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Bukowski
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Originally posted by r87
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.


Me too.

Very nice.
 
mastahyee
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My slew of thoughts (includes my prior posts)

QB Pocket Passer: In a Rhythm-- This player can really get an offense going. For every consecutive pass during a drive that he completes, he receives a small bonus to his Confidence, Vision, and chance to fire Field General. Resets upon failed pass (whether it be an interception, deflection, sack, or loss of down, etc.) *sort of like On A Roll but for QBs

QB Scrambler: Make It Happen-- When passing in 3rd down and less than 10 yard situations, this player has a knack for scrambling. If no receivers are open and he decides to scramble, he gains a %boost to speed, agility, and vision up until the first down marker (would be helpful if QBs had a scramble/pass slider...)

HB Elusive
HB Scat Back
HB Combo
FB Running
FB Blocking

FB Combo
FB Scat Back

WR Speedster: Vertical Route-- This player excels at running vertical routes. He receives a bonus to Vision, First Step SA, and Confidence while running a route that is straight for more than 10 yards.

WR Possession: Inside Route-- This player excels at running short routes. He receives a bonus to Vision, Route Run SA, and Confidence while running a route either between the tackles or shorter than 10 yards.

TE (??? Power or Reciever?): Match Up Nightmare: This player exploits his unusual size as a reciever against his opponents. When being covered by a defender lighter than he is, he gains a bonus to Break Tackle. When being covered by a defender heavier than he is, he gains a bonus to Fake maneuvers.

OL Pass Blocking: Ride Out--This lineman has the knack for letting defenders ride themselves out of the play. For all pass rushers coming from the outside, this ability allows the lineman to "bounce" defenders to the outside if they are about to pass the lineman's engage block radius. (sort of like a reverse push back effect like is experienced by olinemen getting punished by Bull Rush)

OL Run Blocking: Don't have a specific idea for this (I like the ones about getting an acceleration off the snap) but I think that if the Run OL is left to pass block, he should incur a penalty to dropback/pocket protection if he has the acceleration to blocking off the snap type SA.

Strength DL: Like the idea of the guy who suggested the DL SA that helps occupy olinemen for LB and S blitzers
Speed DL: I like the suggestions involving "seal the edge" or the like for Speed DL, it makes a lot of sense
Combo DL

Coverage LB: Tip It Up-- He may not be the best pass defender, but he sure knows how to create opportunities! This SA increases the time that the ball is in the air after this player makes a successful deflection and gives a small bonus to his Pass Deflection and Knocked Loose rolls.

Blitzing LB: Round the Corner-- This player knows he has the upper hand when blitzing off the edge. He gets a bonus to Confidence, Speed, Turning Radius, and Quick Cut/Change Direction SA (if he has them). Additional bonus if his closest DE has (insert strength DL SA about occupying linemen here).

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.

Combo LB: Don't Panic-- This LB is very confident in run and pass defense and tends to neither bend nor break in either. If he fails a vision check in run support (i.e. faked out) he will receive a bonus to his next vision check in pass defense (i.e. pass deflection), and vice versa. LBs with higher confidence tend to have larger bonuses to their Vision checks.

Man Specialist Secondary: Stick to the Hip-- This player is very good at getting up in his man's personal space. For well thrown passes that go right to the receiver, this player receives a bonus to his Knocked Loose roll if he is a yard or less away from his assignment. This skill fires more often if the player has higher Vision, and works better if the player has higher Strength.

Zone Specialist Secondary

Hard Hitter Secondary: 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.

Combo Secondary
Boomer Kicker
Finesse Kicker
Boomer Punter
Finesse Punter
Special Teams Only Player

Returner: Heat of the Moment! -- This player has a tendency to do whatever feels right on returns. While returning punts or kickoffs, he is granted the ability to engage ANY Fake or Tackle Breaking maneuvers when appropriate. Higher levels of this SA grant more success when using this skill, but the returner may not utilize a SA rank of more than 5 in the used ability unless he knows a higher level.

EDIT: Man, I feel like I just wrote a bunch of VAs and a couple SAs :/
Edited by mastahyee on Feb 12, 2010 19:51:08
Edited by mastahyee on Feb 12, 2010 19:50:47
Edited by mastahyee on Feb 12, 2010 19:50:03
 
MRIGUY
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20-10 vision. This defensive player has the best eyesight on the field. With each level his super vision is increased by 3%. You must have 70 natural vision for this vet skill and either be a LB, CB, FS, or SS.
Edited by MRIGUY on Feb 12, 2010 19:53:00
 
Bukowski
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Originally posted by MRIGUY
20-10 vision. This defensive player has the best eyesight on the field. With each level his super vision is increased by 3%. You must have 70 natural vision for this vet skill and either be a LB, CB, or SS.


