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Building a Better NCAA Football 12

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Old 01-14-2011, 03:28 AM   #65
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Re: Building a Better NCAA Football 12

I would also like them to go back to talking about the history of the school you choosing to play as or if it is a rivalry game, the history of the rivarly. They use to have this in the past NCAA football games last generation.
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Old 01-14-2011, 05:20 AM   #66
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-Special teams need work. I remember the special teams focus of 07 with a prototype of Player Lock; it was so much fun because I knew I could actually block some kicks/punts, I knew the CPU could do the same & I believe there was a panic button that allowed you to abort the kick & try to make a break for it if you felt it was going to be blocked. Return game is a wreck, there are no lanes, your only hope is to get enough blocks to let you run straight long enough for the coverage team to all converge in the middle & then outrun them to the outside & the end zone while they bump into each other.

-Love the Coach Mode idea but please coincide it with a stadium creator/editor. To hell with how "unrealistic" it is, if I become a coach at East Palookaville Tech & they start winning FBS conference titles & (god forbid) BCS bowl games, I should be able to upgrade from the 15,000 seat stadium at SOME point & it shouldn't be tied into a separate gameplay mode.

-Shotgun running never works. OL seems to treat every run like a draw play & as such only draw plays work; everything else has the handoff too fast so the DL keys in on the HB and he gets swarmed long before the offensive line starts to block.

Oh and give those schedule people their working schedules (I usually go with Syracuse so it's not a big deal for me but now that I'm playing as Texas A&M and Minnesota in different dynasties I can see how it'd be frustrating for the schedules to be incorrect) and give the dread guys their dreads. Also bowl patches. Also dynamic conference field logos/jersey patches so if you move to a different conference you don't have the old conference logo on your jerseys/helmets/field.

Create a rivalry would be nice but probably idealistic. Rivalries would have to cap at 1 more than whatever team has the most rivalries, so that someone playing as that team gets to use the feature without having to drop a rivalry (oh yeah you have to be able to drop rivalries too in case you fill it up or don't feel like playing a team any more once you get way into a dynasty and the team prestige levels aren't even any more) & someone playing as one of the other 119 can choose any team to start a rivalry with without being handicapped by them being already overloaded right from the start.

Last edited by shigogouhou; 01-14-2011 at 05:21 AM. Reason: formatting, typos
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Old 01-14-2011, 06:32 AM   #67
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Re: Building a Better NCAA Football 12

Ive been wanting created rivalries. Keep natural ones like Mich- Oh St and those but allow us to gain and drop some. Like For example Im using Ohio in a dynasty. I moved to the big 10... my rivals shouldnt continue to be Marshall and Miami (oh). One should be Ohio St (in state) and then another gained through a couple of years of tough games. In this case it would be Wisconsin for this particular dynasty since the last 4 meetings we have split 2-2 and they have all been decided by 7 or less.
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Old 01-14-2011, 09:52 AM   #68
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everything you guys have said is spot on from gameplay to uniforms so i dont need to comment on that ,also we must have the chain gang back also..............
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Old 01-14-2011, 10:44 AM   #69
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Coaching Carousel

In real college football certain coaches are known for certain things, and will attract certain players to the program. I hate that in order to drop a team in OVR DEF rating you have to make the players bad. The defensive scheme is bad not every player. Take DT#68 on Michigan. That player is a stud, but in a 3-3-5 he is almost rendered useless because he is only 6-2 295lbs. Ideally in a 3-3-5 you want a 6-5 330lb beast over the center. If DT#68 played in a 4-3 he would be dominant.

My point is that coaches should have traits, say at least three traits we can edit, so a D-Cordinator, say Mich D-Cordinator would read this way

Mich D-Cordinator
1)ALL DEF AWR -5
2.) ALL DEF MAN COVER -10
3.) ALL DEF TCKL 10

I think you see my point.
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Old 01-14-2011, 10:45 AM   #70
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ALL DEF TCKL Should read -10
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Old 01-14-2011, 02:26 PM   #71
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Re: Building a Better NCAA Football 12

Player and Recruit Evaluation Madden had something like this 05-08. ex. terrific speed and great route runner. ESPN has it. It can describe players and what system they fit. With School having Play Styles, schools can recruit to their playstyle.
Recruit Ratings Either recruit overall rating should be raised or Player ratings should be decreased. There is alot of recruits coming in with low rating. Recruit positional rating should be higher. Only ATH and 5 STAR come in with position ratings. there needs to be power rbs.
Smaller Schools I want to see small schools getting big time recruits or recruits progress to high rating. Some 4 or 5 star recruits doesnt progress or produce. Some 1-3 star recruits progress very well or produces very well.

Last edited by illwill10; 01-14-2011 at 02:37 PM.
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Old 01-14-2011, 03:25 PM   #72
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Re: Building a Better NCAA Football 12

Quote:
Originally Posted by sportyguyfl31
3) Balance between man and zone coverage: Too much route mirroring in man coverage, too little assignment recognition in underneath zone coverage.
Works both ways, too. Had an INT in a game 2 nights ago where my CB stretched for the ball and by catching it, it spun him around clockwise about 270-degrees. He was tackled, as is the norm in the game, right away by the WR. Why? Because, after seeing it in replay, the WR did the identical 270-degree spin WITHOUT the ball ending up facing the back of my CB for the easy tackle. And when I say identical, they rotated the same degrees and at the same rate, as if they'd practiced it.

Way too often the underneath routes in zone are completely unnoticed.

In other words, agree, agree, agree...
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