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uoY_redruM
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Originally posted by Deathblade
Originally posted by uoY_redruM

***Sorry if this was already suggested, I did a quick read through and didn't see it...

Natural Athlete: (general; offensive/defensive)

This player is a natural athlete. He has the ability to play out of position with less of a penalty to attributes then the average athlete. Each level of "Natural Athlete" adds a +2% bonus to the -% for the out of position penalty.

Obviously, we don't know the the penalty hit for out of position players. It might be a lot higher for a CB playing WR then a TE playing a WR, we don't know, but I think this would be a nice addition. Maybe the % could be tweaked or instead of general it could be specific positions (WR - CB, CB - WR, TE - WR, FB - HB, etc etc).

Just an idea, but I think it'd be a nice addition...

Any thoughts?


I already commented on a thread about this a few days ago.

Instead of adding 2%, make it subtract 2% of the penalty, per level. The way I read yours, if someone has 15 in this ability, and plays out of position where they have a 10% penalty, then they in essence have a +20% attribute boost for playing out of position.

What I suggest would be like...at 15, it would reduce the out of position penalty by 30% of the penalty. For example, a 40% penalty would become a 28% penalty. A 10% penalty would become a 7% penalty....

Maybe 2% isn't enough, but 3% seems like too much.



The way you explained it is the way I thought it out in my head...hence my edit when I tried to gather my thoughts and post it better lol....well worded.

That's how I meant it to read out though.
 
Staz
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Ah, been busy, but I'll try to get the OP updated some time over the course of the day guys. Keep this stuff up!
 
Dianwei32
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Why have none of these been implemented yet? Most of them are great ideas and almost all of the 4 star abilities are ready to be put in (numbers are balanced).
 
xy13x
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Intresting idea i had

One Track Mind
If player is below a certain amount of stamina, +2% chance to ignore Intimidation or similar skills and +1% for a small boost to a major attribute.

Thoughts?
 
GuieetarBen
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This suggestion is more important:
Last edited Jan 13, 2009 14:58:56
 
G.O.D Turner
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Sorry if this is somewhere on that list man, I just had this thought:

Heart of the Team: This player knows when his teammates need a boost, and is aware of the 12th person on the field for them in all home games - the fans. He will attempt to pump the crowd up and get them to make some noise (generally on defense) when his teammates need that little push of adrenaline. This player must be on the field actively playing for this to fire.

Each level of HotT gives a 2% chance to activate randomly through a game, and a 10% chance to activate on 3rd and 4th down, giving every team member on the field a 10% increase in morale.

(Not sure about the numbers, just kinda made that up just now...)
 
Dianwei32
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Originally posted by GuieetarBen
This suggestion is more important:


Maybe it is for you, but importance is relative between agents. Different depth charts may be more important to an agent that is a DC on a team, but I'm not a DC for a team, I don't even have any defensive players, so I think the addition of new VAs is more important than 4-3 vs 3-4 Depth Charts.
Last edited Jan 13, 2009 14:58:48
 
selfevident
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Originally posted by Deathblade

What I suggest would be like...at 15, it would reduce the out of position penalty by 30% of the penalty. For example, a 40% penalty would become a 28% penalty. A 10% penalty would become a 7% penalty....

Maybe 2% isn't enough, but 3% seems like too much.


There seem to be about 3 levels of "out of position" penalty. I'd guess that the penalties are about 5%, 10%, 20%. (I've never tried playing a DT at WR, but TE's and CB seem to do a decent job, so the penalty can't be that high.) Assuming 5% is about right, a 30% decrease in the penalty would be a 1.5% increase in total stats, and if an average position has 5 relevant stats, you could get a 3% increase by simply getting 3 levels of those stat bonuses, so 30% at level 15 seems low. Even when looking at massively out of position situations, you'd be looking at a 6% "increase" leaving you with a 14% decrease, hard to find a situation that would be a great idea in.

I think the concept is great, I would recommend one of the following implementations:

Jack of many trades: This player isn't a perfect fit in an position, but capable of playing many. They suffer a "minor" out of position penalty playing their own position, as well as any they would normally suffer a "minor" or "medium" penalty for playing in. Each level beyond the first reduces the penalty by -7%. (so at level 15 they would have 2% of original penalty- completely negligible). This does not reduce "major" out of position penalties.

