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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Staz
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Beautiful.
 
fightomega
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Will of Fire: Gives a player in the KR/PR poisition a +1% chance of breaking tackles. Has a 10% chance of happening when leading, a 35% chance of happening when tied or losing by 1-5 points, and a 75% chance of happing when losing by 6+ points
 
GG
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I'll get to this asap, and read thru properly etc etc, just a bit too busy right now, but here are some abilities that I proposed many moons ago for another idea.....

Passing Abilities:-
Cross Body--enhances throws to the other side of the field.
Fade Route--extra boost to making difficult long throws
Hail Mary---able to throw the ball extra long into the wind etc
Audible---able to read coverage better or even change the play before the snap
Lead Receiver---boosts receivers to ad lib routes when pocket collapses
Duck---extra boost to avoiding sacks
QB Slide---makes him able to scamper off for a first down (short distances)
Big Hands---minimal fumbles when sacked
Staying Alive---able to do a 'McNabb' running around looking for a receiver
Quick Release---gives him ability to identify the best receiver and quickly release the ball to avoid sacks.
3rd and Long---extra boost to making those tough throws specifically on 3rd-long
2 Min Drill----Enhances ability to lead the team up field a la Tom Brady in the last 2 mins of each half.
Tight Fit-----Enhanced ability to effectively pass into tight coverage.

Physical/Mental Abilities:-
Iron Man---Increases player toughness against injuries and able to play thru injuries better.
Endurance----Enhanced ability to run around more at a smaller energy loss.
Big Heart----Enhances players never-say-die attitude
Fear Of God----Enhances players aura of on-field intimidation

Receiving Abilities:-
40" Vertical40---higher grade of jump catch
Beat Man Coverage---as a counter measure to "shutdown corner"
Crease Finder---gives ability to find the soft zones in pass coverage (ie, gets into better position).
Sideline Trapezist---gives boost to catching balls thrown towards the sidelines.
Shed Chuck---gives ability to shed a jam when jammed.
Slot Machine----An enhanced slot receiver ability.
Chemistry---Enhances chemistry with the QB (will get more looks)
Beat Double Coverage---Enhances ability to perform to high standards while being double-teamed
Ball Fight----Fights off defender for ball better.

Kicking/Punting Abilities:-
All Weather -- increases ability in all weather types
Game Winner -- boosts chance of kicking a game winner if called on
Trick Play -- increases boost if a trick play is called of it working
Sure Hands -- reduces possibility of fumbled snaps
Nerves of Steel - Enhances ability to kick in pressure situations (gamewinning FGs, or punts inside your own redzone, etc)
Intense Focus - Decreases chance of muffed FGs/PATs/shanks
Into the Wind - Ability to kick longer than normal when kicking into the wind
Touchback - Increases ability to force touchbacks on most kick-offs/punts
60 Yarder - Increases ability to kick extra long distances (no accuracy boost)
Fast Reflexes - Enhances quickness of kicks minimizing chance of blocked kicks/punts
Coffin Corner - Increases chance of punts being kicked out the sideline inside the 20 yard zone
Hang Time - Increases ability in this
Arrowmen - Gives a boost to the arrowmen to get downfield quicker and shed blocks or to stop the ball at the 1 yard line.


Carrying Abilities:-
Lateral/Option - gives ability to catch and/or throw laterals and correct decision making on option plays whether to keep or pitch.
Paydirt----Extra ability to break tackles BEHIND the LOS when going for 3rd and short type situations.
Staying Alive----Gives a boost to agility and vision for ball carriers, making them find more yards. (ie, Reggie Bush East-West).

Coverage Abilities:-
Run Contain---helps DBs/etc get into better position to contain the edge on run plays.
Chuck----gives ability to jam the WR at the LOS.
Secondary General----Gives a boost to all DBs when this player is playing SS.
Punt/Kick Block---Gives ability to perform these.

Blocking Abilities:-
Second Level----gives ability to be more effective when getting to the LBs and DBs on run plays.
Leg Drive----gives ability to get extra push.

Tackling Abilities:-
Edge Contain---Enhanced ability to stop outside rushes from breaking loose when engaged in a block
Helmet Crash---Increases ability to cause injury/morale loss to opponent
Last edited Dec 23, 2008 19:22:29
 
Staz
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Sweet Deal GG. You want me to include those now, or let you flesh them out a bit?
 
GG
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Include what isnt already suggested, thx.
 
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ok it's gonna take me like an hour or so to fully read and think about the OP, but just off the top I'm liking ;Solid Footwork ,
omg ive gotta read the other 3/4'ths to look again brb....lol
Oh hell yeah- Bump and Run- The CB's DEFINATELY need a "jam the WR at the line" setting or some such.... I've been thinking that for awhile now... Even make it an "agility" and possibly "Strength" check at the line to determine if the WR is able to get loose from the CB or some such... would really make this game more realistic !!!
Push Off ability for WR's looks promising as well, as long as there is a counter for CB's all's good! maybe something like a check during each successfull push off to see if a ref. spotted it ( offensive pass interference).
Last edited Dec 23, 2008 19:22:48
 
bigpimpin123
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With experience, wide receivers get better at route running and know what moves can throw off a CB of safety, so why not one for that?

Can't really think of a good name but it could look like one of these:

2% chance to trick defender in man to man coverage
or
+x% to speed, agility, and possibly head fake and/or quick cut
 
Ken1
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Defense:

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.

In the Neighborhood: +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.

