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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Staz
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Fully updated the OP. Everything is good to go.


I'm definitely a fan of VAs that allow players to branch out. For example, LBs are either built to stop the run game, or pass rush. What about those coverage LBs?

Same thing with possession WRs, pass catching HBs, Finesse OL (Think Indianapolis Colts), Gunslinger QBs (Brett Favre), etc.
 
ijg
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Don't know if this one has ever been suggested before staz, but what about a read play ability for the defense (call it film study or film room freak). This would give a % chance (say 3% for each point) for the defender to recognize the play pre-snap. If he recognizes it, he gets a 3% bonus to all attributes (similar to red zone freak bonus). There might even be a way to tie this into a penalty for the offense running the same plays too many times in a row, though I'd rather Bort just put the penalty for repeated plays into the sim itself.

I don't know if 3% is the right number to prevent it from being overpowered, but the idea is that the defense is really struggling for good VAs and it will only get worse if attributes go away. This seems like a good way to get some balance.

PS: I think there is already a roll for a pre-snap read with some unspecified bonus. The other way to do this is to have the VA increase your odds of a successful roll and then increase the bonus from the current bonus. Might be easier for Bort to incorporate in that form.
 
Staz
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It's been suggested, but the way the game is set up, there are no pre-snap reads, and no ability to adjust to a play that has been run. There is an epic suggestion regarding that issue, but a VA wouldn't be a reasonable fix.

Until the game is coded so defenders are able to "read" plays, it wouldn't work. Like I just mentioned to somebody, once that ability is coded into the game, I wouldn't be opposed to seeing a VA that allows players adapt quicker.
 
ijg
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Originally posted by Staz
It's been suggested, but the way the game is set up, there are no pre-snap reads, and no ability to adjust to a play that has been run. There is an epic suggestion regarding that issue, but a VA wouldn't be a reasonable fix.

Until the game is coded so defenders are able to "read" plays, it wouldn't work. Like I just mentioned to somebody, once that ability is coded into the game, I wouldn't be opposed to seeing a VA that allows players adapt quicker.


Does it have to be coded as such? Why couldn't it be just a roll that gives you a bonus like red zone freak on a regular play and we call the roll "read play"? It could maybe be tied in some way to the play focus tactic (so if you're on pass, you have a better chance for a success roll on a pass play and vice versa). Perhaps key the roll on vision and maybe confidence, so higher vision players have a better chance at passing the roll.
 
Staz
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I can see how this could be turned into something useful, but the way it seems right now is too vague to really be pinned to a specific boost.

Are you asking for a chance bonus to a relevant roll when the play matches the player's focus? Like a pass deflection bump when the Pass Focus LB is in on a pass? Or a make tackle % when the Run focus DT is in on a run play?
 
ijg
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Originally posted by Staz
I can see how this could be turned into something useful, but the way it seems right now is too vague to really be pinned to a specific boost.

Are you asking for a chance bonus to a relevant roll when the play matches the player's focus? Like a pass deflection bump when the Pass Focus LB is in on a pass? Or a make tackle % when the Run focus DT is in on a run play?


Something along those lines. There's lots of different directions to go with it. I kind of like the bonus affecting everything like red zone freak or clutch, but maybe that would be too powerful?

Otherwise, it should put you in a better position to make a play. So, if you're a LB or S with run focus and pass the "read" check and it's a pitch, you immediately break towards the outside (i.e. bonus to pass a vision check), you probably get something like a closing speed bonus (i.e. bonus to agility and first step) since you know exactly where you want to go, and you probably get a tackle bonus since you're in better position to make a clean hit.

For pass focus, a DE would get a bonus to jump the snap vision check and maybe a bonus to tunnel vision, a blitzing LB would get a vision and acceleration bonus to attack the gap quicker, a CB would get a bonus to deflect pass or maybe to being able to play aggressive coverage without getting beat, a FS in cover 1 would get a bonus to knowing which WR to double, etc.

There should probably be a confidence bonus too since you correctly diagnosed the play. Don't know how much extra work it is to program specific bonuses for each position on each focus which is why the clutch approach may be simpler, but I prefer customizing for each position as it makes the most sense.
 
Staz
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Clutch only gives you a bonus to a relevant ,albeit random roll, not everything.

As for giving players a performance bonus to the play immediately upon the snap, I'm not sure. I like there being a bonus chance to a relevant roll, but not overall performance. Would be too powerful, IMO

What about those players on no focus?
 
ijg
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sorry, yeah, I meant red zone freak. I guess for no focus it's either a) not-applicable or b) chance to read run or pass but with lower base probability.
 
Staz
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If we could get details going, I think B would be the option to go with.
 
Dianwei32
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I really like the new Shed Weight suggestion, my only concern is that it won't get put in because the window for defenders to latch and drag on a ballcarrier was increased specifically to combat the overpoweredness of powerbacks. It seems killy for Bort to make a change to stop something, then offer up a VA to undo the change.

That being said, I hope that Shed Weight and Truck both get implemented.

(along with Speed Rush Protector and Solid Footwork for my OT).
 
TehKyou
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Originally posted by Staz

A few GREAT VA suggestion, actually. The two at the top about QBs, I might change. How about Sly Fox only relating to the Turn Shoulder and Pump Fake SAs? Would be able to avoid sacks and fake more defenders

And golden legs, how about that only applying to a QB when he's scrambling around behind the LOS? Would prevent boosts for HBs at QB in the wildcat


Good idea for Sly Fox, I was trying to make it more dual threaty than it needed to be.

As for Golden Legs, it was meant to be an incentive for making a scramble or rushing QB, wont work for HBs or WRs so Wildcat doesn't really suit it, if you had a QB capable of running the wildcat anyway he was already a rushing style
 
Staz
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Yeah, the thing is I'm not sure how those position specific things work. I'm sure both are possible, but I wasn't sure whether VAs were restricted to who was in the depth chart at that position, or who was NATURALLY that position.

I could definitely see a need for rushing/scrambling QBs. Should we make separate ones, though? Give those type of QBs a few VAs? Maybe a boost on QB run plays, and then a vision/agility boost when scrambling past the LOS. Two separate ideas, one is pass first, then run, the other is a straight run.

Of course, I might just be trying to get too much
 
magpie
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Entertainer - this player really know how to bring the crowd into the game. every "big" play from this player will have 5% each level of activating in homeground, 2% each level of activating in away ground. -1% to all attribute to opposition, +1% to all attribute to the team each time of this activate.
 
TehKyou
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A better name for Dear Life Clinger might be something like Super Adhesive: This player sticks to the ball carrier, etc etc
 
Staz
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Originally posted by magpie
Entertainer - this player really know how to bring the crowd into the game. every "big" play from this player will have 5% each level of activating in homeground, 2% each level of activating in away ground. -1% to all attribute to opposition, +1% to all attribute to the team each time of this activate.


I think that's too much wording. Not sure if I like that idea, anyways. We've got something similar with Hometown Hero, and how do you distinguish a "big play"?

Also, does the VA only activate after a big play? How long does the boost last? One play? More? Is the boost active the very next play?
 
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