User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Season 7 SA Recommendations
Page:
 
william78
offline
Link
 
These are my suggestions for SA additions for balance sake since Corndog said he might be working on them.

New SA’s
Center Fielder (Available to FS and SS)
Ability Type: Active
Powered By: Coverage Technique
Activation Condition: On an overthrown ball whether in double coverage on a receiver or in a deep zone, pass thrown over the head of the WR.
Activation Chance : 15% (Bronze), 30% Silver, 50% Gold
Duration: 1.5 Seconds(Bronze), 3 Seconds (Silver), 4.5 Seconds (Gold)
Effects: +7, +12, +18 Interception ability.
After Effects: If Interception is missed -7, - 12, - 18 Pursuit (Defender focused on interception may lose sight of WR if interception is not made)
Reasoning: Most of the INT’s I see so far are on underthrows with the CB’s trailing behind, this is leveler for safeties and adds morale hazard for some deep throws particularly those into double coverage

Stayin’ Alive (Available to QB)
Ability Type: Active
Powered By: Pocket Awareness
Activation Condition: Having a tackle attempted on the QB while in the pocket and recognizing the pass rusher, does not apply to blind side unseen blitzes
Activation Chance: 10%/20%/30%
Duration: 0.5 Seconds, 1 Second, 2 Seconds
Effects: Defender Tackling Technique dropped 35%, 50%, 80% versus QB drop back power
After Effects: QB check down speed reduced 10%/20%/30%
Reasoning: Gameplay is missing QBs who can stay alive if defender is on a weak angle and the QB knows he’s coming this is a chance to extend the play, adds “Big Mobile QB” like a Big Ben or Cam Newton still requires some drop back power but would level the playing field of that versus drop back power

Downfield Blocker (Available to WR’s)
Ability Type: Passive
Powered By: Run Blocking Awareness
Activation Condition: Following a completed pass to a another receiver, excluding screen passes
Activation Chance: 5%/10%/20%
Duration: 0.4-0.6 / 0.8-1.0 / 1.2-1.5
Effects: Run Blocking Awareness and Run block technique increase 25%, 50%, 100%
Reasoning: Some Wide Receivers excel at blocking downfield after a catch and maybe not so much during the running game, adds that element to the game could create more “catch and run” opportunities

Swim Move (Available to DT and DE)
Ability Type : Active
Powered by: Snap Reaction and Pass Rush Technique
Activation Condition: Defense not blitzing against a passing play on 3rd and more than 7
Activation Chance: 5%/8%/12%
Duration: 0.8/1.2/1.8
Effect: Unengaged (non-blocking) offensive lineman closest to the defender is stunned for the duration as the defender attempts to shoot the gap between the two defenders
After Effects: -5/-7/-15 Balance for half the duration of effect
Reasoning: Easy Enough, its part of football provides a pass rush option when playing coverage with 3 or 4 man lines against a passing package

Hand Punch (Available to OG & OT)
Ability Type: Active
Powered by: Pass Blocking Awareness
Activation Condition: Defender attempting a Spin or Swim Move
Activation Chance: 5%/12%/24%
Duration: N/A
Effect: If successful offensive lineman times initial contact with awareness and timing causing the defender to pass a balance check or be pancaked
After Effects: If missed offensive lineman loses -10/-20/-30 balance
Reasoning: Provides a different counter than leverage to pass blocking schemes and counteracts highly agile/speed rushing downlineman a powerful handpunch in football from the offensive lineman when the defender is attempting a finesse move typically results in stunning the defender

Line Commander (Available to C)
Ability Type: Passive
Powered by: Blocking Consistency
Activation Condition: Offensive Line having just surrendered a sack or hurry
Activation Chance: 8%, 15% , 30%
Duration: Entire Play
Effect: After surrendering a sack or hurry the Center rallies the troops resulting in +5/+10/+15 morale and pass block awareness for the offensive line
Reasoning: Centers generally check the line blitz, could result in fewer “sack spirals” without being overpowering

Defensive Captain (Available to LB)
Ability Type: Active
Powered By: Defensive Consistency
Activation Condition: 3rd Down End of half under 5 minutes trailing by 8 or less and playing MLB
Activation Chance : 5% , 15%, 30%
Duration : Entire Play
Effect: Defense receives bonus to morale and conditioning +4/+8/+12
Reasoning: Some defenses “gear up” late in the game and get the offense off the field or are firing very very hard

