cdj
11-07-2011, 07:22 AM
As always, vote for the item you prefer. However, also state how you would like both features implemented into the game and indicate any specific elements you would (or would not) like to see added for each item.
Medical Redshirts
A feature added to last-gen NCAA Football late in it's life cycle, in Dynasty Mode this would allow players to attain a redshirt year (Medical Hardship Waiver) if injured before playing in two contests/dates of completion or 20% of a school’s scheduled games (whichever is greater).
Previous Match-ups:
def. AD Mode 26-24 (http://www.thegamingtailgate.com/forums/showthread.php?4007-Dynasty-First-Round-Medical-Redshirts-vs.-AD-Mode)
Player Personalities: Dynamic Player Performance, Player Morale, Week-to-Week Fatigue
Dynamic Player Performance - A new feature in Madden NFL 12, this led to players performance changing in numerous categories over a several game period and led to 'no two franchises playing the same way.' While NCAA Football has featured Hot and Cold Streaks for numerous years, the ultimate effect on players is unknown and it lacks the clear notification of changes in play that Madden NFL 12 features with DPP.
Player Morale - Similar to the feature found in the MVP NCAA Baseball franchise, in Dynasty Mode players would let the ‘coach’ (user) know if they are unhappy with playing time or the delivery of promises so the coach can make adjustments in-season or risk them transferring in the offseason. Failure to act on player promises or alleviating player concerns would not only risk offseason transfers, but also damage Coach Prestige rating.
Week-to-Week Fatigue - A new aspect of Dynasty Mode, this would see fatigue carry over from one week to the next. For example, running a HB 30+ times for consecutive weeks would see him fatigue more easily until there was either a bye week or the user began to split carries to help rest the player.
This item does not include player discipline. Due to an excessive amount of player violations and scandals in recent years, we are going to assume the NCAA will not allow this random variable to occur in-game.
Previous Match-ups:
def. 16 Users in Online Dynasty 45-6 (http://www.thegamingtailgate.com/forums/showthread.php?4008-Dynasty-First-Round-Player-Personalities-vs.-16-Users-in-Online-Dynasty)
Medical Redshirts
A feature added to last-gen NCAA Football late in it's life cycle, in Dynasty Mode this would allow players to attain a redshirt year (Medical Hardship Waiver) if injured before playing in two contests/dates of completion or 20% of a school’s scheduled games (whichever is greater).
Previous Match-ups:
def. AD Mode 26-24 (http://www.thegamingtailgate.com/forums/showthread.php?4007-Dynasty-First-Round-Medical-Redshirts-vs.-AD-Mode)
Player Personalities: Dynamic Player Performance, Player Morale, Week-to-Week Fatigue
Dynamic Player Performance - A new feature in Madden NFL 12, this led to players performance changing in numerous categories over a several game period and led to 'no two franchises playing the same way.' While NCAA Football has featured Hot and Cold Streaks for numerous years, the ultimate effect on players is unknown and it lacks the clear notification of changes in play that Madden NFL 12 features with DPP.
Player Morale - Similar to the feature found in the MVP NCAA Baseball franchise, in Dynasty Mode players would let the ‘coach’ (user) know if they are unhappy with playing time or the delivery of promises so the coach can make adjustments in-season or risk them transferring in the offseason. Failure to act on player promises or alleviating player concerns would not only risk offseason transfers, but also damage Coach Prestige rating.
Week-to-Week Fatigue - A new aspect of Dynasty Mode, this would see fatigue carry over from one week to the next. For example, running a HB 30+ times for consecutive weeks would see him fatigue more easily until there was either a bye week or the user began to split carries to help rest the player.
This item does not include player discipline. Due to an excessive amount of player violations and scandals in recent years, we are going to assume the NCAA will not allow this random variable to occur in-game.
Previous Match-ups:
def. 16 Users in Online Dynasty 45-6 (http://www.thegamingtailgate.com/forums/showthread.php?4008-Dynasty-First-Round-Player-Personalities-vs.-16-Users-in-Online-Dynasty)