ndirishfootball94's Blog
Everybody calls for "physics-based gameplay" and Euphoria, which are both great and the future of gaming, but for Madden 12, it's just not realistic. What is realistic for Madden 12, is a HUGE overhaul of the rating system, how it impacts the game, and how it is presented.
The menus in Madden 11 are slow, and difficult to fly through and get the information you need. So I propose a new system to present the ratings in Madden 12. Only show the ratings that pertain to a player's position, meaning, if I was in the depth chart at the QB position, I would only see the attributes that DIRECTLY affect the overall rating of that player at that position. Every other attribute should be rated at the minimum for that position, meaning the minimum rating of a RB at OL, however low, is higher than the rating of a QB at OL. This would not only streamline the menus, but it represents the "skill set" each position requires in the NFL, as a TE needs a broader "skill set" than a Kicker.
Another revolution the ratings need, is the addition of tendencies. These tendencies would add personality to these players as what we'd see on Sunday from a player would be in Madden.. So here is what we'd see when we open up the depth chart in Madden 12 at the quarterback position:
Quarterback:
- Speed
- Agility
- Acceleration
- Elusiveness
- Ball Carrier Vision
- Stiff Arm
- Spin Move
- Juke Move
- Carrying
- Bullet Pass Speed
- Throw Range (these two come from "Throw power", which needs to be broken up into different categories)
- Short Throw Accuracy
- Medium Throw Accuracy
- Deep Throw Accuracy
- Bullet Pass Accuracy
- Lob Pass Accuracy (these two break down the usual "pass accuracy" rating into more specific ratings)
- Throw on Run
- Play Action
- Stamina
- Injury
- Toughness (ability to come back from injury)
- Pump Fake (effectiveness of the pump fake)
- Cadence (ability to draw defense offsides)
Awareness needs to be broken down into different categories. So for the QB position, we'd see:
- Identify Blitz
- Pocket Presence (ability to move around and buy extra time in the pocket)
- Read Coverage
- Leadership (ability to affect the player's around him)
- Clutch (ability in crucial situations)
Leadership and Clutch should both a positive and negative affect. If a player has a high leadership rating (think Tom Brady) the players around him play better (Wrs, RBs, OL) but if a player does not have a high leadership rating (think rookie quarterback) the players around him take a ratings hit. Same with the clutch, a player with a high clutch rating (Payton Manning) will receive a ratings boost, while players with a low clutch rating will take a ratings hit.
That is my basic idea of the rating system in Madden 12 when it comes to Quarterbacks.. Up next, the rating system for Running Backs
The menus in Madden 11 are slow, and difficult to fly through and get the information you need. So I propose a new system to present the ratings in Madden 12. Only show the ratings that pertain to a player's position, meaning, if I was in the depth chart at the QB position, I would only see the attributes that DIRECTLY affect the overall rating of that player at that position. Every other attribute should be rated at the minimum for that position, meaning the minimum rating of a RB at OL, however low, is higher than the rating of a QB at OL. This would not only streamline the menus, but it represents the "skill set" each position requires in the NFL, as a TE needs a broader "skill set" than a Kicker.
Another revolution the ratings need, is the addition of tendencies. These tendencies would add personality to these players as what we'd see on Sunday from a player would be in Madden.. So here is what we'd see when we open up the depth chart in Madden 12 at the quarterback position:
Quarterback:
- Speed
- Agility
- Acceleration
- Elusiveness
- Ball Carrier Vision
- Stiff Arm
- Spin Move
- Juke Move
- Carrying
- Bullet Pass Speed
- Throw Range (these two come from "Throw power", which needs to be broken up into different categories)
- Short Throw Accuracy
- Medium Throw Accuracy
- Deep Throw Accuracy
- Bullet Pass Accuracy
- Lob Pass Accuracy (these two break down the usual "pass accuracy" rating into more specific ratings)
- Throw on Run
- Play Action
- Stamina
- Injury
- Toughness (ability to come back from injury)
- Pump Fake (effectiveness of the pump fake)
- Cadence (ability to draw defense offsides)
Awareness needs to be broken down into different categories. So for the QB position, we'd see:
- Identify Blitz
- Pocket Presence (ability to move around and buy extra time in the pocket)
- Read Coverage
- Leadership (ability to affect the player's around him)
- Clutch (ability in crucial situations)
Leadership and Clutch should both a positive and negative affect. If a player has a high leadership rating (think Tom Brady) the players around him play better (Wrs, RBs, OL) but if a player does not have a high leadership rating (think rookie quarterback) the players around him take a ratings hit. Same with the clutch, a player with a high clutch rating (Payton Manning) will receive a ratings boost, while players with a low clutch rating will take a ratings hit.
That is my basic idea of the rating system in Madden 12 when it comes to Quarterbacks.. Up next, the rating system for Running Backs
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