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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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this_guy1015
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+1 to most all of them
 
Ken1
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Originally posted by turnerhero
Originally posted by Ken1

Originally posted by turnerhero


How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.


I agree, but basically, since we have absolutely no idea how much morale is lost in games, there's no way to set a good number of increase per point at all...+1 may be insignificant to the point of doing nothing, and +5 may be overwhelming...so it's hard to judge, really, without Bort coming in and saying what does what...and how much...etc...

Also, I like the prereq of 50 Confidence, because only a very confident player would do this...has to have confidence in not only himself, to make a speech in teh first place, but his teammates, to even bother with trying to bring their spirits up...


The reason I know +5/level is too high is, let's assume Morale loss gets pretty strong, and players can be down to 50 at halftime. The skill would max at 15, or 75 points, if a player's at least level 40. So even if they're at 25 morale (have lost almost all of it, it would fully restore them-- one player, restoring the whole team's morale, and every team would make sure they had a player who could do this. If Morale instead, never really drops below 80, then all you need are 4 points in this skill to fully recharge the entire team if it's +5.

But +1 Morale/level, combined with +1/level Energy (as there really should be some automatic halftime energy recovery), works well for me.

I like that we agree on the 50 Confidence prereq, too; and I do think it's a great concept, but just needed some balancing.
 
Ken1
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Originally posted by GOLee
Originally posted by Staz


-YAC Attack (Ken1): +5%/level bonus to break tackle chances after he catches a pass. Prereq: 40 Carrying.

I think that this should be limited to the first tackle after the catch. It would be WAY too powerful this way.
Originally posted by Staz


-Been there, Done That: When the offense runs a play previously run, it has a 3% chance of activating per time the play was previously run. If it activates, it gives the player a 10% Vision bonus and 1% bonus to all other attributes per level. Prereq: 40 Vision. (could replace that 6th sense stuff)

This seems like it could be really hard to code and implement.
Originally posted by Staz


-In the Neighborhood(Ken1): +5% bonus per level to chance of deflecting a pass when in man but in Medium or Far coverage distance. (give people a reason to play other than close distance). Prereq: 40 Vision.

Seems like it needs something to the reaction, not the PD itself. Maybe a bonus to vision and agility? That would probably increase the PDs...
Originally posted by Staz


-3rd Down Stopper(Ken1): +3%/level bonus to chance to bat down a pass attempt on 3rd down (with more 3rd down conversions than in real life, this could help with that).

Why not just get Clutch? This would be too powerful. Plus, my hunch would be that the 3rd down conversions are more runs than passes. But that is purely conjecture.
Originally posted by Staz


-Physical Coverage: Reduces the chance of a defensive pass interference penalty against this player by 2%

Direct bonus to an SA (Smooth Operator)? Why does this need to be implemented immediately if there isn't even pass interference yet?
Originally posted by Staz


-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 just made a suggestion about this. I guess mine, Gamebreaker, is different all together since it would have the chance of working at anytime during the game. Sorry about that... it's late.


I disagree about YAC attack being too strong. It's a bonus, meaning you need a chance to break the tackle in the first place, and not many tackles after the catch get broken. Also, with defenders converging, if it only applied to the first tackle after the catch then even when it worked, it would tend to only give an extra yard or two.

Been There, Done That is really something similar to what should be automatically in the game without even needing a VA for it. But we'll see more and more teams minimaxing to one play they think is optimal against a team (not the same play each game such that it can't be prepared for) without it either as a VA or, better yet, automatic (although a little weaker if automatic).

In the Neighborhood, maybe you're right about: +2%/level to Vision and Agility on Medium, and +4%/level to Vision and Agility on Far. Those bonuses could apply for the entire play, as long as the player is in said coverage (they go away once he's playing run if it's a rushing play).

3rd Down Stopper is needed, again, because of a flaw in the game. Someone (I don't remember who) did some research and discovered that teams converted 3rd and Long at something like double real life rates in GLB. It should be something strong, and only available to the defense.
 
G.O.D Turner
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Originally posted by Ken1
Originally posted by turnerhero

Originally posted by Ken1


Originally posted by turnerhero



How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.


I agree, but basically, since we have absolutely no idea how much morale is lost in games, there's no way to set a good number of increase per point at all...+1 may be insignificant to the point of doing nothing, and +5 may be overwhelming...so it's hard to judge, really, without Bort coming in and saying what does what...and how much...etc...

Also, I like the prereq of 50 Confidence, because only a very confident player would do this...has to have confidence in not only himself, to make a speech in teh first place, but his teammates, to even bother with trying to bring their spirits up...


The reason I know +5/level is too high is, let's assume Morale loss gets pretty strong, and players can be down to 50 at halftime. The skill would max at 15, or 75 points, if a player's at least level 40. So even if they're at 25 morale (have lost almost all of it, it would fully restore them-- one player, restoring the whole team's morale, and every team would make sure they had a player who could do this. If Morale instead, never really drops below 80, then all you need are 4 points in this skill to fully recharge the entire team if it's +5.

