Not sure when we can begin answering your questions but you can certainly begin asking them. That said, none of us have been back to Orlando since March so some of the info may be fuzzy or may have changed. We'll do our best to answer when we can.
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Not sure when we can begin answering your questions but you can certainly begin asking them. That said, none of us have been back to Orlando since March so some of the info may be fuzzy or may have changed. We'll do our best to answer when we can.
How was the off-season recruiting? Did you see alot of players switching schools/schools getting leap frogged?
Any changes to the offseason other than recruiting being shortened?
Any changes to progression?
I don't think there were too many schools getting leap frogged due to the new lock system; where the recruit will get to a certain point where all schools but a few get locked out of recruiting based on how many points they're within the leader.
You'll get a larger pool of points for the off-season recruiting so you can try to charge for one guy or try to fill out your roster, depending on what you need.
Not really any other changes.
Do your Coaching Skills carry over if/when you change jobs (i.e. OC at small school to your 1st HC job at another school)?
Can you discuss how the number of recruiting points available to a school is determined? Does it reset each week? Can it change from week to week during the course of a season?
Do CPU coaches level up?
Are promises still present?
Basically the points you allocated the week before are automatically the same in the next week, but of course you can change the allocations. It can change during the season if you unlock specific bonuses in the Coach Skill Tree.
Yes
No
Yes
To add on to the bank of points of Alabama to South Alabama, there are also bonuses based on the recruit's top categories. The better the school is rated, the bigger the bonus, so the better schools will have a leg up.
Can you give an example of 'unlocking special bonuses' for a coach? Is this by running for 100 yards in game and stuff like that?
Gotta be honest this sounds a bit gimmicky to me. Did you feel it was gimmicky or does it feel 'right' to you? ...I know that's subjective. :)
Typed by thumbs.
I do not recall 100%. I think you go back to zero.
It's not all just running up the score. I don't remember all of the triggers, but there might be a screenshot somewhere with them.
Just the one category won't give them a leg up.
This may help answer some questions... information taken from the OS Press Row Podcast with Ben Haumiller
- Dynamic Pitches still in the game
- Deal Breakers - if you are below a certain level for a pitch that a recruit considers most important, you won't even be able to recruit him.
- Dynamic Pitches can help you overcome Deal Breakers (ie build up championship team rating through season)
- Competitive/Complimentary visits... you have to be more strategic as to when you invite guys. If you invite a QB, you'll get a bonus for inviting an OL or WR that same weekend but two QBs in the same weekend will have a negative effect.
- The later in the season your visit, the more bonus you'll get.
- Set your points, can tweak from week to week or "set it and forget it"
- Every team has the same number of recruiting points each week.
- There are limits on how many points you can offer a player each week but through coach skills, you can increase that number.
- Bonus points become the separator... bonus points come from the old recruit pitches.
- Scouting uses the same pool of points as calls do. Will have to balance your budget with calling vs scouting.
- Wanted to get Playoffs into the game but details still aren't ironed out... eg what criteria selection committee will use, will teams be seeded so as to avoid home field advantage (ex. LSU in the Sugar Bowl)
- HC Skill Trees: Game Management & Recruiting. Trees individual to Offensive Coordinator and Defensive Coordinator
- Earn XP for coach skills based on events in the game (on the field, recruiting, etc.)
- Can use skill tree to help shore up some of your dificiencies...
- HC Skills include: Kicker De-Icer, Overcome HFA effects, Player Motivation boosted in big games, can build recruiting style as start season strong vs end strong, Instant commit is a skill now,
- Coordinator skills center around boosts to player ratings in the game: Can boost carry rating, QB guru teaches better THP/THA
- CPU will utilize their sets of skills
- Users can edit the coaching file just like a roster file... can edit coaches to match how you think their skill should be
- You can see what coaches are rated so that you can see how you stack up in recruiting & game
- When you move from a Coordinator to HC, you get to apply your rank points to your HC skills.
- In the offseason, if you want you can re-spec your skill tree and/or your assistants.
