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DiMo28
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WR Possession - Big Hands
This WR has big hands to hang on to the ball. Each level increases the WR's ability to avoid having the ball knocked loose and fumbling after catching the ball.

 
DiMo28
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Returner - Find the Lane
This returner is good at finding and running through lanes during returns. Each level gives the returner a vision and speed boost to find and run through lanes.

[Note: These are meant to be temp boosts during the play. I'm not sure if that is possible.]
Edited by DiMo28 on Feb 12, 2010 14:27:15
 
DiMo28
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Special Teams Only Player - STOP Genius
On special teams, this player is great at reading blocks and not easily fooled by fakes. Each level gives a boost to avoiding blocks and to avoiding fakes when playing on special team coverage units.


Edited by DiMo28 on Feb 12, 2010 14:22:02
 
Fumanchuchu
fonky
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Originally posted by ijg


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.





Just make it a strait penalty to blitz recognition for the OL and QB, probably way easier to code but with similar intention.
 
Fumanchuchu
fonky
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Originally posted by monsterkill
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


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


Originally posted by monsterkill
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


Those are nice.
monsterkill4bort
 
Pietasters
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Bonuses and penalties are just suggestions. When putting these together I tried to make sure each Archetype had it's own theme different from the others in that class. So it's more about feel as a whole.

QB Pocket Passer - Outside Shoulder - QB has the ability to put the ball on the outside shoulder of the receiver. Making it harder for the defender to make an interception or a pass defend. Penalty to pass defend and Interception rolls for the defender.

QB Deep Passer - Patient Passer - Gives his O-line a bonus to blocking/agility on any long passing plays. That way they give him the time he needs to find his man.

QB Scrambler - Toughness - This QB has true grit. When scrambling get's a bonus to break tackle, speed and agility

HB/FB Power - Downhill Runner - Reduces the speed penalty for moving through lines and dragged players. Maybe while giving a small speed bonus.

HB Elusive - Finesse - Has the ability to make people miss. Could give a bonus that reduces tackle radius.

HB/FB Scat Back - Safety Valve - It's the HB's/FB's job to get open on short pass routes when everyone else is covered. Bonus to catch ball chance and penalty to defender vision checks on any short pass plays.

HB/FB/TE Combo - Get it done! - This player has a toolbox of tools to get the job done. The idea would be something along the lines of the clutch ability but run all the time with these requirements. Must be rushing between +50 on the elusive side and -50 on the power side. The ability would give you a bonus to your SA's firing only if you have points in both sides of the tree at that level, So if you had points in quick cut and cover up they would both get bonus. But if you only had points in Head fake after that then you would not get the bonus for head fake because you didn't also have points in lower shoulder. It promotes a different type of HB build instead of the Combo back becoming another Speed or Power back with with different ALG's. I would use this with all three combo builds.

FB/TE Blocking - I like the Run away train idea. Bonus to pancake first defender so they can move to the second level.

WR Speedster - After the Catch - This WR is even more dangerous after the catch. Using his agility and speed to get loose. Bonus to Break Tackle, Speed, Agility.

WR Possession - Red Zone Threat - This WR is a comes alive in the Red Zones both his own and the opponents. Bonus to catching the ball and penalty to defenders vision checks.

WR/TE Power - Harm's Way - This wider receiver knows how to use his body to help protect the pass. Putting himself in harms way to make the catch. Could be a bonus to catching or penalty to pass defends.

TE Receiver - Press the Advantage - This TE will use his speed when covered by LB's and his size and strength when covered by Corner backs and Safeties. This advantage applies a penalty against those covering him.

OL Pass Blocking - Face Front - This player has the ability to keep the defender in front of him. Using his speed and agility along with his strength and blocking to position the defender out of the play. I'm not sure on bonus. Could be a stun that allows the player to move back in front of the defender (between the defender and the QB) or it could be just a bonus to speed and agility.

OL Run Blocking - Quick Hit - This player has the ability to hit the defender quickly on the snap and effecting the defenders balance.
 
mastahyee
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Originally posted by Guppy, Inc
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.


