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Forum > Suggestions > Epic Suggestions > Archetype Custom SA's
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TxSteve
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some really good ideas here.

 
r71runner
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QB Deep Passer - BUY TIME, Boost to agility/vision/spd to see the pressure and get away till your reciever is open
FB Running A-TRAIN, Boost to energy,moral, acceleration after brking a tackle
FB Blocking PLOW UNDER, % chance to chop block the defender for instacake in run or pass block
FB Combo - UTILITY- small bonus to blk, car, catch
TE Blocker SEAL THE EDGE - increase the chance of moving the defender back
TE Power - TRUCK - increase the chance of breaking a tackle, increases with multiple defenders
TE Receiver - FIND THE HOLE - Adjust your route to find the soft spots in coverage
OL Pass Blocking PUNCH - stop the defenders momentum by delivering a punch to stand him up
OL Run Blocking - PAVE THE WAY - increase to momentum/accelleration off the snap
Combo DL -DOUBLE MOVE - increase to strength to move your opponent then agi to hit the gap
Zone Specialist Secondary - REROUTE - bump the defender at the line and push him off his route into your help (sideline cover 2/miidle cover 1)
 
monsterkill
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Strength DL - Gap Control
Makes blockers more likely to double team the D lineman and less likely to notice LB and Safety pass rushers. Increasing levels will increase the effect on blockers

obviously i can't explain the exact mechanics because i don't know exactly how blocking/double team logic works behind the scenes, but the idea is to make it easier for a strength d lineman to attract blockers and let a LB/safety go untouched. it could be a vision check penalty when a blocker is tryign to find unblocked blitzers or maybe just somethign to increase the perceived threat of the d lineman? as i said, i don't know the specifics of blocking logic

details
- limit the range so you don't see a LOT run over to double team a LDE with this SA
- turn it off if the DLineman is already the target of 2 blockers so you dont have an entire o line swarming to block one guy
- it should not have any effect on the checks to see unblocked d lineman. this isnt intended to let a d lineman go free. obviously if you are only rushing with the d linemen this will do nothing.

it seems to serve the purpose of a strength based d lineman and i'm tired seeing d line issues being solved with rocket boosts. you also wouldn't want this SA on anything but a strength lineman since they would just get double team pancaked all day
Edited by monsterkill on Feb 12, 2010 12:25:53
Edited by monsterkill on Feb 12, 2010 12:24:48
 
monsterkill
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Zone Specialist Secondary - Where did he come from?
Reduces the chance a hurried QB will see the player when he is playing zone defense. Increasing levels will increase the chance of the defender going unnoticed

we've all seen this happen in real life. QB gets hurried and doesnt have time to spot every zone, he sees a WR heading to an open area on the field and lets it go, a zone defender comes in from the other direction and gobbles it up

details
- only has an effect on hurried QBs
- only has an effect on the defender with the SA
- only triggers if the defender is in zone defense
- maybe reduce the effect for other defenders with the SA if SA successfully made one defender go invisible. we don't need entire defenses going invisible.
 
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Returner Archetype: Just Try and Pin Me

The player gets a vision, avoid tackle and/or break tackle bonus when taking PRs out of the end zone or inside the 5 yard line.

Man Specialist Secondary or Coverage LB: Jump Ball

A player who deflects a pass gives himself and all teammates within 3 yards a bonus to Catching and a chance to roll to catch the deflected pass.

 
ijg
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Originally posted by monsterkill
Zone Specialist Secondary - Where did he come from?
Reduces the chance a hurried QB will see the player when he is playing zone defense. Increasing levels will increase the chance of the defender going unnoticed


Ooh, really like that one!
 
ste
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QB Pocket Passer - Take The Hit
The QB will take the hit and make the pass with less roll penalties.

