Like the run/pass commit but more indepth and less lethal. ![]() I wish there was some type of a coach adjustment system that let me change what players focus on between quarters or timeouts. Strong safety should play the strong side formation. Also dynamically align safeties in the same way. I'd love to dynamically place my rushing backer weak side and my run stuffing backer strong side. I would like to see ability to assign man coverage to specific receivers like how the Pats stuck Talib on Graham to shut him down during their game.Īlso how about weak/strong backers instead of right/left. Also if love to see a matchup screen comparing stuff like your OL versus their DL so you know what your strength and weakness are. Something to see what their base defense is (man/zone 2/zone 3) and blitz percentage and coverage behind a blitz. I'd love to have the option to scout teams before playing them for tendency and such. Practice overall is a choir to get more xp you cannot skip but don't want to do I'd rather see practice go away and instead you had a week to week training drills or just something else. It is dumb that all practices reward the same yet all are not equal. Something needs to happen with the practice option. Right now sliders either feel like they do little or nothing at all. 100 rush defense means all linemen shed blocks in an instant. 0 QB accuracy means passes fly all over the place. 0 pass rush should mean sacks almost never happen. How about adding more staff positions like coordinators and coaches.Īlso would like sliders that mean something. I'd rather see a defense adjust better to read option. I find that the defense keys off the HB way too much on read option to the point that a QB can get a consistent easy 100 yards before the defense starts to read QB. Exp spending is cool but I miss the calendar with non football activities like learning lines for a commercial. Also what is the point of BCV if you are controlling the HB.Ī return to the PS2 late days superstar mode would be nice. I'd really like to know what AWR does per position and why it plays into OVR so much. I'd like better understanding of ratings and how they interact. Same for having a west coast QB work better with route focused WRs. If you are using a zone blocking scheme, for example, your line should have better chemistry if it is made up of zone blocking linemen. I would love a chemistry system were players of similar type play better together. Still no idea why there haven't been personality traits added to players that would drive things such as penalty frequency, celebrations, team (locker room) chemistry, free agency draw and all the things already in owner mode such as Fan Happiness and Popularity ratings. Speaking of requirements for such things, potential free agents on your team (all players really) should have their own personalities tied to a loyalty rating. Even if you have the cap space to outbid everybody on a particular player, you should have to meet their requirements as well. Each player needs their own personality and team requirements. ![]() Free Agents need to be more picky about their team wants. Penalty interaction and more penalties possible. I'm sure they will be now that it's on the XB1. Whatever they are doing with the bonuses is retarded and makes no sense. Average ticket price, concessions and parking vs coach/player salaries and game maintenance costs. Needs to be more realistic Funding for the owner. Come on EA that's an absolute NECESSITY for successful owner mode. Love that I can play all games in owner mode. Lots of ideas now that NCAA is offline for the foreseeable future. I'll probably be updating this post over the next few days.
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