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Originally posted by Lemoncow
Ideally, I'd only like to see 4-6 S*s max per roster. 9-12 is too big of an advantage. An easy fix would be increasing their salary cost, OR increasing the bonus for high contracts. A 43 man roster with all high contracts should be competitive.


I've seen 43 man rosters with high contracts that are very competitive.
 
william78
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Originally posted by Lemoncow
Ideally, I'd only like to see 4-6 S*s max per roster. 9-12 is too big of an advantage. An easy fix would be increasing their salary cost, OR increasing the bonus for high contracts. A 43 man roster with all high contracts should be competitive.


There is a reason professional sports teams have fixed roster sizes (rather than variable) and a big part of that is inducing parity. Having a uniformed roster size which would be restrictive of the Superstar quantity , especially if its a lower quantity, would greatly increase the value of the ordinary players and many more people would be interested in creating them.

As for something "just speaking for myself" I would be much more interested in creating new players "mortal men" for teams if I thought the usage rate on both sides of the ball was higher. Creating guys who back up and play second fiddle to superstars isn't terribly exciting, I'm willing to create some of those guys to help a team out but I do like some guys on offense some on defense and like to see them on the field. But honestly right now any championship caliber/playoff caliber club is going to be superstar laden so no thanks on creating the extra ones.
Edited by william78 on May 25, 2018 10:38:54
 
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Originally posted by Galactic Empire
Agree 100% with this


This we pretty much all agree on.

I honestly didn't even bother to recruit offensive lineman at all. The tier value is totally out of whack with the play enjoyment. If its a flex cost concern for the game creator they could easily make QB's and HB's 200 and it wouldnt be a problem. Putting the O-line guys down in their own tier at a cost of 20-30 flex would make a bit more sense.

I'd actually like to see them buff the player experience for offensive lineman quite a bit. I think it would also greatly help the sim to have something more than an amalgamation of Run Block Technique and Pass Block Technique. I've also kept the zone blocking schemes basically out of it so as not to have to massively recode. Obviously you'd have to reduce the points dramatically but I'd like to see it broke into:

Drive Blocking - This is pretty standard basically what all GLB run blocking is (more or less)

Reach Block - Also called the Hook block or J Block depending on which school but the offensive lineman takes a short jab step one direction and then a longer step the opposite direction attempting to "seal" the defender to one side of the play

Scoop Block - This is basically for outside pitch plays. If the play is a rightside pitch teams typically do not block the defensive end opposite the point of attack, the offensive tackle on that side basically fakes the reach block on the defensive end and tries to "hook" or obstruct the LB from sprinting out to tackle the HB. He doesn't necessarily need to pancake the LB just get in his way slow him down someway somehow. An alert defensive end could realize this and put the player on the ground easily allowing the linebacker to pursue freely. The key thing is either the left guard or left tackle depending on defensive alignment becomes responsible for obstructing one of the 2nd level defenders.

Blocking Tenacity - Plenty of coaches on tape discussing how even at the pro level some guys "finish" blocks and other do not. Some blockers keep their legs churning all the way through to the end of the whistle while others once they've "won" the initial contact tend to ease off a bit. The higher the tenacity the longer the block churn after initial contact.

Slide Step[OT/G Only] - Basically the ability to kick slide rapidly at the start of the ball and flow backwards into a natural pocket position useful for counteracting quicker and elusive pass rushers and riding them out of the play. Used when the defender who is rushing is lined up on the outside shoulder of the offensive lineman from the QB. Some of this is currently there with footwork but not a true kick slide with the offensive lineman backing up and forming a pocket.

Shotgun Snap [C Only] Simply the ability to snap the ball quickly and at just above waist level. Not asking for a bunch of wild snaps while in shotgun (though a few for someone who scrimped could be interesting) but if the snap is off target a delay in the QBs read time would be applied.

Arm & Hand placement - This is actually a really big part of stopping a bigger player if your pass blocking the ability to lock your arms onto the defender fix the elbows and direct the player with leverage it slows down their bull rushing and reduces the overall balance effect.

Core Power - Rather than simply pass block or run block strength this would be for body to body blocking where neither player has gained a leverage advantage.

Arm Power - Used to resolve blocks occurring at arm length distance, IE how long can the offensive lineman lock a defender who is bigger from getting into his body if he's successfully gotten his hands on him.

Leg Power - Used primarily in drive blocking where the offensive lineman is trying to push defenders backwards.


I think overall it would work far better than the current system and produce some interesting matchups. You may have a left tackle whose great at handling bull rushers but not speed rushers. You may have an offensive line thats relatively weak man on man but very good at getting out in space and picking up 2nd level defenders. I'd also think about giving the DE's / DT's moves to counteract some of the specific offensive line techniques both for pass and run blocking. It would add a very deep extra level of depth and you would get some teams who wouldn't be a great matchup against your team even if they were better overall (and the reverse is true as well).







 
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Originally posted by william78


As for something "just speaking for myself" I would be much more interested in creating new players "mortal men" for teams if I thought the usage rate on both sides of the ball was higher. Creating guys who back up and play second fiddle to superstars isn't terribly exciting,.


The thing is, when a "normal player" plays on a team with 10 S*s, that normal player is usually a starter because there are only 36 guys on the roster. A normal player on a 43 man roster is more likely to play backup than a normal player on a 10 S* 36 man roster.
 
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