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My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

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Old 12-20-2012, 03:13 PM   #1
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My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

  • GAMEPLAY IMPROVEMENTS
    • Infinity Engine 2.0 or higher
    • OL vs. DL interaction upgrade and awareness
    • Improved DB logic/attributes to led to more swats and dropped picks than retained picks (both user and cpu)
    • Bring back composure, tied to players awareness/experience
    • Juke interaction and moves needs improvement
  • DYNASTY IMPROVEMVENTS
    • Dynamic Rivalries (User control optional)
    • Dynamic Depth Charts
      • Set the depth chart for the Nickle back, the R, X, Y, and Z receivers, and nose tackle.
    • New Player Dynamic
      • Work Ethic Attribute/Drive – determines players ability to progress
      • Personalities
        • Cocky
        • Solid
        • Team Player
      • Tendencies/Styles
        • No longer just a classification but an actual attributes/personal sliders for each player specifically.
          • Attributes/Sliders change based on the coaching.
        • Passing
          • Sliders where all 3 combined equal 100
            • Deep Pass (>20 yards) – 0-99
            • Mid Pass (10-20 yards) – 0-99
            • Short Pass (<10 yards ) – 0-99
        • Running
          • Tendency Slider – combined equals 100
            • Home Run – How often the back strings out a play for the big one (usually leads to smaller gains on longer horizontal runs)
            • North-South – How often the back looks to pick up the optimal yardage usually resulting in more vertical gains
          • Running Style – Sets the run Animation
            • Quick Step
            • Strider
            • Prancer
          • Carry Style – Is determined based on the players Carry attribute
            • High and tight 85-99
            • Mid 61-84
            • Low and loose 31-60
            • Loaf of bread 0-30
        • Lead Blocking
          • Tendency Slider
            • Sell Out/Engage – How often the player will “sell out” for the chop block or engage straight up
            • Target – Which unblocked player will the player seek to block in his path. Slider
              • DL
              • LB
              • DB
        • Catching
          • Sliders
            • Focused/Diva – How often the player takes plays off, or concentrates to catch
            • Separated/Covered – How often the player can break free of physical coverage
        • Line Blocking
          • Style
            • Puncher
            • Wrestle
            • Quick Feet
        • Pass Rush
          • Style
            • Bull
            • Finesse
            • Combo
          • Slider
            • All-in/Hands Up – how often player will break pass rush to put hands up to swat passes.
        • Run Stop
          • Style
            • Plug
            • Patient Hitter
            • Attack
          • Attribute
            • Strip Success
          • Slider
            • Strip Attempt rate
        • Tackling
          • Style
            • Wrap Up
            • Shoulder Punch
            • Arm Warrior
          • Slider
            • Big Hit/Sure Tackle
        • Coverage
          • Style
            • Physical
            • Bait
            • Hard Hat
          • Slider
            • Pick/Swat
            • Impact Hit/Catch then tackle
        • Return
          • Style
            • Blocker
            • Speed Demon
            • Acrobatic
          • Slider
            • Home Run/Sure Yards
    • Smarter Coaching Carousel HIRE/FIRE logic.
    • Coaching Personalities & Attributes
      • Personalities
        • Personalities tie to bonuses
          • Cocky (bonus in recruiting Cocky players & Campus Lifestyle)
          • Leader (Bonus in recruiting Team Player recruits & Program Prestige)
          • Manager (Bonus in recruiting Solid players & recruiting/hiring coaches)
      • Attributes
        • Development
          • QB
          • RB
          • WR
          • FB/TE
          • OL
          • DL
          • LB
          • DB
        • Game Planning
        • Game Adjustments
        • Recruiting
          • Cocky
          • Solid
          • Team Player
    • Position Coaches – only 7 per team (even though there are 8 categories, HC must assign himself or one of his coordinators to the unfilled group)
      • OL
      • DL
      • LB
      • DB
      • RB
      • FB/TE
      • WR
      • QB
    • Give the User the ability to HIRE/FIRE their Coordinators & Position Coaches.
    • Athletic Budgets – Based on School/Program Prestige, season games, championship games, bowl games, and TV Exposure.
      • Budget is used for recruiting, coaching, and facilities
      • Money is accrued by building Program Prestige, Conference Prestige, games played, and Fan attendance
        • Games played will work by having Users bid for Non conference games (Home & Home, Home Pay Off, Away Pay Out, Neutral Site)
          • Home & Home – each team would get the normal home game money based on average attendance for the year
          • Home Pay Off – Home team pays the Away team to play and gets 60% of normal home game money based on average attendance for the year
          • Away Pay Out – Away team is paid by Home team to play and gets 40% of the Home team’s normal home game money based on average attendance for the year.
          • Neutral Site – Both teams receive 55% of their respective normal home game money based on average attendance for the year
        • Program Prestige will produce X amount of dollars per grade rating/Stars
        • Conference Prestige will be based off the end of the year positioning and receive X amount dollars per team in the conference per finish
        • TV Exposure will produce X amount of dollars per national and Y amount per regional to account for merchandising.
      • Incorporate a “Revenue Tracker."
    • Give the ability to upgrade team facilities.
      • Stadium Expansion - Create a stadium/ or Team Builder
    • Early Enrollees
    • Spring Training & Game
      • JUCO & designated Early Enrolles are made available for this
      • Off Season Progression occurs post Spring Game takes in last season, coaching, and the spring to account for development
    • Weekly Recap Shows
      • Scores from Nationally televised & top 25 games
      • Top Plays
      • Top 150/300 Recruiting decisions
    • Signing Day Show.
    • Recruiting Changes
      • Calendar days rather than Weekly
        • Plan each day of the week rather than one stop for all. Thus giving User coaches a shot to get that last word/visit in.
      • State Regions
        • Break each state into separate regions. This will help eliminate the overlap or ease of obtaining pipelines
          • Provide a bonus for having adjacent pipelines – make it exponential
      • Increase Proximity to Home and Playing Time importance
      • Hard Commits can be swayed/recruited – Decommits happen for both Soft and Hard verbal commits
      • Increase Pool database to include at least two years worth of prospects
      • Recruiting Budget
        • Set after signing day
        • Scouting budget set at this time
      • Scouting Format
        • Scout in Person
          • Cost – miles from school/4
          • Bonus – 30% of attributes revealed per session
          • Times Per – Weekly max of 10 total, 1 per player
        • Scout via Tape
          • Cost - $30 per hour
          • Bonus – 5% of attributes revealed per hour
          • Times Per – Weekly max of 20 total, 6 per player
      • Recruiting Format
        • Digital Contact – (Phone, text, email)
          • Cost - $5
          • Reward Range – 0 to 150 points
          • Times per – Weekly max of 5
        • Visit High School – (Practice & Coach)
          • Cost – miles from School/4
          • Reward Range – 150 to 600
          • Times Per – max of 3 times
        • Attend High School Game
          • Cost – miles from School/4
          • Reward Range – 300 to 750
          • Time Per – max of 3 times
        • In Home Visit
          • Cost – miles from School/3
          • Reward Range – 450 to 900
          • Times Per – max of 4 times
        • Unofficial Visit
          • Cost - $100
          • Reward Range – 300 to 750
          • Times Per – max of 8
        • Official Visit
          • Cost - $500 + miles from School/3
          • Reward Range – 500 to 1500
          • Times Per – max of 1
        • Offer Scholarship – Must be done in conjunction with another form of contact
          • Cost - $0
          • Reward Range – 150 to 400
          • Times Per - unlimited
        • Rescind Scholarship
          • Cost - $0
          • Reward Range – negative 800 to 1500
          • Times Per – unlimited
    • Development Changes
      • During Spring Training Coaches set the training focus of all 8 position groups