What about FS?
 
MRIGUY
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fixed it...
 
xrase
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Blitzing LB -Backside Heat
This player knows when he needs to step up. Each level of this ability gives a Bonus to knocking the ball out of the QBs hand when blitzing from the Blindside of the QB and down by 14+ points in the 4th quarter

Adrenaline rush
-speed DL
~This player is pumped with Adrenaline and is excited he is close to victory. This ability gives a bonus to Diving sacks in the 4th quarter when the game is close (This SA activates when the game is tied or the team this player is on is winning by 1-7 points).Each level of this ability extends this ability into the 3rd Quarter and overtime ~
 
Mob-6
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WR Speedster- Deep Threat- This player has exceptional deep ball catching abilities, as if his hands were covered in glue. Deep Threat gives the player a bonus to catching passes over 20 yards, including interceptions. This skill seems to work even better in clutch situations, like 3rd and long or in the last 2 minutes of a game. (Make it a version of sticky hands that can only activates on passes over 20 yards. Long balls are harder to catch, so help fix the weakness of speedster builds- their catching ability)


WR Possession- Safety Valve- This player is the QB's go-to-guy when he is hurried. The WR gets thrown to in situations where the QB wouldn't trust anyone else to make the play. Safety Valve gives the player a bonus to being targeted when the QB is hurried as well as reducing the player's morale and energy loss on all plays. (Possession guys take a lot harder hits in traffic and have more bad passes thrown their way as well as being lesser targeted WRs. This SA would help possession by ensuring those bad passes go their way, increasing the likelyhood that their Jump Catch, One handed catch or diving catch SAs might actually get used. It would also reduce the effects of energy and morale loss from the repeated hits and drops from horribly thrown balls.)


WR Power- Drop the Hammer- This player is fearless. When he has the ball he wants to punish defenders. Drop the Hammer increases the morale and energy loss of anyone who tackles this player as well as applying a two times effect of morale and energy loss on tackler's vision attribute. (Essentially this is to help the Power WR wear down his defenders and the 2x morale and energy loss effect on defender's vision attribute is to help the Power WR get more catches as a defender who just got run over, might not recognize the play as fast if he is still groggy).
Edited by Mob-6 on Feb 13, 2010 12:17:01
 
PDO
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HB Elusive - Scamper

Just when you think you have this HB tripped up, he puts his hand down, regains his balance and continues on...

WR Speedster - Pulling away This WR turns on the after jets once the ball is in his hands... good luck catching him. Adds a +% modifier to speed.

WR Possession - Straddling the Sideline This WR is outstanding at staying inbounds... whether he is being pushed out, or running a toe tap drill, he has an amazing ability to stay in bounds for as long as possible and gain as many yards as he can...

TE Receiver - Taking the Punishment This TE loves going over the middle, and could care less if he gets blown up so long as he holds onto the ball. Each level adds a +% modifier to jumping, catching and confidence.

Strength DL - Hits to turn it over This defensive player loves laying a licking and causing a fumble. Each hit he lays has an increased fumble %, and also causes intimidation and hesitation from the offensive player, whether it be a QB going down instead of standing tall or an HB being the nail instead of the hammer.

Speed DL - Hits to turn it over This defensive player loves laying a licking and causing a fumble. Each hit he lays has an increased fumble %, and also causes intimidation and hesitation from the offensive player, whether it be a QB going down instead of standing tall or an HB being the nail instead of the hammer.

Combo DL - Hits to turn it over This defensive player loves laying a licking and causing a fumble. Each hit he lays has an increased fumble %, and also causes intimidation and hesitation from the offensive player, whether it be a QB going down instead of standing tall or an HB being the nail instead of the hammer.

Hard Hitting LB
- Hits to turn it over This defensive player loves laying a licking and causing a fumble. Each hit he lays has an increased fumble %, and also causes intimidation and hesitation from the offensive player, whether it be a QB going down instead of standing tall or an HB being the nail instead of the hammer.
 
Warlock
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Rushing FB - Plow - This FB is very hard to bring down with powerful tackles. Players attempting to "power" tackle this FB tend to bounce off. The plow skill gives the FB a bonus to break tackles against defenders set to power tackling style. This skill depends on carrying and size to be effective, a high carrying rusher can shrug off many powerful hits.
Additional levels: Increases the chance to break tackles vs defenders set to power tackling style.