QB Deep Passer - Going Deep
Bonus to passes over x yards, penalties under x yards

QB Scrambler - Juke/Head Fake type

HB Combo - Deceiver
When this player is in the formation the defence isn't quite sure what's coming and suffer a vision penalty

FB Blocking - Wear 'em Down
Hits the blocked players stam/morale - more powerful version of Hands

FB Combo - Deceiver
When this player is in the formation the defence isn't quite sure what's coming and suffer a vision penalty

WR Speedster - Catch Fake
Similar to pump fake but for catching - when WR is ahead of CB he'll pretend to go for a catch forcing the CB to stutter while looking for the ball

WR Possession - Get It Back
After PDs, the WR tries to catch the ball before it hits the floor

WR Power - Contact Specialist
The CB knows this WR is physical and takes a larger stam/mor hit after tackling/being blocked by this WR

TE Blocker - Wear 'em Down
Hits the blocked players stam/morale - more powerful version of Hands

TE Power - Head Down
Something akin to Dive For Yards, maybe added bonus if against CBs

TE Receiver - Battle Hardened
This TE is used to receiving big hits and is less likely to cough up the ball

TE Combo - Deceiver
When this player is in the formation the defence isn't quite sure what's coming and suffer a vision penalty

OL Pass Blocking - Twitchy Fingers
The lineman is skilled at drawing defenders offside a la Hard Count

OL Run Blocking - Wear 'em Down
Hits the blocked players stam/morale - more powerful version of Hands

Strength DL - Hit 'em Back
A chance to push the ball carrier back hen making the tackle

Speed DL - Make The Play
Once the ball has gone past, these players get a speed bonus while trying to catch up

Combo DL - On Edge
The O-line don't know whats coming and get a penalty to either str/agi. Maybe requies defender to be on combo rushing

Coverage LB - QB Reader
This LB can read the QBs eyes and figure where the ball is going, getting an early move in that direction.

Blitzing LB - Knock Him Out
The LB sees the blocker coming for him, lowers his shoulder and tries to bowl him over

Hard Hitting LB - Scarecrow
The ball carriers know this guy hits hard. If their morale is less than x, they'll try to run away from this LB (as in going left instead of right)

Hard Hitter Secondary - Fearsome Reputation
If the carrier sees this player coming then he'll try to get out of bounds instead of taking the hit.

Boomer Kicker - Long Range
Bonus to kicks over x yards, penalty to kicks under

Boomer Punter - Field Possession
Distance bonus to punts in your own half.

Finesse Punter - Ball Spin
Punter can control the bounce so it's less likely to go for a touchback

Special Teams Only Player - Play Both Ways
Bonus to blocking/tackling when playing special teams

Returner - Hit The Gap
A brief burst of speed to get through a hole before it closes
Edited by ste on Feb 12, 2010 13:17:30
Edited by ste on Feb 12, 2010 13:13:37
Edited by ste on Feb 12, 2010 13:09:33
Edited by ste on Feb 12, 2010 13:04:26
Edited by ste on Feb 12, 2010 12:59:07
 
r87
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Originally posted by HULK


HBs:

Power HB: Bowling Ball.
Each level of Bowling Ball decreases the impact of a missed tackle on the rushers balance, speed, and momentum, making breaking consecutive tackles more likely.

Elusive HB: Hurdle.
Each level of Hurdle increases the likelihood and effectiveness of a hurdle (used to evade diving tackles and to stretch for extra yardage when tackled).

HB Scat Back: Blazing Hands.
Each level in this skill increases the ability to catch passes in stride without slowing down.

HB Combo: Duality.
Each level in this skill gives a small boost to breaking tackles AND to fake outs.


Love these, especially hurdle and duality.
Edited by r87 on Feb 12, 2010 12:59:29
Edited by r87 on Feb 12, 2010 12:59:10
Edited by r87 on Feb 12, 2010 12:58:55
 
SikoraP13 DTD
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HBs (of all types)-
Option Man- Decreases penalty to all throwing related stats given by the OOP Penalty by 10%/level when passing
Edited by SikoraP13 DTD on Feb 12, 2010 13:23:56
Edited by SikoraP13 DTD on Feb 12, 2010 13:23:47
 
monsterkill
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Possession Receiver - Move The Chains
This player is adept at finding the first down marker. The WR gets a bonus to speed and fake chance when running short routes designed to get the first down. This skill seems to work best in clutch situations. Increasing levels will increase the bonus to speed and fake chance

details
- this triggers on slants/curls/hitch/out routes
- the boost turns off as soon as the WR passes the first down marker
- the boost turns off once the ball is in the air
- this will not trigger on fly/post/streak/go/flag routes. ie: this isnt for getting open deep
- this will not trigger on short routes that aren't heading to the first down marker. so this won't work for a drag or out routes that cut across the field before the receiver reaches the first down line
 
DiMo28
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QB Pocket Passer - Play-Action Pass
This QB makes it hard for the defense to read whether the play is a pass or a run. Each level increases the chance of the skill working and increases the vision penalty to the defense on reading developing plays.

