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jamz
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Agile DL -
Sniff it out - This D-Lineman has excellent instincts, he's able to smell what the block is cookin'. Each level of this SA, increases the likelihood for this agile defender to swim around the opposing blocker and make the play.
 
aceinthehouse
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Originally posted by Catch22
Each archetype is going to have one custom SA that is unique for that archetype. For the next three days we are going to take suggestions from the GLB users on potential ideas for this. At the end of the three days, I'll collect the best ones for each archetype and we'll go over them on the test server with the testers and Bort.

Here's a couple things to think about when suggesting a SA for the archetype:

1) It must be realistic (no "make the RB pull out a gun ala The Last Boy Scout if about to get tackled" SA's)
2) It must not be overpowered (no +10 to all attributes or things that would imbalance the game)
3) It must be something that makes sense for that archetype (for example, don't suggest an elusive back type ability for a power back).

It's also important to note that we will likely be getting rid of some VA's that already doing archetype things so we might be looking for a SA that will help take the place of that VA (some off the top of my head are Scat Back, Bull Rusher, and Technique Man but there are more that will be removed, I have to go through them all and figure it out)

Deadline to make a suggestion is 1:00 a.m. on 2/15/2010. This thread will be locked at that time. Please understand that your suggestion may not be used.

Try and post your custom SA's in the following format:

Archetype Name - Name of Custom Archetype SA
Brief description (<200 words, it should be simple to understand) of what the SA does. Be specific if it is supposed to increase a particular skill.

Example:

Power HB - Gunslinger
This ability allows a power back to have a % chance to pull out their six shooter and gun down anyone who gets in between them and the end zone.

The following is a list of all archetypes:


(aceinthehouse's Custom Equipment Special Ability idea for Catch22)
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QB Pocket Passer= "Hot Pockets" Each upgrade to CE of "Hot Pockets" gives him a 1% energy boost during the game. It also gives him 1 play,where he is unsackable. (upgrade to +2 in "hotpockets" gives him a 2% energy boost and 2 plays unsackable....3rd upgrade is 3% energy boost for game and 3 plays unsackable,etc.)

QB Deep Passer= "Deep Dish Pizza" Each upgrade to CE of "Deep Dish Pizza" gives him a 1% energy boost during game.It also gives him 1 play during game to throw long,with no chance of INT. (upgrade to +2 in "Deep Dish Pizza" gives him a 2% energy boost and 2 plays to throw long with no INT....3rd upgrade is 3% energy boost for game and 3 plays to throw long with no INT,etc.)

QB Scrambler= "Scrambled Eggs" Each upgrade to CE of "Scrambled Eggs" gives him a 1% energy boost during game.It also gives him 1 play during game,where 1 guy misses him. (upgrade to +2 in "Scrambled Eggs" gives him a 2% energy boost and 2 plays during game,where 1 guy misses him....3rd upgrade is 3% energy boost for game and 3 plays during game,where 1 guy misses him,etc.)

(Now,so I can write much less..I will only give the "CE name" and what it does from here. But the 1% energy boost applies to the rest of these players as well)

HB Power= "Power Aid Drink" Each upgrade to "Power Aid Drink" gives a 1 play during game, where he Breaks a tackle. 2 plays with a broken tackle on the 2nd upgrade during game,etc.

HB Elusive= "Green Peas" Each upgrade to "Green Peas" gives a 1 play during game,where he eludes a tackle. 2 Plays on eluding a tackle on 2nd upgrade during game,etc.

HB Scat Back= "Babyback Ribs" Each upgrade to "Babyback Ribs" gives him 1 play during game with a catch.2 Plays with a catch on 2nd upgrade during game,etc.

HB Combo= "Combo Meal" Each upgrade to "Combo Meal" gives him 1 play during game of either 3 possibilies. (Break Tackle,Catch Ball or Elude Defender). 2nd upgrade on "Combo Meal" gives him 2 plays during game for any one of these 3 possibilies,etc.