Flawless Focus (Available to WR)
Ability Type: Passive
Powered by: Receiving Awareness
Activation Condition: Receiver fails the initial Catch roll without a defender within 2 yards
Activation Chance: 10%/25%/50%
Duration: N/A
Effect: Receiver gets “second” regular catch roll if uncovered, by maintaining focus after initially bobbling the ball
After Effect: Acceleration Reduced by 50%/30%/15%
Reasoning: Wide Receivers totally uncovered sometimes bobble but then regain possession of the ball particularly when unpestered by a defender

3rd Down Specialist (Available to HB/FB)
Ability Type: Active
Powered By: Block Consistency and Receiving Consistency
Activation Condition: Playing HB or FB on 3rd and 4 or more
Activation Chance: 4%/8%/15%
Duration: Entire Play
Effect: The back performs his duties better on 3rd down providing a 8% /15%/30% bonus to Pass Block Awareness, Pass Block Technique, Route Technique, and Route Route Elusiveness
Reasoning: Simply filling the 3rd down role, most backs have lower(very) low pass blocking and most don’t have heavy route technique, low activation chance but bigger benefit for skill set

Chip and Go (Available to TE)
Ability Type: Active
Powered By: Pass Block Awareness and Snap Reaction
Activation Condition: Playing TE or BTE on 3rd Down
Activation Chance: 8%/15%/30%
Duration: 0.3/0.6/1
Effect: If successful DE or OLB closest to the TE as he releases is stunned for the count in Duration, defender can defeat this with a successful balance check
After Effect: Acceleration Reduced by 60%/35%/20% for the duration of effect
Reasoning: Happens in football all the time , I’d include the HBs but I think that would be really outsized coding involving changing the route

SA’s that should be adjusted

1. Shed Block Should Fire More often

2. Tuck and Run should also protect the QB from some toughness effects, when firing (since it only fires on a pass) give the QB a chance to pass a balance check and “slide down” at the end of the play avoiding a toughness hit (makes mobile passers more effective)

3. Surge Does Not fire as often as the description would indicate






 
Aeir
offline
Link
 
For tuck and run, if the QB fails to find an open receiver after (4-5) attempts and they have an open lane, they take off running. 25/50/75 % chance to fire and based on pass awareness.

Originally posted by william78

2. Tuck and Run should also protect the QB from some toughness effects, when firing (since it only fires on a pass) give the QB a chance to pass a balance check and “slide down” at the end of the play avoiding a toughness hit (makes mobile passers more effective)



I do like the slide thing too. % chance to slide on a play to avoid a hit while running would be a nice addition.

Could even have it based on both pass awareness (to take off running) and carry awareness (slide to avoid a hit).
 
InRomoWeTrust
Lead Mod
offline
Link
 
We had a whole list in the alpha/test server. Wish we could dig those up. Time Trial might have them.
Edited by InRomoWeTrust on Sep 22, 2014 09:16:50
 
william78
offline
Link
 
Originally posted by InRomoWeTrust
We had a whole list in the alpha/test server. Wish we could dig those up. Time Trial might have them.


Agreed would be interesting to see the disparity between what people anticipated would be an underserved market / area and what actually was in addition to giving the Corndog some GFI's (Good Fricking Idea's)
 
InRomoWeTrust
Lead Mod
offline
Link
 
We were heavy in 'actions' IIRC, because that's what was desired by Bort. Not modifiers but rather actions in general. QB sliding/eating the ball to avoid a big hit from a tackle or sack was one of them I think.
Edited by InRomoWeTrust on Sep 22, 2014 10:13:23
 
mrm708
offline
Link
 
I posted this in the shed block thread but might as well share it here. I think the defenders really need an SA that raises the floor on tackling tech. roles.

SA: Open Field Tackler

Ability Type: Active
Powered By: Tackling Technique
Activation Condition: Attempting a tackle with no other defenders (maybe it should be no other players at all?) within X yards (somewhere in the 2-4 range would possibly work)
Activation Chance: Up to 15/30/50%
Duration: 1 second or so
While Active: Tackling Technique + 5/10/15, Tackling Technique Rolls guaranteed to be 15/35/60% of Max

I haven't put much thought into the exact numbers, but I think the game really needs an SA like this.


EDIT: I would say it should be available to all defenders outside of DE and DT as well.
Edited by mrm708 on Sep 23, 2014 11:06:52
 
Time Trial
offline
Link
 
Originally posted by InRomoWeTrust
We had a whole list in the alpha/test server. Wish we could dig those up. Time Trial might have them.


Nope. I had copied the list into my team forum on GLB1, but I forgot to back everything up when I sold my 8-bit NES Heroes team.
 
Time Trial
offline
Link
 
Originally posted by InRomoWeTrust
We were heavy in 'actions' IIRC, because that's what was desired by Bort. Not modifiers but rather actions in general. QB sliding/eating the ball to avoid a big hit from a tackle or sack was one of them I think.