QB Deep Passer - Sly Fox
This QB is hard for the secondary to read on pass plays. Each level increases the chance of the skill working and increases the vision penalty to the defense on pump fakes and on reaction time to the ball once thrown.

QB Pocket Passer - Stepping Up
This QB knows how to use his blockers and is great at stepping up in the pocket to avoid pass rushers and reduce pressure. Each level increases sack avoidance and the effect of pressure from the defense.

QB Deep Passer - Absorb Hits
This QB can take a hit or a sack. Each level reduces the amount of energy and morale loss from hurries and sacks.

QB Scrambler - Scrambler
This QB knows how to scramble away from pressure and find the open man. Each level gives a boost to sensing pressure and boosts to agility, vision and throwing when passing outside the pocket.

QB Scrambler - Open Space
This QB can find open space and run on pass plays. Each level increases the chance of the skill working and boosts to vision, speed, carrying and agility outside of the pocket.
Edited by DiMo28 on Feb 15, 2010 00:25:28
Edited by DiMo28 on Feb 12, 2010 13:44:45
 
PackMan97
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Prereq - Add hang time vs distance slider like punters have for kickoffs

Not sure which of these would be finesse and boomer. I lean toward soaring kickoff for boomer because you just want to kick it high without much finesse while the deep kickoff is definitely more of an accuracy thing. Also, there are enough "field goal" bonuses with Laces Out, Calm Nerves, Automatic, Big Boot, On a Roll, etc...and so few options for kickoffs.

??? Kicker - Soaring Kickoff
The Soaring Kickoff skill gives the K a bonus to kick velocity of hign-angle kicks. This skill causes the ball to have a longer hang time and allow the coverage team to get downfield.

Additional Levels: Increases the bonus to kick velocity on high-angle kicks.

THOUGHTS: Basically, hang time for kickers. The goal is to give the coverage team more time to get downfield and make a hit with the goal of more returns and less touchbacks...and more interesting special teams play.

??? Kicker - Deep Kickoff
The Deep Kickoff skill increases the accuracy of a deep kickoff. This skill increases the chance that a kickoff will land in the last 5 yards of the endzone without going out of bounds, forcing returners to decide if they want to take a touchback or have a longer return.

THOUGHTS: Basically, try and force a return man deep into the EZ and either return it or take the touchback. The thought is to convert the 80+ yard and 70-75 yard kicks into 75-79 yard kicks instead and have the decision to return the ball in the hands of the returner but from a less than optimal position.

Returner - Escape Artist
This skill gives a kick or punt returner a bonus to avoiding tackles immediately after he catches the ball. This skill is particularly useful against teams with great special teams.

THOUGHTS - The is basically the counter to hang time and soaring kickoff. The returner is able to do a quick move and avoid the tacklers that are right on top of him when he catches the ball.
Edited by PackMan97 on Feb 12, 2010 13:55:27
Edited by PackMan97 on Feb 12, 2010 13:53:44
 
Longhornfan1024
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Originally posted by ilg

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.


I like this one a lot.
 
DiMo28
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Blitzing LB - TFL Monster
This LB is great at tackling behind the line of scrimmage. Each level gives a boost to tackling all non-QBs behind the line of scrimmage.
Edited by DiMo28 on Feb 12, 2010 14:01:02
 
DarkPraetor
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Power HB - Wild Bull
This runner suddenly suffers a big boost to his adrenaline and will enter an enragement state. This skill will give the HB a 5% bonus to breacking tackles for a limited time after two consecutives carries in wich he succsessfully breacks at least one tackle.

Additional Levels:
Increases the chances of using the skill succsessfully, and increases the length of the bonus.
 
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