-1 to all ideas
SPYFELLOW
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In the Groove - each level gives an increased % gained to an attribute(like confidence) for each consecutive play a player on the field.
play 1 he gets +0% confidence
play 2 he gets +1% confidence
play 3 he gets +2% confidence
play 4 he gets +4% confidence
once he rests on bench the accumulated boost goes away and he must start over at +0% confidence
play 1 he gets +0% confidence
play 2 he gets +1% confidence
play 3 he gets +2% confidence
play 4 he gets +4% confidence
once he rests on bench the accumulated boost goes away and he must start over at +0% confidence
islandstorm
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Rally Crowd - Each point gives the player an x% chance to cause a -x% moral reduction on each play to a visting when playing at home.
Stadium Weather Guru - This player knows his home stadium and the wind that blow through it. Each point gives the player a x% chance to use it to his advantage by completing a pass or placing a good kick when playing in his home stadium. Good for QBs, Kickers, and Punters.
The Barker - This player likes to bark at the O-line men, which thorws them off. Each point causes a x% chance to successfully slow the reaction time of the guys in front of him by one second.
Stadium Weather Guru - This player knows his home stadium and the wind that blow through it. Each point gives the player a x% chance to use it to his advantage by completing a pass or placing a good kick when playing in his home stadium. Good for QBs, Kickers, and Punters.
The Barker - This player likes to bark at the O-line men, which thorws them off. Each point causes a x% chance to successfully slow the reaction time of the guys in front of him by one second.
SAGA45
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Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
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Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
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Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
Last edited Apr 23, 2009 23:17:50
SAGA45
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Broken Will (Offense/RB)
Defenders absolutely loathe tackling this powerback in the second half. Each level of Broken Will grants a +5% chance to cause a 2nd half -10 morale loss, -10 energy loss, -10% tackle chance, and -10% to the effectiveness of Monster/Big Hit for every tackle that defender misses against that back in the 1st half due to a stiff arm, lowered shoulder, or power through.
Requires 800 fame, 60 strength, and/or 50 carrying
edit: increased penalties to 10% and added penalty to monster/big hit SA effectiveness
Defenders absolutely loathe tackling this powerback in the second half. Each level of Broken Will grants a +5% chance to cause a 2nd half -10 morale loss, -10 energy loss, -10% tackle chance, and -10% to the effectiveness of Monster/Big Hit for every tackle that defender misses against that back in the 1st half due to a stiff arm, lowered shoulder, or power through.
Requires 800 fame, 60 strength, and/or 50 carrying
edit: increased penalties to 10% and added penalty to monster/big hit SA effectiveness
Last edited Apr 24, 2009 13:30:47
PatsFan94
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Breakaway- Each level of this VA gives the player a, +1% to attributes of Speed, strength agility, vision, he has 4 or less men in front of him. (may need rephrasing but he point is to be able to gain more speed, agility, and vision)
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
Last edited May 1, 2009 17:38:16
Staz
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Wow, I must've missed all these new posts.
One thing I'd like to see this thread start doing, is balancing out the VAs. For every offensive VA, there needs to be a defensive VA to counter it.
One thing I'd like to see this thread start doing, is balancing out the VAs. For every offensive VA, there needs to be a defensive VA to counter it.
Staz
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Originally posted by seayjoel
Breakaway- Each level of this VA gives the player a, +1% to attributes of Speed, strength agility, vision, he has 4 or less men in front of him. (may need rephrasing but he point is to be able to gain more speed, agility, and vision)
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
I like the bonus to speed, but not the others. Breaking away from the defense is generally a speed thing. But of course, everybody would use it, because how often does a WR have more than 1-2 defenders in front of him when he catches a deep route? I think this would turn into the next "big" VA, and would be stupid not to take it.
Breakaway- Each level of this VA gives the player a, +1% to attributes of Speed, strength agility, vision, he has 4 or less men in front of him. (may need rephrasing but he point is to be able to gain more speed, agility, and vision)
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
I like the bonus to speed, but not the others. Breaking away from the defense is generally a speed thing. But of course, everybody would use it, because how often does a WR have more than 1-2 defenders in front of him when he catches a deep route? I think this would turn into the next "big" VA, and would be stupid not to take it.
Staz
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Originally posted by SAGA45
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
Kblitz
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Originally posted by Staz
Originally posted by SAGA45
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
what?!? come on man look at page 26 i had already suggested it.