There was an SA that would mimic the effect of a play-action.

The logic went something like, if the last play was a run that went for more than [five?] yards and the current play is a pass and there is a HB on the field...

There's got to be a cleaner way of doing it. Anyway, the effect was to [bronze/silver/gold] have a 20%/30%/40% to cause a defender in man coverage to freeze for .5/.7/.9 seconds and to have a defender in zone coverage cheat to the LoS.

...it was something like that. I can't remember exactly how it was worded, but it was better than this.

I think it should be powered by Drop Back Grip or something in order to make the skill useful and the SA not OPed.
 
Time Trial
offline
Link
 
Dump Pass (Available to QB)
Ability Type: Active
Powered By: Pass Consistency
Activation Condition: Throwing a pass to a receiver that is less than five yards passed the LoS.
Activation Chance: 40% (for all three levels)
Duration: 2 Seconds (for all three levels)
Effects: Pass Technique/Accuracy/Consistency/Power increased by 3/7/12
Reasoning: Gameplay is missing QBs who can check down to their WRs and make the easy short pass. Should be combined with a WR SA that only activate in the first five yards that increases Rec Hands/Awareness/Consistency/Grip/CiT by 3/7/12.

 
william78
offline
Link
 
Originally posted by Time Trial
Dump Pass (Available to QB)
Ability Type: Active
Powered By: Pass Consistency
Activation Condition: Throwing a pass to a receiver that is less than five yards passed the LoS.
Activation Chance: 40% (for all three levels)
Duration: 2 Seconds (for all three levels)
Effects: Pass Technique/Accuracy/Consistency/Power increased by 3/7/12
Reasoning: Gameplay is missing QBs who can check down to their WRs and make the easy short pass. Should be combined with a WR SA that only activate in the first five yards that increases Rec Hands/Awareness/Consistency/Grip/CiT by 3/7/12.



I like it though would rename to "Checkdown" ... I read dump pass and was thinking throw away or dump off
 
Time Trial
offline
Link
 
Originally posted by william78
I like it though would rename to "Checkdown" ... I read dump pass and was thinking throw away or dump off


Checkdown makes me think he's going through his progressions faster, this is a stronger, better, and more accurate pass, but you are right, it should be a better name.

I guess what do you call a QB who consistently makes short passes and moves the chains?
Edited by Time Trial on Sep 23, 2014 15:20:52
 
mrm708
offline
Link
 
Originally posted by Time Trial
Checkdown makes me think he's going through his progressions faster, this is a stronger, better, and more accurate pass, but you are right, it should be better.

I guess what do you call a QB who consistently makes short passes and moves the chains?


Can't think of a name for that type of QB, but that type of offense is usually a variant of the west coast offense so it could be something like "West Coast QB" or something of that nature. Maybe the non-football gurus wouldn't get the reference though.
 
Zaranthuul
offline
Link
 
Wouldn't checking down into flats and short yardage also be like a dump pass if checking off the medium long routes
 
Time Trial
offline
Link
 
Originally posted by Zaranthuul
Wouldn't checking down into flats and short yardage also be like a dump pass if checking off the medium long routes


Yeah... you would need a name that implies a QB who excels at short passes.

A lot of times commentators will talk about the timing of the play between the QB and the receiver on short routes. They also talk about how the QB threads the ball in there. Thread Pass or any variant thereof doesn't really leave the impression that this ability only works on short throws though... which is why dump pass was my first thought, because no one really thinks of a dump pass that is much further than five or so yards.
 
Time Trial
offline
Link
 
Short Yardage Target (Available to WR/TE/HB/FB)
Ability Type: Active
Powered By: Toughness
Activation Condition: Catching a pass less than five yards passed the LoS.
Activation Chance: 40% (for all three levels)
Duration: 2 Seconds (for all three levels)
Effects: Rec Hands/Consistency/Grip/CiT + 3/7/12
Reasoning: Gameplay is missing QBs who can check down to their WRs and make the easy short pass. This is an SA to help catch short passes.

Quick Route Runner (Available to WR/TE/HB/FB)
Ability Type: Passive
Powered By: Route Technique
Activation Condition: At the snap, running a route that does not go more than five yards passed the LoS.
Activation Chance: 40% (for all three levels)
Duration: 4 Seconds (for all three levels)
Effects: Route Tech/Route Elusive/Footwork/Quickness/Sprinting/Rec Awareness/Snap Awareness + 2/5/9
Reasoning: Gameplay is missing QBs who can check down to their WRs and make the easy short pass. This is an SA to help WRs get open on short passes.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.