But +1 Morale/level, combined with +1/level Energy (as there really should be some automatic halftime energy recovery), works well for me.

I like that we agree on the 50 Confidence prereq, too; and I do think it's a great concept, but just needed some balancing.


Makes sense...you're one of the few people I simply don't have teh desire to argue about something with, for some unknown reason...haha...maybe it'd because you're making sense, instead of completely rehashing the concept...anyway, I go along with all of your alterations now, let's make it happen!
 
n:iceman:16
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Originally posted by Iceman16
So this is epic, but intense training combos is stickied.

Consistency plz.


 
TrendKill21
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epic
 
Nef Etc.
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I love the YAC attack one for WR's. If a wr gets his carrying up to 40, he deserves a great VA like that one.
 
Staz
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Keep the debates and ideas coming fellas. I'll get the OP updated sometime today
 
Ken1
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Some of GG's that I like, I'll flesh out here:

Ball Fight (Merged with Beat Man Coverage and 40" Vertical)): When covered in tight man coverage, the player gets +1%/level to Speed, Agility, Jumping, and Catching (until the ball is caught, if it is; no extra help for YAC). He also gets, in any coverage, a +1%/level bonus to his chance to catch a tipped pass. Prereq: 40 Jumping.

Hail Mary: 3%/level boost to pass quality on any pass thrown over 30 yards.

Big Hands: If this player is playing QB and is sacked, and the sack results in a fumble, he gets a 5%/level chance to re-roll the fumble roll. Prereq: 40 Carrying.

Helmet Crash: When this player tackles an opponent of lesser Strength than himself, 2%/level chance to hit him hard with the helmet and cause him losses of -3 Morale and -3 Energy over and above that which he would normally lose from the tackle.

Staying Alive: This player is great at finding ways to evade tacklers. +3%/level to Vision and +1%/level to Agility when running on at least 75% Evasive style. Prereq: 50 Vision.

Important Edit: I changed Stamina in Helmet Crash to Energy, as it should have been.

Last edited Dec 27, 2008 10:37:40
 
Staz
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Originally posted by Ken1
Some of GG's that I like, I'll flesh out here:

Ball Fight (Merged with Beat Man Coverage and 40" Vertical)): When covered in tight man coverage, the player gets +1%/level to Speed, Agility, Jumping, and Catching (until the ball is caught, if it is; no extra help for YAC). He also gets, in any coverage, a +1%/level bonus to his chance to catch a tipped pass. Prereq: 40 Jumping.

Hail Mary: 3%/level boost to pass quality on any pass thrown over 30 yards.

Big Hands: If this player is playing QB and is sacked, and the sack results in a fumble, he gets a 5%/level chance to re-roll the fumble roll. Prereq: 40 Carrying.

Helmet Crash: When this player tackles an opponent of lesser Strength than himself, 2%/level chance to hit him hard with the helmet and cause him losses of -3 Morale and -3 Stamina over and above that which he would normally lose from the tackle.

Staying Alive: This player is great at finding ways to evade tacklers. +3%/level to Vision and +1%/level to Agility when running on at least 75% Evasive style. Prereq: 50 Vision.



I like em. Will put em up in the morning. Long day lol
 
G.O.D Turner
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How about something like this - and it needs a lot of polishing...

Never Say Die: On a Fumble, the player fumbling will do anything and everything to rectify his mistake, and dive, fight, bite, and claw his way to recovering the football he just coughed up. (I have absolutely no idea what would help to get a fumble recovery, so I have no idea what would need an increase, or boost here).
 
Staz
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For YAC Attack, we could have a "pyramid" effect. First broken tackle gets the full bonus, then the bonus decreases with each subsequent tackle attempt?

100%, 50%, 25%, 12.5%, etc.

Edit: %s are percentage of the bonus, not % to break tackle.
Last edited Dec 27, 2008 13:03:19
 
Staz
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Updated, let me know if I missed anything.


Also, is there any way to get some more "attention" to this thread? You guys are dumping out some insane ideas, and very practical ones at that. Still no word from the big dogs, even though Bort asked for suggestions lol
 
Ken1
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Originally posted by Staz
For YAC Attack, we could have a "pyramid" effect. First broken tackle gets the full bonus, then the bonus decreases with each subsequent tackle attempt?

100%, 50%, 25%, 12.5%, etc.

Edit: %s are percentage of the bonus, not % to break tackle.


I have thought about that, although I'd like it to go down a little more slowly (as I've had TE's break tackles and get maybe one extra yard from it because the next guy is right there). But maybe the 5%/level bonus for the first tackle, 3%/level for the second tackle, and 2%/level for all subsequent tackles.

Note the 40 Carrying requirement is also significant, as right now I don't think I have a receiver who'd qualify for it.
 
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Staying Alive is way too powerful
 
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