- 27 18 total Head Coach skills
- 9 skills for each coordinator
- When you create your dynasty, you can set your preset skill level... if you want all users to start off high, you can do so.
- New version of the match-up stick is in the game (unlocked with skill tree)... gives ability to compare strengths/weaknesses on the field
- All applies to Online Dynasty as well as offline dynasty
- Coaching contracts now based on program recent history vs projected (ex. Alabama expects to win 10 to 11 every season)
- Contract screen now tracks 30 years of each schools history... shows real life results (ex what did Wyoming look like in the 80s)
Good stuff there :up:
Is there any changes to the Custom Conferences feature? Or do we have to wait until tomorrow?
Here are some of the coach skill trees (taken from the trailer). Click the Spoiler for each to see the details including what kind of impact each can have.
HC Skill Trees
Spoiler: show
Recruiting
Insta-Commit - You've got the gift. Nobody makes a better first impression or closes a deal faster. You must be that prospect's top school.Spoiler: show
Letter of Intent - You really know how to close out the deal on signing day.Spoiler: show
Pipelines - You specialize in getting to know high school coachesSpoiler: show
Kitchen Sink - Your work ethic is second to none and it pays dividends on the recruiting trail.Spoiler: show
The Closer - You have an edge on your competition, towards the end of the season, for recruiting.Spoiler: show
The Opener - You have an edge on your competition, at the beginning of the season, for recruiting.Spoiler: show
Scouting - You have a knack for discovering some of the best high school talent in AmericaSpoiler: show
Royal Treatment - Your entire staff goes the extra mile to make sure prospects have great visits.Spoiler: show
Game Management
Setup Artist - Having greater success with run plays will setup the play action pass plays faster and visa versa.Spoiler: show
OC Skill Tree
Spoiler: show
Air Traffic Control - Never underestimate the importance of solid receiving mechanics. Get your HB, FB, TE, and WRs catch ready for games.Spoiler: show
DC Skill Tree
Spoiler: show
Recharge - Stay healthy, fatigue less quickly and prevent injuries. Perfect against Up-tempo teamsSpoiler: show
Charge - Your defense causes fits for the opposition with a tenacious pass rushSpoiler: show
Road Closed - Your players get off their blocks quickly to stop the runSpoiler: show
Shutdown - You develop players who can lock on to a WR and shut him down.Spoiler: show
27 is the number I remember. I'll have to see if I can find my notes or something, but they're on my laptop at home.
Edit: Never mind for now.
Forgive me if it was clear in the video or any other source, but I'm wondering if the CPU coaches will have access to all of the bonuses/skills/etc. that the user(s) will have?
Also (and I think this was sort of alluded to or answered somewhere) but how much XP would user coach(es) start out with? Would we all be at zero? Would the user (or commish of an OD) be able to set how much XP or how many skills we can start with?
This would be a perfect place to change the progression system a little but. You could either have a coach skill where your players progress faster or have a whole tree dedicated to it where either you can earn ranks which make certain attributes progress or have ones where certain positions progress faster.
That's been my suggestion to them all along... make coach skills effect progression rather than on the field boosts. They indicated though that it would be hard to tune to account for all of the variables for progression... here's hoping it's something we see somewhere down the line.
I've added a few more skill tree options to the post above...
HC - Royal Treatment, Setup Artist
OC - Air Traffic Control
DC - Shutdown
Here are some images relating to the new coaching contracts
http://farm9.staticflickr.com/8257/8...eb514b65_o.jpg
http://farm8.staticflickr.com/7317/8...acd14540_o.jpg
http://farm4.staticflickr.com/3812/8...8c5f3f82_o.jpg
http://farm4.staticflickr.com/3747/8...148b0e16_o.jpg
http://farm6.staticflickr.com/5453/8...18973a49_o.jpg
http://farm4.staticflickr.com/3697/8...b764bb97_o.jpg
http://farm4.staticflickr.com/3753/8...0b82f4c7_o.jpg
http://farm8.staticflickr.com/7410/8...a0bff2f9_o.jpg
http://farm4.staticflickr.com/3811/8...bd9f112e_o.jpg