Last edited by ecfivester; 12-20-2012 at 03:26 PM. Reason: get rid of smileys
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Old 01-04-2013, 01:01 PM   #2
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Re: My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

Good luck with them adding even one or two of any of this.
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Old 01-04-2013, 03:47 PM   #3
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Re: My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

That is a very in-depth list you have.

I have a hard time finding anything in your list that I disagree with but it would be impossible to implement all those into a PS3 game.

Personally, I think when it comes to presentation in this game it is worthless. After a few shows or updates, it's the same thing and loses it's value. EA needs to focus more on the gameplay and user controlled options in Dynasty and other game modes.

Recruiting is nice but it takes way too long. I'm not talking about the steps or options. I'm talking about the time it takes selecting the options and then waiting for those options to load and moving on to the next recruit. It's frustrating and it takes away from the fun of conversations and scouting of the recruits.
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Old 01-09-2013, 02:16 PM   #4
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Re: My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

Oh I agree about the presentation, I listed it, but in reality that is even below equipment/uniform fixes for me.
I'd rather the actual game play and game modes be fixed/upgraded before extra fluff is added.
And you are right menus and loading by far bogs this game down way too much. But I have read that is actually one of the areas we will see improvement on for NCAA 14.
So Hopefully that really is already being worked on.
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Old 01-09-2013, 05:57 PM   #5
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Re: My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

Would it be safe to assume if we get the new engine, that we would also get all the equipment/ player models that Madden has? I know this id kind of a dumb question, but I'm a roster editor. ECFIVESTER, excellent list. It would be amazing if we could get half of that. Great job.

A few things I would like to see from an editing perspective:
- Duplicate Jersey numbers
One for Offense/ One for Defense. Code the game so two same numbers can't be on the field at the same time.
- 85 man rosters
This would help eliminate over signing and give us more depth for dynasty.
-Custom home towns
Would be nice to be able to just type in the players hometown so we can get them all correct. Also add some more countries like Australia, Germany etc. We are starting to see more foreigners now.
- More detailed equipment
Basically read any thread by BORN4CORN. It would also be nice to be able to select computer controlled teams uniforms in Dynasty mode. What's the point in giving us the Uniform Store and not being able to see them all used.
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Old 01-15-2013, 11:37 AM   #6
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Re: My NCAA 14 Wish List Recruiting, Dynasty, & Game Play

I love the dynamic rivlaries, hire/fire coordinators, and bringing back composure. One of the few gimmicks they brought in that I enjoyed.

I also agree with more roster/gear/player editing control. I don't see why I can't edit or design the team's uniforms without losing the original team logo. You can never go wrong with more user created/editing potential. Give us the power!
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