FB Running= "Running Water"

FB Blocking= "Block of Ice"

FB Combo= "Ice Cream"

FB Scat Back= "Crushed Ice"

WR Speedster
WR Possession
WR Power
TE Blocker= "Block of Cheese"
TE Power
TE Receiver
TE Combo
OL Pass Blocking
OL Run Blocking
Strength DL
Speed DL
Combo DL
Coverage LB
Blitzing LB
Hard Hitting LB
Combo LB
Man Specialist Secondary
Zone Specialist Secondary
Hard Hitter Secondary
Combo Secondary
Boomer Kicker= "Spicy Wings"

Finesse Kicker= "Mild Wings"

Boomer Punter= "Hot Sauce"

Finesse Punter= "Mild Sauce"

Special Teams Only Player
Returner

This is what I have so far....I am still working on it,but i thought i would show you guys what I have so far...

Give you something to ponder on...
Edited by aceinthehouse on Feb 12, 2010 10:25:44
Edited by aceinthehouse on Feb 12, 2010 10:19:26
Edited by aceinthehouse on Feb 12, 2010 10:18:52
Edited by aceinthehouse on Feb 12, 2010 10:02:07
Edited by aceinthehouse on Feb 12, 2010 09:58:11
 
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Originally posted by jamz
Scat Back Archetypes

You're the Scat Man
SA - Ski Ba Bop Ba Dop Ski Ba Bop Ba Dop Bop, I'm the Scat Man. This player is very adept adept at catching passes.
Each level of You're the Scatman Increases the likely hood that your back will make the catch the catch in traffic.


Alternatively:

This player is very adept adept at catching passes out of the backfield.
Each level of You're the Scatman Increases the likely hood that your back will make catches out of the backfield.

Bonus to vision checks to see passes thrown. Bonus to catches while running a route, possibly by an agility bonus after vision check to make catch has passed, until the time that the catch has been made, or 1 second after the catch has been made.
 
jamz
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Long Bomb QB -

Sniper - This quarterback can throw the long ball with uncanny accuracy. He has a greater chance of hitting WRs in stride on deep routes. Each level of Sniper, increases the pass quality of passes over 20 yards from the LOS.

Pocket Passer -
Rifle Man - Calm, cool, collected, this pocket passer sees the whole field. He rarely makes a bad read, and almost always finds the open receiver. Each level increases the likelihood, that the QB will pass his vision checks, to get the ball to the right target.
 
Worker 3
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well atm, jackhammer is a bit on the nerfed side, so if you give that a buff and give it to the hard hitting secondary positions, maybe also tack on a slight +%FF chance, i think it sounds legit.

Hard Hitting Secondary - Jackhammer
It doesnt matter if this DB is a little on the slow side; when hits people the ball comes out. This ability gives an added chance to knock the ball loose and force fumbles.

 
Guppy, Inc
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Special Teams Only Player - total disregard

this player cares nothing about getting hurt and flings his body full force at the ball carrier. % increase to FF within the first few yards (10ish punts/20ish KO) of the returner catching the ball.
 
MileHighShoes
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Hard Hitting Secondary:

Nail In the Coffin - This SA increases the FF chance during the 4th quarter.

Coverage Secondary:

Nail in the Coffin - (Same thing except for interceptions)

Agile/Elusive Back:

Hurdle - When this SA fires it gives a boost to breaking diving tackles by jumping over the tackler.

Run Blocking OL:

Intimidating - This SA increases the chance of doubling the morale and energy hit when pancaking there blocker.

Strength DL:

Intimidating - (Same thing except for revcakes)
 
Guppy, Inc
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Originally posted by pottsman
Blocking FB - Freight Train
This fullback packs a lot of force. Every point in Freight Train increases the chance of pancaking the defender on the first engagement, allowing him to move up to the second level.
Gives no bonus to the second, third, fourth blocking rolls. Just on the initial engagement.


this was similar to what i was going to suggest, but you did it perfectly.
 
mastahyee
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Hard Hitting SS/FS: Torpedo-- This player is very good at closing in from the secondary to force fumbles. When going head to head against ball carriers, this skill grants diving tackles an additional % chance to cause fumbles.
Edited by mastahyee on Feb 12, 2010 10:56:23
 
MileHighShoes
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Rushing FB:

On a roll - the FB gets a temporary boost to breaking tackles if they successfully broke their last tackle. (boost expires at the end of every play).

