Originally posted by PhireHawk
There are a lot of inane issues plaguing the game at the rookie level that I am certain drive people off. I'm actually pretty frustrated right now with what I'm starting to realize.
You are almost penalized for having a group of agents who all come together to play as opposed to have 1 agent just make 40 players. When you play with a group of people, to keep people interested you are almost forced to create a balanced team that throws and runs the ball - and historically these teams are harder to game plan against because you can come at people in a variety of different attacks.
What I'm seeing, is at least in rookie, if you don't fully committ to either running or passing then your players suck. I'm sure sometime during the Sophomore season they catch up their skills and the team is fine, but what do you do in the meantime. There are agents on our team right now who played GLB1 that are saying this version is stupid and they don't know if they'll keep playing after the rookie season. Why? Cuz their WR drops every other pass - even whe he's completely wide open. Or their Defensive Lineman can't beat a CPU owned Offensive Lineman. Or because they wanted a Linebacker that could defend the pass a little, they get blocked by Wide Receivers spec'ed into run blocking for 20+ seconds.
Even at rookie, I gotta agree with some of my guys. That is stupid...
So how do you fix that?
Simple. You implement caps in individual skills for the rookie tier. Then you make the success rolls a percent chance against that cap. So for example, if the cap is 25, and somebody is at 25 then it should be the equivalent of having 100 in Vet leagues. This actually makes some sense if you think about it, because there's really no reason anybody should ever get 70% (or close) of their overall potential during Rookie.
You think Peyton Manning gained 70% of his passing accuracy by the time he was going into Middle School football? Was Ray Lewis 70% of his Prime at that age?
Will the experienced agents like that? I'm guessing no. They know what works and what doesn't, and they like the idea of leveraging that advantage in the early stages of the game. Thats why you see teams that run the ball for 600 yards in rookie, or throw 9 TDs in a game.
This at least levels the field, and keeps things competitive. It also puts the emphasis on game planning, and not just on knowing how to spec build a team and take advantage of newer players who are trying to use football knowledge and apply it logically to a game.

There are a lot of inane issues plaguing the game at the rookie level that I am certain drive people off. I'm actually pretty frustrated right now with what I'm starting to realize.
You are almost penalized for having a group of agents who all come together to play as opposed to have 1 agent just make 40 players. When you play with a group of people, to keep people interested you are almost forced to create a balanced team that throws and runs the ball - and historically these teams are harder to game plan against because you can come at people in a variety of different attacks.
What I'm seeing, is at least in rookie, if you don't fully committ to either running or passing then your players suck. I'm sure sometime during the Sophomore season they catch up their skills and the team is fine, but what do you do in the meantime. There are agents on our team right now who played GLB1 that are saying this version is stupid and they don't know if they'll keep playing after the rookie season. Why? Cuz their WR drops every other pass - even whe he's completely wide open. Or their Defensive Lineman can't beat a CPU owned Offensive Lineman. Or because they wanted a Linebacker that could defend the pass a little, they get blocked by Wide Receivers spec'ed into run blocking for 20+ seconds.
Even at rookie, I gotta agree with some of my guys. That is stupid...
So how do you fix that?
Simple. You implement caps in individual skills for the rookie tier. Then you make the success rolls a percent chance against that cap. So for example, if the cap is 25, and somebody is at 25 then it should be the equivalent of having 100 in Vet leagues. This actually makes some sense if you think about it, because there's really no reason anybody should ever get 70% (or close) of their overall potential during Rookie.
You think Peyton Manning gained 70% of his passing accuracy by the time he was going into Middle School football? Was Ray Lewis 70% of his Prime at that age?
Will the experienced agents like that? I'm guessing no. They know what works and what doesn't, and they like the idea of leveraging that advantage in the early stages of the game. Thats why you see teams that run the ball for 600 yards in rookie, or throw 9 TDs in a game.
This at least levels the field, and keeps things competitive. It also puts the emphasis on game planning, and not just on knowing how to spec build a team and take advantage of newer players who are trying to use football knowledge and apply it logically to a game.






