Power HB - Truck - This HB is very hard to bring down with wrap-up tackles. Players attempting to "wrap-up" tackle this HB tend to get run over. The truck skill gives the HB a bonus to break tackles against defenders set to wrap-up tackling style. This skill depends on carrying and size to be effective, a high carrying rusher can shrug off many attempts to wrap him up.
Additional levels: Increases the chance to break tackles vs defenders set to wrap-up tackling style.
 
puubescent
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Possession WR/ Receiver TE - Find the hole
This receiver knows where the holes in the defense are. This receiver will stop at a hole in the zone of defense and get a 5% chance of the QB targeting him right before/when (may be too late if they wait) he stops. Each level increases the likelihood of the QB targeting him.
Edited by puubescent on Feb 12, 2010 23:49:09
Edited by puubescent on Feb 12, 2010 23:48:43
 
beenlurken
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Hard Hitting Secondary and/or LB
Strip Ball - Considering they already have two SA's that effect ff chance (Monster Hit/Big Hit)... each level of Strip Ball gives an X % to reroll the FF roll.
 
puubescent
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Elusive HB - Stutter Step
Each level gives a % chance of this triggering causing the defender to hesitate allowing the HB to get outside. Pre-requisite 70 agility.
 
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QB Scrambler-Escaper

When a defending is closing in on a sack of on a dropback the quarterback can evade it.
 
puubescent
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Scat Back - Green Screen
Each level gives a % bonus to agility, blocking, and vision to blockers blocking in front of this HB.

or

This HB knows how to set up screen blocks. (probably difficult to code) The HB gets a bonus to vision allowing him to take routes to set up a blocker in between him and tacklers.
 
Daudy
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Hard Hitting/Combo LB: Trip em up

People just can't get away from this LB. Each level of this SA gives a slight bonus to further slowing down any offensive player this LB is being dragged by after missing the initial tackle.


This is a little different to the Death Grip VA in that it's not a +% boost to getting dragged, it's an increase in the effectiveness of drag for the short period it is active. Dragging tacklers already happens without it on occasion, but I'd imagine someone who noticably and continually either makes tackles (ie best case scenario) or slows people down (through this) by being in the position to lay a tackle could be handy - especially against those fast elusive backs who can break a few tackles thanks to spin (or perhaps combo backs) and then have enough speed to go for a big gain before another defender gets there.

Boomer Kicker: Last man standing

This kicker is determined to produce only the best results possible in the snaps he is part of - which also means making sure he can stop anyone that gets through his kickoff team. When performing a kickoff, this kicker recieves a % bonus to speed, agility, strength, vision and tackling. This bonus is only active after the kick has actually been performed but during the rest of the play.



The idea behind this is to further develop the idea of kickoff specialised kickers. Perhaps the intent of Booming kickers was perhaps more of a long range specialist, but I figured such a kicker would probably be handy in creating touchback machines. However, even the best kickoff specialists can't repeatedly perform touchbacks and when they don't, they effectively are the last line of defence (seeing as they're so far behind the rest of the kickoff team already). I was thinking that perhaps the bonus would have to be relatively large so the kickers with this SA actually get some use out of it (ie they can actually run down to a respectable portion of the field after they perform the kick, rather than slowly running past their own 30 yard line by the time the play has already finished).

However, in this current state where kickers don't really have a lot of speed, the bonus would really have to be significant to speed to get them in a place where they have the opportunity to lay a tackle in the event the KR breaks one or two (or manages to weave past them). But I think in the future, when people DO have specialised kickoff specialists, you could be seeing some different builds with much more speed and tackling at the cost of perhaps vision or maybe confidence (though I don't know how important confidence is for kickoffs). The lack of speed and tackling being a major or minor for this archetype is an issue, but I still think it wouldn't be unreasonable to see kick off specialists with speed at 60 and tackling capped which would hopefully get a much bigger bang out of the bonus from this SA.

Although, I think the main issue is, how much kicking is actually needed in kickoffs? So if it's discovered that less kicking is needed for kickoff specialists than kickers who aim to obtain FGs, then I suppose that's where some of the SPs can come from to help out in the speed or tackling department. However, if it is CONSIDERABLY less than the required amount most kickers have at the moment... you could see some stacked builds where kickers are all speed/strength/tackling and take advantage of what has to be a pretty big bonus from the SA for it to be worth anything to more balanced kickers. If this is an issue, perhaps increase the value of kicking in kickoffs (shanked kicks?) - but this is all being said with me having absolutely NO idea how much of an effect the kicking attribute has on kickoffs.

EDIT: I forgot about the 200 word rule on the second one, my apologies.
Edited by Daudy on Feb 13, 2010 03:37:47
 
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