I'd endorse this if it came with a penalty to vision when in tackle radius (to simulate a tackler committing too much to a tackle)
 
mastahyee
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Hard Hitting LB: Lateral Motion: This player is very effective at covering plays outside the tackles. He gets a bonus to speed and agility while moving horizontally toward the sideline on plays outside the tackle box within 10 yards of the LOS.
 
spartan822
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Originally posted by PackMan97
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.


+1000

Hang time definitely needs to be re-evaluated.
 
Ahrens858
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Originally posted by mastahyee
Hard Hitting LB: Lateral Motion: This player is very effective at covering plays outside the tackles. He gets a bonus to speed and agility while moving horizontally toward the sideline on plays outside the tackle box within 10 yards of the LOS.


hmm, i like this.
 
footballisgod
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[QB]

QB Pocket Passer - Stand Tall
Each level of Stand Tall makes this QB less distracted by hurries and gives a bonus to vision that increases as the play goes on.

QB Deep Passer - Gunslinger
Each level of Gunslinger gives a bonus to strength and throwing when attempting passes >20 yards down field. However, he gets a greater vision detriment when hurried and attempting long passes.

QB Scrambler - Eyes Downfield
Each level of Eyes Downfield gives a bonus to vision and throwing when outside the pocket and throwing passes.

[HB]

HB Power - Yards After Contact
Each level of Yards After Contact gives a bonus to breaking tackles and agility if the player has already broken one tackle on this play.

HB Elusive - Outside Runner
Each level of Outside Runner gives a bonus to agility and fake % when running outside the tackle box.

HB Scat Back - Chip Blocker
Each level of Chip Blocker gives a bonus to blocking, agility, and hold block % when staying in for pass blocking. [Makes him worth a little bit more than just catching balls]

HB Combo - Mr. Do-It-All
Each level of Mr. Do-It-All gives a bonus to carrying, blocking, and vision on 3rd/4th down plays and in the final 2 minutes of the 2nd/4th quarters.

[FB]

FB Running - Bowling Ball
Each level of Bowling Balls gives a % bonus to breaking tackles for each yard past the line of scrimmage the player is.

FB Blocking - Helping Hand
Each level of Helping Hand gives a % bonus to hold block on pass plays and a speed bonus on running plays.

FB Combo - Mr. Do-It-All
Each level of Mr. Do-It-All gives a bonus to carrying, blocking, and vision on 3rd/4th down plays and in the final 2 minutes of the 2nd/4th quarters.

FB Scat Back - Shifty
Each level of Shifty gives a bonus to agility and catching when going out for passes.

[WR]

WR Speedster - Burner
Each level of Burner gives a % bonus to fake before the catch and a % bonus to breaking tackles after the catch.

WR Possession - Fade Perfection
Each level of Fade Perfection gives a bonus to catching and jumping when catching passes in the end zone.

WR Power - Downfield Blocker
Each level of Downfield Blocker gives a % bonus to holding blocks 5+ yards beyond the line of scrimmage.

[TE]

TE Blocker - LB Nightmare
Each level of LB Nightmare gives a bonus to blocking, strength, and agility when blocking linebackers.

TE Power - Iron Man
Each level of Iron Man decreases the effectiveness of defenders trying to break up passes he is attempting to catch.

TE Receiver - High Jumper
Each level of High Jumper gives a bonus to jumping and catching when catching passes between the 20s inside the hash marks.

TE Combo - Mr. Do-It-All
Each level of Mr. Do-It-All gives a bonus to carrying, blocking, and vision on 3rd/4th down plays and in the final 2 minutes of the 2nd/4th quarters.

[OL]

OL Pass Blocking - Pocket Protector
Each level of Pocket Protector gives a bonus to not being reversed pancaked when pass blocking.

OL Run Blocking -Battering Ram
Each level of Battering Ram gives a bonus to strength and speed when blocking 3+ yards beyond the line of scrimmage.

[DL]

Strength DL - Mean
Each level of Mean causes a greater confidence loss when reverse pancaking a blocker or when tackling a ball carrier.

Speed DL - Swim Move
Each level of Swim Move gives a % bonus to breaking blocks and agility when pass rushing.

Combo DL - Backfield Menace
Each level of Backfield Menace gives a % bonus to forcing fumbles when tackling ball carriers/quarterback behind the line of scrimmage.