Natural "Whatever": Gives a 1%/number of major attributes (so a Natural Center would get .5% bonus to Str & Blocking, a Natural QB would get a .2% bonus to Strength, Stamina, Vision, Confidence, Throwing). I addition, the out of position penalty (if any) for playing this position is reduced by 4%.

 
selfevident
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A few others:

Charger: This player gets a 3% bonus to break tackles, pancake, knock down blocker when breaking a block and make tackles when moving quickly. (Bort would have to figure out the exact formula, but I'm thinking somewhere around a 40 speed fully accelerated)

Brutal: Increase moral hit from pancakes, knocking down blocker, Hit Hit and Monster Hit by 5%

Giant Killer: When attempting to block, break block, tackle or break tackle, and their opponent has a higher strength or agility (including equipment) than they do, AND has a higher fame, the player get a bonus of 1% of their opponent's stat, or 5% of the difference between the stats, whichever is lower.

Offensive Genius: This player has an exceptional understanding of football and can give their coach advice on how to defeat the other team. Each play they have a 1% chance if off the field, or .5% if on the field per level to give the entire offense a 5% bonus to all stats.

Defensive Genius: This player has an exceptional understanding of football and can give their coach advice on how to defeat the other team. Each play they have a 1% chance if off the field, or .5% if on the field per level to give the entire defense a 5% bonus to all stats.

Special Teams Genius: This player has an exceptional understanding of football and can give their coach advice on how to defeat the other team. Each play they have a 1% chance if off the field, or .5% if on the field per level to give all KOS & KRS a 5% bonus to all stats.

Rile 'Em Up: The player has a chance of causing the crowd to distract the other teams offense. The player has a base 1% per level to lower the other team's Vision and Confidence by 5%, only one player could active this per play, and it could only be activated when the other team had possession of the ball, and it could only be activated during home games. The chance would be modified by the score (peaking at home team down by 3, and less likely moving either direction, bottoming out about 14 points in either direction), the time left in the half (peaking at under 30 seconds, bottoming out at about 9 minutes), field position (peaking inside either 5 yard yard, moderate inside either 30 and bottoming out in mid-feild), the down (higher on 3th and 4th, lower on 1st and second), and whether or not the crowd was riled in the previous 2 plays- N/Y big bonus, Y/Y moderate bonus, N/N no bonus, Y/N penalty). This is obviously too long to be the skill desription.

Notorious: Lower fame opposing players have a chance if this player is nearby to abandon their coverage assignment and go into man coverage on this player. (needs more details)

110%: Player get a +5% bonus to all stats in their first 10+level plays of the game, but has a -5% penalty after playing 20+level plays. The bonus is doubled if the player has 80+ breath, and the penalty is doubled if the player has less than 60 breath.



Last edited Jan 12, 2009 17:29:59
 
Staz
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Keep em coming guys. Anybody have a way to get this thread acknowledged? I need to update the OP, but we haven't had anything from admins in here. A few mods, yes, but no DD, no Bort. Wasn't he the one who called for more suggestions?
 
butler312
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Big Return- Sometimes all a team needs to come back in a game is a big return. This skill increases agility, speed, and vision by 1% when returning kicks if your team is losing

I would propose that instead of this being when your team is losing, it should be when the score is within so many points or less. A huge momentum shift can occur with a big return even when a team is leading. I think a good number would probably be when the game is within 10 points or less. Or maybe when your team is trailing by 14 points or less or is up by 7 points or less.
 
Ken1
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Originally posted by butler312
Big Return- Sometimes all a team needs to come back in a game is a big return. This skill increases agility, speed, and vision by 1% when returning kicks if your team is losing

I would propose that instead of this being when your team is losing, it should be when the score is within so many points or less. A huge momentum shift can occur with a big return even when a team is leading. I think a good number would probably be when the game is within 10 points or less. Or maybe when your team is trailing by 14 points or less or is up by 7 points or less.


It should be when a team is losing, as bonuses should be bonuses that tend to create closer games.

However, now that Special Teamer applies to return men as well as others on ST's, this is too weak, as for each point of Special Teamer a return man can get +1%/level to every attribute regardless of score.

So, this should be +2%/level to Speed, Agility, Vision, and Carrying when his team is behind to make it worthwhile.

Last edited Jan 13, 2009 15:55:04
 
bighoppa67
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Flexible - This player has been around so long he's done it all. Reduces the penalty for playing out of position by 5% per level.

Mainly aimed towards linemen. DEs/DTs should be able to play anywhere on the line. C, G, OT should all be interchangable. I know the current effect is supposed to be small, but a veteran player would know how to play any position on the line, and the longer they played the better they would be at any position.
 
Bearphin
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Big Game Punter - Adds 2% chance that the punter either punts out inside the 10 or the punt is longer than usual, in close games in the second half.
 
MxPx3oh!3fan
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The Bus: +5% to breaking a tackle when being tackled by two or more players

The Bus Driver: +5% to performing a technical move when two or more players are within two yards of the ballcarrier

A Technical move would be a juke back, or a backstep
 
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