11:03 AM - May 29, 2013 by jpdavis82
UTC has posted their
NCAA Football 14 Dynasty Mode roundtable, which includes discussion from a couple of guys from
The Gaming Tailgate.
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In the Game Management skill tree, there are skills like “Antifreeze” to prevent your kicker from being “iced,” “Setup Artist” to help set up your play action pass plays more quickly after successful runs, and “Clutch” where your team gets performance bonuses in high-pressure situations. Each of the skills has three levels of development, with different perks at each level. What is your take on having Coach Skills which affect on-field performance? How do you feel about such perks affecting player-versus-player games in an Online Dynasty?
I really like the idea of Coach Skills affecting the on-field performance, though I am a little bit wary of it for a few reasons. Obviously in user-versus-user scenarios, there’s a chance that the playing field might become unbalanced if the Coach Skills are too easily built up by certain players to the detriment of their competition. I do also wonder, however, whether or not the CPU players in an offline Dynasty might build these Coach Skills up quickly as well, lending an artificial feel to playing against the AI. I think it’s definitely something that can be managed to avoid issues, but it remains to be seen until the game is out in the wild. |
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