[LB]

Coverage LB - Now You See Me...
Each level of Now You See Me.. gives this player the chance to appear more visible when playing zone. [This ability would make the QB possibly think a receiver is more covered when in this player's zone]

Blitzing LB - ...Now You Don't
Each level of ...Now You Don't allows this player to 'sneak up' on the QB unnoticed. [The QB would be less likely to feel pressure from this player, feeling less of a need to throw the ball away]

Hard Hitting LB - Jackhammer
Each level of Jackhammer gives a bonus to knocking the ball out of receivers hands, both during the catch and after the ball is caught (forcing a fumble).

Combo LB - Game Changer
Each level of Game Changer gives a % bonus to forcing fumbles and % bonus to interceptions when his team is trailing in the final 5 minutes of the 4th quarter and throughout overtime.

[DB]

Man Specialist Secondary - Gambler
Each level of Gambler gives this player a bonus to reading a pass play and jumping the route, but also makes him more susceptible to fakes before the pass by receivers he is covering.

Zone Specialist Secondary - Stone Hands
Each level of Stone Hands give a bonus to vision and jumping after a pass is thrown, but decreases the player's chances of intercepting the ball.

Hard Hitter Secondary - Big Gun
Each level of Big Gun gives a % bonus to forcing fumbles and a % bonus to knocking out passes when he has a chance to build momentum before the hit.

Combo Secondary - Game Changer
Each level of Game Changer gives a % bonus to forcing fumbles and % bonus to interceptions when his team is trailing in the final 5 minutes of the 4th quarter and throughout overtime.

[ST]

Boomer Kicker - Full Swing
Each level of Full Swing gives a bonus to strength and a distance bonus on kickoffs.

Finesse Kicker - Icy Veins
Each level Icy Veins gives a bonus to confidence and kicking when kicking field goals less than 30 yards and extra points.

Boomer Punter - Steel Toe
Each level of Steel Toe gives a bonus to strength and hangtime when punting from your own side of the 50.

Finesse Punter - Coffin Corner
Each level of Coffin Corner gives a bonus to punting and vision when kicking on the opponents' side of the 50.

Special Teams Only Player - Can't think of a good name
Each level of this gives an increase in making tackles and holding blocks when playing on either side of kickoffs or punts.

Returner - Human Joystick
Each level of Human Joystick gives a bonus to vision and agility when returning kicks/punts.
Edited by footballisgod on Feb 13, 2010 23:02:14
 
Monty Burns
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I like these:

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
 
jaylien1
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HB Power - Over the Top
Each level of Over the Top increases the ability to jump over the top of the pile to gain a first down or touchdown. Requires high jumping and strength to be executed successfully and is useful in short yardage situations.

HB Elusive - Sweet Moves
Each level of Sweet Moves increases the chance of breaking tackles in the open field (one-on-one situations).

HB Scat Back - 3rd Down Back
Each level of 3rd Down Back increases the chance of making the first man miss.

FB Running - Pinball
Each level of Pinball increases the likelihood of breaking consecutive tackles.

FB Blocking - Pile Driver
Each level of Pile Driver increases the chance for the FB to drive the defender into the ground. A successful Pile Driver block increases the morale of the FB while decreasing the morale of the defender.

FB Scat Back - Sneaky
Each level of Sneaky increases the likelihood that the FB is able to "sneak" out of the backfield for an open look.

WR Speedster - Second Gear
Each level of Second Gear increases the chance of the WR gaining an extra step on defenders with equal or lower speed when running deep routes.

WR Possession - Zone Buster
Each level of Zone Buster increases the chance of the WR finding the soft spot in a zone defense, even if it means going off route.

WR Power - Human Shield
Each level of Human Shield increases the ability of the WR to position his body between himself and the defender when attempting to catch the ball.

TE Blocker - Pile Driver
Each level of Pile Driver increases the chance for the TE to drive the defender into the ground. A successful Pile Driver block increases the morale of the TE while decreasing the morale of the defender.

TE Power - Fear Factor
Each level of Fear Factor increases the chance to intimidate weaker defenders within a certain radius of the TE. Decreases the morale of the defender(s). (think Aura of Int for offense)
 
TrevJo
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QB Deep Passer - Look Off
Increased chance (or simply a chance) to pull a zone defender to the side the QB is looking, just before the QB looks to the other side. This is more effective on QBs with higher vision.