Hard Hitting Secondary:

Gang Tackle: Increases the energy drain and chance of a FF when tackling a player when another teamate is in tackling radius (whether being dragged, blocked, or arriving on the play).

Coverage LB:

Eagle Eye: This Lineman is very adept at spotting developing plays and calls them out before the play, each level of eagle eye increases the chance of it activating and gives a bonus to all defensive players vision attribute
 
Longhornfan1024
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Here's an early idea for man coverage CBs. I'm sure there's something better. I'm also not sure how powerful they want these to be.

Jump Ball
This player can outjump all the competition. High Jumper gives the CB the ability to outjump an
opposing player in jump ball situations. This skill is far more effective for players with high jumping.
Additional levels: Increases the bonus to winning a jump ball.

Basically a similar skill to SDC or SV but for jump balls.
 
cbothe
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QB Scrambler- Untouchable- The qb is able to escape sacks and pressure with ease, if its not a solid clean shot on the qb he's able to maneuver in the pocket to avoid the sack and escape the pocket. Each additional point in untouchable increases the %chance of avoiding a sack.
 
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Blitzing LB:
Behind the Line: This player lives in the backfield. Provides a bonus to all tackling behind the line of scrimmage, and a bonus to vision (or avoiding fakes) when across the line. Active for both run blitzing and pass blitzing.

Hard Hitting LB:
Punisher: Provides a bonus to energy and morale on all made tackles. This effect is doubled in the fourth quarter. Increased levels increase the morale penalty.
 
The Kingpin
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Coverage Secondary: Grape Vine - This man is able to slide around the field without losing too much speed and allows him keep his eyes focused on the ball. Each level of the Grape Vine will increase his odds to get to the ball faster and see the ball coming in quicker. Can be applied to "Ball Hawk" or "Zone Specialist," AND "Track Star" or "Football Genius" but not both on the same play.
 
ijg
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Man Specialist Secondary:
Jump the Route When playing 1 on 1 man coverage, this CB gets a bonus to catching and jumping if he passes his vision check to jump the route.

The idea is if you recognize a route (i.e. pass vision check), you have a better chance of a PD or INT. Think Tracy Porter.

Blitzing LB:
Disguise the blitz A smart LB can hide his intentions. When set to blitz, he makes a vision check to see if the RB is likely to pick him up (can be based on the RB's actions on the first tick or two) and blitzes or calls off blitz accordingly.

This is the counter to a QB recognizing blitz and calling audible or hot route. The LB can recognize if the O is likely to pick up the blitz and back off or vice versa. Could even extend it to where DC has a blitz optional setting so that on plays where LB is supposed to play zone, he can check if a blitz will work and go ahead with it.

Pass blocking OL:
Daddy Long Arms This OL is great at extending his arms to lock up pass rushers.

It would be a bonus to the blocking range on pass plays so less chance of a DL going around OL or spinning off OL. Note, it can be made to work better on taller OL (longer arms) to encourage OTs to choose height rather than all OL wanting to be short.

Speed WR:
Break Off Route Pressure getting to your QB? Break off the deep route and come back to the QB for an easier throw.

If a speed WR has high enough vision, he sees the QB is being rushed and comes back to the QB. With QB progression, I see at times QB holding on to the ball waiting for WR to finish running deep route and getting sacked. This would provide a "higher quality" target for the QB allowing him to get the throw off and encourages speed WRs to get vision they might otherwise ignore.

PS: I like the CB one best as it's the simplest to implement and would allow a few Asante Samuels to exist, which is a build that's currently hard to pull off.
 
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