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NCAA Football 13 Sights and Sounds Interview Questions

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Old 04-01-2012, 05:14 PM   #113
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Re: NCAA Football 13 Sights and Sounds Interview Questions

did they add USC's new giant scoreboard and tunnel paint?
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Old 04-01-2012, 05:19 PM   #114
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Re: NCAA Football 13 Sights and Sounds Interview Questions

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Originally Posted by WipeOut464
CBS integration isn't going to happen. EA is contracted with ESPN/ABC/Disney for NCAA. ESPN would never needlessly share their marketing rights with a competitor.
I'm not sure about it. how can you explain the cbs integration in ncaa basketball 10?
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Old 04-01-2012, 05:27 PM   #115
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Re: NCAA Football 13 Sights and Sounds Interview Questions

One presentation aspect I found jarring was the home crowd going silent on an opponent's big play. The home crowd's going to groan or show some sort of surprise, but it's not just going to go silent.

For example, here's a big play from Alabama in last year's Iron Bowl:



Can this be fixed for 13?
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Old 04-01-2012, 06:04 PM   #116
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Re: NCAA Football 13 Sights and Sounds Interview Questions

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Originally Posted by TripleCrown9
Will Texas Tech be led out by the Masked Rider?
Since this was the first question posted, I sure hope it was asked and I sure hope they said yes. We will find out tomorrow. Cant wait.
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Old 04-01-2012, 06:12 PM   #117
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Re: NCAA Football 13 Sights and Sounds Interview Questions

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Originally Posted by brianmcdonough7
  • add back in suspensions for players who disobey team rules or skip classes
  • have a discopline rating on a recruit (A+ meaning hes good F meaning hes bad)
  • if your freshman qb is a 74 overal and throws for 4,000 yards in a year he shouldnt only go up 4 points, should be like a 85 or 90 depending on how good he did. and have the ratings improve on the attributes that he was best at for example if he ran for 1,000 yards and passed for 3,000 have his speed and accell go up, same thing for if he breaks a lot of tackles
  • spring game
  • recruiting- have verbal commits and signed letter of intent, if its a verbal commit you can still go after him and try and take him from the school that he verbally commited to. add in potential rating
  • better dread locks
  • make college football crouds more realistic, add in specific cheers that the croud does, for example ohio state does the O-H-I-O chant in each section, or wisconsin jumpining up and down.
  • add back in stadium loudness meter
  • have home field advantage play a bigger role, example: add back in the statium croud meter
  • COLLEGE FOOTBALL IS ALL ABOUT MOMENTUM. I have yet to see momentum play a big role. ADD IT IN
  • add back in different touchtown dances
  • keep custom playbooks in the games
  • improve gameplay, make it realistic add in more tackles im tired of seeing the same tackles over and over again

You can't sign a letter of intent until signing day.
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Old 04-01-2012, 06:17 PM   #118
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As far as momentum I say they take a whole different approach. For example a team that's very discipline like Stanford don't lose alot of momentum if they make a mistake and their players do traditional touchdown celebrations. And take a team like Miami (the u) they lose a bit more momentum if make a mistake and they also do more flashy touchdown celebrations that just gives NCAA that extra authentic feel
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Old 04-01-2012, 06:31 PM   #119
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Re: NCAA Football 13 Sights and Sounds Interview Questions

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Originally Posted by avross
As far as momentum I say they take a whole different approach. For example a team that's very discipline like Stanford don't lose alot of momentum if they make a mistake and their players do traditional touchdown celebrations. And take a team like Miami (the u) they lose a bit more momentum if make a mistake and they also do more flashy touchdown celebrations that just gives NCAA that extra authentic feel

I agree with everyone that momentum needs to be included but I am not a fan of a meter of any sorts. Momentum should be a hidden code that simply gives you a better chance of making a good play if you are previously doing good, and vice versa if you are making bad plays (dropping passes, turning it over) then you have a greater chance of making a bad play. But there should always be a chance of making a great play to turn the momentum around.

Actually now that I think about it, I wouldn't mind having a meter as long as we can turn it off (in the display, but you should also have the option to actually turn momentum off completely if you don't like it). I have no problems with options.
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Old 04-01-2012, 07:00 PM   #120
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Originally Posted by sparkdawg777
I agree with everyone that momentum needs to be included but I am not a fan of a meter of any sorts. Momentum should be a hidden code that simply gives you a better chance of making a good play if you are previously doing good, and vice versa if you are making bad plays (dropping passes, turning it over) then you have a greater chance of making a bad play. But there should always be a chance of making a great play to turn the momentum around.

Actually now that I think about it, I wouldn't mind having a meter as long as we can turn it off (in the display, but you should also have the option to actually turn momentum off completely if you don't like it). I have no problems with options.
Yea I'm not a fan of an actual meter. I wanna hear fans sigh after maybe a big deep pass is thrown and the reciever don't come down with it. Or maybe a hail Mary
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