QB Scrambler - Play Action Boot
Increases the chance of fooling the defense into attacking the RB when the QB executes a bootleg run.

HB Combo - Pile Dive
This HB can jump over the pile at the goal line, or on 3rd or 4th and short. This is far more effective on players with higher jumping.

OL Pass Blocking - Hook
Gives the OL a chance to hook a defender and get away with it when beaten in pass blocking, slowing the defender down. This is more effective when used by stronger linemen.

OL Run Blocking - Pulling Guard
A boost to acceleration and max speed at the start of a play, plus a blocking bonus for the entire play, when the OL has a pulling assignment for a run or a screen.
(I know Pulling Lineman VA was just added, but I always thought it should be an SA. Plus, I think it should work more like First Step with a blocking bonus, instead of the way Pulling Lineman works.)

WR Power - Push Off
Gives the WR the ability to keep himself between a defender and the ball after the WR sees the pass coming.

WR Possession - Poker Face (needs a better name)
This WR's routes all look the same. He rarely gives an indication of whether he will block, cut, or accelerate. He also won't tip off the defender that the ball has been thrown his way until the last moment. This ability gives a vision penalty to any defender covering him man to man, under the defender reads run or sees the pass in the air.

Strength DL - Arm Tackle
Bonus (or ability) to tackle nearby runners while engaged in a block. This is more effective when used by stronger DL, or against lighter ballcarriers.

Hard Hitting LB - Shoot the Gap
Not sure how this one should work tbh! Something like a bonus to acceleration when attacking the line of scrimmage against run plays.

Combo LB - Diagnose
Gives the LB a bonus to reading either Pass or Run, especially when using Balanced focus.

Man Specialist Secondary - Hand Check
Gives the DB a chance to slow down a nearby receiver, especially when the receiver is moving faster than the DB.

Special Teams Only Player - Sideline Wakeup
Gives a morale and energy boost to all teammates on the sideline when the STOP executes a pancake block, Big Hit, or Monster Hit.

Finesse Punter - Backspin
Increases the chance of a punt coming to a stop when it lands inside the 10 yard line.
Edited by TrevJo on Feb 12, 2010 19:42:52
Edited by TrevJo on Feb 12, 2010 19:40:56
Edited by TrevJo on Feb 12, 2010 19:26:16
Edited by TrevJo on Feb 12, 2010 19:24:46
Edited by TrevJo on Feb 12, 2010 19:24:09
 
timthorn
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Strength DT - Hole Puncher
This player is very effective at punching holes in the Offensive Line. Hole Puncher skill gives him a bonus to standing his ground and pushing blockers and Reverse Pancaking them back. This skill create holes for the defense to penetrate the Line of Scrimmage.
Additional Levels: Increases the bonus to avoiding being pushed back, while providing a bonus for the DT to push back their blockers or reverse pancaking their blockers.

Blitzing LB - Stealth
This LB knows how to hide when blitzing. He can trick QB's into thinking he covering the nearest receiving target to him at the start of the play. Even the Offensive Line will be fooled by his skills and not pick him up initially.
Additional Levels: increases the difficulty for QB to pass their audible checks during pre-snap reads. Additionally, this skill has the chance to tricking the Offensive Line by not having this LB on their pre-snap blocking progression, even when lined up on the Line of Scrimmage.

Hard Hitting LB - Steel Curtain
It does not matter that the ball carrier did not attack your hole, you will find a way to get a hand on him. This ability will increase your tackling radius.
Additional Levels: Increases the bonus to vision, agility, tackling, and jumping when the ball carrier is slightly outside your tackling radius.

Hard Hitting Secondary - Steel Curtain
It does not matter that the ball carrier did not attack your hole, you will find a way to get a hand on him. This ability will increase your tackling radius.
Additional Levels: Increases the bonus to vision, agility, tackling, and jumping when the ball carrier is slightly outside your tackling radius.

Special Teams Only Player - ST General
The ST is often responsible for making sure the ST Unit is ready for the upcoming play. The ST General skill gives a boost of morale, stamina, and acceleration the ST unit (minus the Returner, Punter, and Kicker) right before the snap. This skill only works for a Special Teams Only Archetype player.
Additional Levels: Increase the chance of the skill working, and the size of the boost to teammates.
Additional Levels:
 
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