability type: active, powered by: rec awareness. Activation condition: vs zone. Duration entire route. This player is more concerned with finding a soft spot in his coverage than completing his route. ("He will stop and say throw it! if he is open"). Works with Zone Reader (qb).
First Step Juke Ability type: active, powered by: footwork, snap reaction. Activation condition: snap of the ball. Duration: 0.5-1 second. This player makes an initial juke move at the start of his route to create space between him and the CB.
CB SAs
Jump Route works with knowledge. What good is knowledge if the CB is scared to jump a slant route? So this is powered by knowledge. When a defender is lined up in zone coverage, 5 yards off the line, he is prepared to jump any short route if he has help over the top.
More fun SAs and info;
Any blitzers should be able to choose Trash Talk, not just blitzing LBs and SSs. I have CBs who blitz 100% of the time (yes %100) but they just sit there quietly because trash talk is not allowed for CBs or FS. Fix that.
If there is a Closing Speed SA for defense there should be an After Burners SA for the offense. Afterburners represent the same speed increase for the runner if being pursued by someone with closing speed.
To help Power backs add the Truck SA which is the opposite of Brick Wall. Freight Train and Power Thru are long animations. Trucked is a quick powerful impact hit that makes the defender look like a pancaked lineman. O-5% slow-down penalty on the Trucked SA would be bananas!
Motivator Passive QB SA. Powered by leadership over 75. This players high spirits and leadership give the entire team a moral reset each qtr.
Just thinking
First let's talk some football concerning zone coverages;
Right now the GLB2 QB has 24 SA to choose from. Of those 24 abilities, only one is built towards beating zone coverages, Pump fake. Some may say Thread the Needle but there is nothing that says TTN works better against zone coverages. Also, beating zone coverages is not only the responsibility of the qtr back. Receivers who know how to split zones and find soft spots are special. A few special abilities to reflect how QBs and WRs address zone coverages would be great;
QB SAs
Zone Reader - Ability type: active. Powered by; passing technique. Activation condition: vs zone. Duration: entire play. This QB finds the soft spot in zone coverages naturally. Affects: Checkdown increased by 100%, Pass strength increased +7, Accuracy increased +7. While Active: Qb targets The receiver least likely to be hit.
Read Defense Ability type: active. Powered by: Pass awareness. Activation Condition: repeat defensive plays. Duration: entire play. This qb makes SPAMMING plays hurt worst than others. Affects: +7 Morale to the entire offense (before the snap) each time the QB recognizes a repetitive defense.
Over the Top Ability Type: Active, Powered by: Passing accuracy. Activation condition: vs zone. Duration: entire play. This qb has the nack to throw quick lobs over the top of jumping zone defenders.
Tough SOB ability type; passive. His morale goes UP +7 when the opponent scores. His morale goes UP +7 when he is sacked.
WR SAs
Soft Spot Ability type: active, powered by: rec awareness. Activation condition: vs zone. Duration entire route. This player is more concerned with finding a soft spot in his coverage than completing his route. ("He will stop and say throw it! if he is open"). Works with Zone Reader (qb).
First Step Juke Ability type: active, powered by: footwork, snap reaction. Activation condition: snap of the ball. Duration: 0.5-1 second. This player makes an initial juke move at the start of his route to create space between him and the CB.
CB SAs
Jump Route works with knowledge. What good is knowledge if the CB is scared to jump a slant route? So this is powered by knowledge. When a defender is lined up in zone coverage, 5 yards off the line, he is prepared to jump any short route if he has help over the top.
More fun SAs and info;
Any blitzers should be able to choose Trash Talk, not just blitzing LBs and SSs. I have CBs who blitz 100% of the time (yes %100) but they just sit there quietly because trash talk is not allowed for CBs or FS. Fix that.
If there is a Closing Speed SA for defense there should be an After Burners SA for the offense. Afterburners represent the same speed increase for the runner if being pursued by someone with closing speed.
To help Power backs add the Truck SA which is the opposite of Brick Wall. Freight Train and Power Thru are long animations. Trucked is a quick powerful impact hit that makes the defender look like a pancaked lineman. O-5% slow-down penalty on the Trucked SA would be bananas!
Motivator Passive QB SA. Powered by leadership over 75. This players high spirits and leadership give the entire team a moral reset each qtr.
Just thinking
Edited by smashrock on Aug 21, 2022 10:51:19
Edited by smashrock on Aug 21, 2022 10:50:17






