Big Play Recovery: +5% per level to speed and acceleration if the ballcarrier is behind the whole defense (some similarity to Closing Speed, but focused on one situation and hopefully better at that situation).

Bull Rush: When someone's blocking this player and this player is stronger (ideally, post-equipment) by at least 10%, +3% chance per level of shedding the block.

3rd Down Stopper: +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).

Strike Fear: Ballcarriers see this guy as a 5%/level greater threat than he actually is, causing them to needlessly alter course. Prereq: 600 Fame.

Anyone:

Fumble Vulture: +7%/level bonus to chance of recovering any fumble (note he needs to have a chance in the first place; he can't be across the field; but if you have this at 10, and you normally would have a 10% chance to recover a fumble, you get a 70% bonus to your 10% chance and have a 17% chance. Now, if you aren't near the play you're chance is 0%, so it's still 0%, just to clarify it for those to whom it might sound too powerful. Prereq: 40 Vision.

Cooler Head: When tied or behind and a play occurs that could cause a teammate to lose Morale, a 3%/level chance to cut the Morale loss in half. Prereq: 40 Confidence.

Snap Count Expert: If this player would normally get an encroachment or false start penalty, he gets a 5%/level chance to reroll the penalty check.

Energy Efficient: Each play, if playing on Relaxed, he gets a 5% chance/level of playing at the level he would on Normal (no extra energy used), and if playing on Normal, a 2% chance/level of playing as he would on Hard (again, no extra energy used).

Super Trainer: Has a 3%/Level chance of gaining 15% extra to both trained attributes, each Intense training session.

Blocking:

Showboat Blocker: If he Pancakes someone, he showboats about it, with a 5%/Level bonus to the morale loss of the Pancake victim.

Finesse Blocker: 3% of Agility/Level is added to this player's Blocking skill, on both run and pass plays. Prereq: 35 Blocking.

Screen Blocker: Whether lead blocking for a screen pass recipient or holding other rushers off on a screen pass, +3%/level bonus to hold blocks on screen plays, and +1%/level to Speed on such plays to get in front of the carrier.

Speed Rush Protector: When up against someone using an Evasive pass rush on a pass play, +3%/level each to the player's Speed and Agility. Prereq: 50 Agility.

Power Block: When engaged in a block with someone weaker, +2% bonus/level to hold the block for each 5 points of Strength advantage the blocker has (fractions count, and it doesn't help you engage).

Receiving:

Yards After Catch Guy: +5%/level bonus to break tackle chances after he catches a pass. Prereq: 40 Carrying.
 
secondeye
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I like the suggested Big Heart change. That's a powerful VA, but it's one no one is ever going to want unless you only care about your stats and a win or loss makes no difference to you.

It would be nice for it to stay active longer than cutting a 16 or 20 point lead to 13, but if it only can activate in the 4th quarter, you might already be down 30, 40, 50 points by then.

I think it should activate at 14, shut off at 7 or less.

 
Staz
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Ken1, great job.

GG, I'll add those to the *** section, maybe get some others to offer some %' and what not.

Vlad: Could the counter for WRs be "Off the Line", ability to break bump and run?

Second: That's a reasonable addition

BigPimpin: That VA you suggested, maybe it could be the "double move" VA, give a boost to route cuts?
 
Mavfatha
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Originally posted by Staz


Defensive:
-Plug Gap: Defensive Player gets a boost to reading the play, and plugging the gap. Best for defensive tackles who want to stuff the run



+1%(per level) chance to tackle the ball carrier if that defensive player stays in his gap?

Originally posted by Staz


Throwing:
-Throw Jump Ball: QB throws jump ball. Generally useful in the Redzone, or along side line. Not sure how it can be measure though



+1% chance to complete a pass for every inch taller a receiver is than the guy covering him?
Last edited Dec 23, 2008 21:11:44
 
Staz
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Mav, I'll get those updated tomorrow. Thanks for being one of the first to try and flesh out an idea already up there
 
G.O.D Turner
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How about...

Read The Play
The player is adept at reading the other team's plays, on Offense or Defense, and can attempt to place himself in the right place to make the big play. +3%(or whatever %) chance to read the upcoming play, whether on Offense or Defense, and attempt to exploit the other team's weakest spot.

Basically, it would be something great for Safeties, Linebackers, QBs, and Running Backs(HB or FB), where they would almost know what the other team's going to do before the snap. If the QB reads zone coverage and he's got a slant route going between two players, he'll watch for the perfect moment then launch one to the wide open WR/TE. If the HB/FB reads the Linebackers to be favoring the strong side, they can cut it back the other way before they get trapped, and try to break a big run off. If a Safety reads run, he basically would break off his coverage and hit where he thinks it'll go. If he reads pass and they're in run defense, he can change to a zone and try to cover the pass instead of watching the run. If a LB reads run/pass, they can make the adjustment as well.

There would have to be a chance, as well, to mis-read the play, where they are just completely wrong, and are nowhere near where the play is going on defense, or if they're on offense, they'll run/pass right into the defense, and possibly give up a loss of yards on the ground, or a pick in the air.
 
OttawaShane
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In honour of the greatest speech ever, there should be a "fight for that inch" Vet ability. I think there are a couple of current abilities that fit, one of which could be renamed.

http://www.youtube.com/watch?v=e2K5Rt8Mog8

I'm only half-kidding.
 
Epark88
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How about this:

Dancing Bear: This OT is remarkably light on his feet and is an excellent pass-blocker. Adds +1% to SPD, BLK and AGI on passing plays.

Something like this would be great for right tackles...
Last edited Dec 24, 2008 06:23:55
 
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