Originally posted by SAGA45
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
what?!? come on man look at page 26 i had already suggested it.
Granted86
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http://goallineblitz.com/game/forum_thread.pl?thread_id=2604088 <----------------------------------------------------------
Staz
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Originally posted by Kblitz
Originally posted by Staz
Originally posted by SAGA45
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
what?!? come on man look at page 26 i had already suggested it.
I remember this. lol, Sorry I haven't been up to date on this, had some things to take care of. I'll give credit to the first person who suggested it, no worries
Also, I think I'm also going to start making an effort to "balance" out the VAs.
Originally posted by Staz
Originally posted by SAGA45
Road Warrior (General) -
This player thrives in the hostile environment and is able to perform even better when facing opponents on the road. Each level of Road Warrior grants the player a +4% bonus to confidence and stamina as well as a 2% bonus to vision when playing on the road.
Requires 50 confidence and 50 stamina
-----
Mental Scar (Offense)
When this player scores the final TD of a game in a victory against an evenly or higher-rated team, it stays with that opponent mentally and gives his team a psychological advantage in a rematch. Each level of Mental Scar causes a -3 morale loss to the opposing defense at the start of the game the next time those two teams meet.
Requires: 900 fame and 50 confidence
-----
Jump the Snap (upgrade/addition)
...each level also adds a +1% chance to cause the Olineman opposite this player to false start.
I definitely like road warrior. We've got hometown hero, why the hell not something for the road?
However, I do not like Mental Scar. Keeping VA bonuses between games doesn't sound like a plan to me. With teams getting promoted, and all rematches in a season generally coming from playoffs, that would be too scarce of a VA, almost useless.
The JtS upgrade is also something I don't agree with. It should only affect the defender, who tries to jump the snap. I do think that a defender who constantly gets off the ball quickly should cause the OL to be a little more antsy, and possibly jump offside to get the "jump" on the defender, but to turn it into a VA? Not so sure about that. I'd prefer it to be a sim fix.
what?!? come on man look at page 26 i had already suggested it.
I remember this. lol, Sorry I haven't been up to date on this, had some things to take care of. I'll give credit to the first person who suggested it, no worries

Also, I think I'm also going to start making an effort to "balance" out the VAs.
PatsFan94
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Originally posted by Staz
Originally posted by seayjoel
Breakaway- Each level of this VA gives the player a, +1% to attributes of Speed, strength agility, vision, he has 4 or less men in front of him. (may need rephrasing but he point is to be able to gain more speed, agility, and vision)
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
I like the bonus to speed, but not the others. Breaking away from the defense is generally a speed thing. But of course, everybody would use it, because how often does a WR have more than 1-2 defenders in front of him when he catches a deep route? I think this would turn into the next "big" VA, and would be stupid not to take it.
Yeah your right maybe limit it to either passes/rushes out of the back field or just a few yards past the line of scrimmage, and I guess your right about not needing anything except speed. Maybe just limit it to rushes altogether, or something because I guess the point of the VA would really be to finish with a TD after beating the front 7.
Originally posted by seayjoel
Breakaway- Each level of this VA gives the player a, +1% to attributes of Speed, strength agility, vision, he has 4 or less men in front of him. (may need rephrasing but he point is to be able to gain more speed, agility, and vision)
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4477405
http://goallineblitz.com/game/replay.pl?game_id=482696&pbp_id=4479258
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3571770
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3570548
http://goallineblitz.com/game/replay.pl?game_id=482936&pbp_id=3575270
Description might be something like: Breakaway- This players excels in the open field, for each level of Breakaway the player will gain a +1% bonus to speed, strength, agility, and vision, when he has 4 or less men in front of him
I like the bonus to speed, but not the others. Breaking away from the defense is generally a speed thing. But of course, everybody would use it, because how often does a WR have more than 1-2 defenders in front of him when he catches a deep route? I think this would turn into the next "big" VA, and would be stupid not to take it.
Yeah your right maybe limit it to either passes/rushes out of the back field or just a few yards past the line of scrimmage, and I guess your right about not needing anything except speed. Maybe just limit it to rushes altogether, or something because I guess the point of the VA would really be to finish with a TD after beating the front 7.
Last edited May 4, 2009 19:11:27
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