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Forum > Suggestions > Make Special Teams great again...or for the first time...whatever
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HayRow
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Create a new position, the STOP (special teams only player). I think for a team that can't get the normal 10+ S* on their squad this could really help balance the scales by giving them an edge on special teams.

-No pass rush, pass coverage, rushing or receiving skills
-Yes to having blocking, defense, physicals, mental and tackling skills
-Cheaper players, maybe a little lower than a Center (I think they are the cheapest), so even if a team was able to get a bunch of S* they could still use these guys (just not the 12/13 S* teams we see, more like a normal 7-8 S* team). So salary can be figured out by smarter people lol
-Create some SAs unique to the position, we can talk about that here
-I don't know if we can make a return man a unique position, but if so that would be cool too, have to be great unique SAs that other positions can't take so S*RBs don't just take them and then they are better.
-These STOP and Returner positions would be listed on the roster but be optional to fill, so no minimum required.
-They cannot be put in offensive or defensive depth charts.

Thoughts? I really think the STOP player is a base line to this.

Edited by HayRow on Apr 1, 2023 16:42:04
Edited by HayRow on Apr 1, 2023 16:40:18
 
Cybertron
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TyDavis315
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Special teams is really good at the moment, I hope this is an April fool’s joke.

7-8* teams still have more than enough flexibility to fill their foster with cheap options, as long as that’s what they’ve built to do.

Don’t see how this does anything besides allowing less thought going into front loading star players
 
HayRow
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Originally posted by TyDavis315
Special teams is really good at the moment, I hope this is an April fool’s joke.

7-8* teams still have more than enough flexibility to fill their foster with cheap options, as long as that’s what they’ve built to do.

Don’t see how this does anything besides allowing less thought going into front loading star players


cheap options that a)are limited by position caps and b)no position has both blocking and tackling skills, this STOP position would. Making the ST 1/3 of the game better is no joke. This saves energy for your position players, and makes it much more realistic to real football from a planning and coaching aspect.
 
TyDavis315
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The energy hit is supposed to be the downside to star loading, but I guess since they’re all kinda congested the focus is now how can we move forward in a star powered environment?

In reality, I get the jist. In GLB2, it just seems unnecessary. I’m not exactly getting how this helps special teams. Sure, we could all get a designated elusive/speedy returner rush returner and get a few extra TDs per game, but that seems counterproductive in terms of making things “better”.
 
HayRow
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Originally posted by TyDavis315
The energy hit is supposed to be the downside to star loading, but I guess since they’re all kinda congested the focus is now how can we move forward in a star powered environment?

In reality, I get the jist. In GLB2, it just seems unnecessary. I’m not exactly getting how this helps special teams. Sure, we could all get a designated elusive/speedy returner rush returner and get a few extra TDs per game, but that seems counterproductive in terms of making things “better”.


It's enhancing a whole aspect of the game but only for those teams that aren't s* stacked as they can't afford them.
 
TyDavis315
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We decided to go with 6* instead of 8 because early on, it really does help to have the extra bodies. As it stands it doesn’t really matter though.

If you cheapen out on some positions (there are great traits that don’t bump up costs) you get about 3-5 secondary positions that ST dedicated but are built decent enough to plug in. We did it in a previous run and had 41 with 9 stars and 2 low contracts. Having the extra bodies made me realize it makes more sense to have the depth in the long run.

I get it, but I just can’t see it actually helping ST. Elusive rushers are doing their thing there.
 
HayRow
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Originally posted by TyDavis315
We decided to go with 6* instead of 8 because early on, it really does help to have the extra bodies. As it stands it doesn’t really matter though.

If you cheapen out on some positions (there are great traits that don’t bump up costs) you get about 3-5 secondary positions that ST dedicated but are built decent enough to plug in. We did it in a previous run and had 41 with 9 stars and 2 low contracts. Having the extra bodies made me realize it makes more sense to have the depth in the long run.

I get it, but I just can’t see it actually helping ST. Elusive rushers are doing their thing there.


How do you not think STOPs would help. They would be the only units in the game that can have blocking and tackling, plus would get good physicals because of no other skills needed.

I guarantee that at least the st units of those teams would be better than the s* teams specials.
 
TyDavis315
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Carrying extra players already allows the creativity to do that and users are starting to tap into that. Let’s look at how it trends in the long-term first, as of now it just seems like a cop out for purposely building teams on overwhelming star power.

I’ve been scrimmaging vet teams to see how all these teams operate and I’m shocked by the ST play. Haven’t played Vet in a while, but now I’m looking forward to having to figure out that side of the game week by week
 
temujin83
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Originally posted by TyDavis315
Carrying extra players already allows the creativity to do that and users are starting to tap into that. Let’s look at how it trends in the long-term first, as of now it just seems like a cop out for purposely building teams on overwhelming star power.

I’ve been scrimmaging vet teams to see how all these teams operate and I’m shocked by the ST play. Haven’t played Vet in a while, but now I’m looking forward to having to figure out that side of the game week by week


What do you mean a cop out? this helps the non-star teams????
 
TyDavis315
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If you lack stars you have the capacity to carry a fuller roster. A fuller roster means the capability to have certain players be ST first, depth second.

This would benefit teams that have less roster depth, which would be star heavy teams. I’m not exactly getting how this would help star devoid teams.
 
ellix
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I agree with TyDavis. All my teams ST units suck, and they suck by design. Because I build rosters of 12+ S*s and I don't have the depth to cover the ST play so I sacrifice my ST unit entirely rather than trying to make it do its job.

You can have the odd TD or two against me and I'm hoping my star power negates that advantage I gave you.

Give me access to STOPs then I'm just going to add another star or two to my team - *AND* shore up my ST unit while I do it.
 
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Originally posted by ellix
You can have the odd TD or two against me

I can vouch for that
https://glb2.warriorgeneral.com/game/game/847163

Originally posted by ellix
Give me access to STOPs then I'm just going to add another star or two to my team - *AND* shore up my ST unit while I do it.


100% agree. Games like this just won't happen with a S* STOP:
https://glb2.warriorgeneral.com/game/game/847163



Did I mention this?
https://glb2.warriorgeneral.com/game/game/847163
 
HayRow
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Then make them more expensive? Lb prices? I'm sure a cost could make them prohibitive for s* laden teams.
 
eTHICCalBEEF
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Originally posted by Mango Fandango
100% agree. Games like this just won't happen with a S* STOP:
https://glb2.warriorgeneral.com/game/game/847163



Did I mention this?
https://glb2.warriorgeneral.com/game/game/847163


I actually clicked on that link 3 separate times
 
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