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View Full Version : Gameplay - First Rd: Special Teams Overhaul vs. More Pre-Play Options



cdj
11-13-2011, 04:02 PM
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.


Special Teams Overhaul

In college football, strong special teams have been a staple of numerous programs, such as ‘Beamerball’ at Virginia Tech. A blocked kick can lead to a big play and a shift in momentum. In NCAA Football, special teams lack the big play potential as compared to real life and have received limited improvements over the years.

Potential areas of improvement could include (but not limited to):

Potential for blocked punts & field goals
More return formations (reverses, fakes, two-man punt return formation)
Improved ball physics
Rugby-style punting
Swinging gate formations
New kick meter/interaction
Potential for horrible kick (shank) on bad attempt, based on rating. Make Accuracy rating factor in.
Quick/Surprise Onside Kicks (As in Madden NFL, limited to one attempt per game)
More intelligent coverage & blocking logic on returns
Realistic kick trajectory (arrow on lowest point kicks longer but should be susceptible to being blocked)
Pooch punts from scrimmage & FGs
Improved CPU logic: on FG attempts, punting angles (angling towards corner), etc.
“Get Away From Ball” button on return attempts
Kickoff holder on windy days
Different punt styles: End over end, spiral.
New/creative fake FG & Punt Plays (EX: LSU ‘over the head’ FG fake, pitch to upback, etc.)
Special Teams Quick Audibles: Would allow quick change to kick or fake. (Key is no movement to tip off defense on audible.)
Bad snaps & slips in weather: Kicker attempts to fall on ball, near endzone may kick it out. In weather, may slip on approach. Block likelihood may increase and/or accuracy drops significantly.





More Pre-Play Options

This item would include More audible options including Custom Formation Audibles, a return of last generation’s Quick Audibles (change audibles on the fly at the playcall screen), Match-up Stick 2.0 (provides more information about the matchup between two players), ability to see all player names both offensively, defensively & returnmen on special teams, ability to shade DBs inside or outside of WR, multiple choices on player pre-snap motion destination, ability to motion multiple players on same pre-snap, ability to stop & return man in motion, audibles from one formation to another would be more intelligent about positioning personnel (go from 3-3-5 Nickel to Nickel Normal, OLB step to DE instead of CB going to DE), etc.

Additionally, an updated set of Pre-snap controls on defense which would allow making multiple changes quickly by instead of req uiring you to highlight the player to change, you would first select the personnel group, then select the player inside that group before ultimately choosing the hot route change.

JeffHCross
11-13-2011, 04:17 PM
Quick Audibles would be huge to my play calling style. I loved them on the PS2, and would love to see them again. Audibles being more intelligent about who goes where in a formation change would also be huge.

But that's not enough to beat out Special Teams Overhaul. 1/3 of the game needs a focus.

bdoughty
11-13-2011, 04:21 PM
Special teams overhaul. This has been needed forever.

jaymo76
11-13-2011, 05:43 PM
Special teams overhaul. This has been needed forever.

+1000 ... this aspect of the game has been 99.9% untouched this gen.

Gotmadskillzson
11-13-2011, 05:47 PM
Special teams hands down.

illwill10
11-13-2011, 06:14 PM
Special Teams Overhaul.

baseballplyrmvp
11-13-2011, 07:00 PM
i went with pre play options.

if blocked field goals can easily happen if height and weight were incorporated into line interaction. and a lot of the newer style punt formations could be designed in a play creator. however, a lot of the blocking logic on special teams plays isnt correct, as some teams intentionally let guys through the line, in order to get coverage downfield. currently, everyone who lines up inside, gets blocked.

Rudy
11-13-2011, 07:03 PM
I went with pre-play options although I certainly agree that special teams do need attention. I just think if implemented I would be happier with the pre-play options over the special teams improvement.

cdj
11-13-2011, 08:52 PM
Special Teams Overhaul

I really like all of the aspects the community has mentioned for this and it got my vote. My two cents on a few aspects:


Potential for blocked punts & field goals - Most important aspect, key is making sure it is not an exploit or too common.
New kick meter/interaction - IMHO a new meter isn't necessary but more punishment for a bad kick is.
Potential for horrible kick (shank) on bad attempt, based on rating. Make Accuracy rating factor in. - Ties in with previous point. Having poor Accuracy tie into poor kicks would stress importance for user to recruit a solid kicker and also lead them to line up kicks and get as close as possible on attempts.
Realistic kick trajectory (arrow on lowest point kicks longer but should be susceptible to being blocked) - Right now, there's no reason not to bury the kick angle for max distance as there is no chance of a block.
Pooch punts from scrimmage & FGs - Would be great at midfield.
“Get Away From Ball” button on return attempts - Most under-rated aspect IMO.
Kickoff holder on windy days - Nice visual touch that would make weather appear to play a factor.
Different punt styles: End over end, spiral. - Would be a great small touch. (EOE are harder to catch, but spiral travels further.
Special Teams Quick Audibles: Would allow quick change to kick or fake. (Key is no movement to tip off defense on audible.) - Very important and a real 'common sense' addition IMO.
Bad snaps & slips in weather: Kicker attempts to fall on ball, near endzone may kick it out. In weather, may slip on approach. Block likelihood may increase and/or accuracy drops significantly. - Suggested frequently, but is probably the most 'controversial' aspect. While realistic, no one would want to lose a game due to this. Would have to be rare.


One aspect not mentioned that is that the CPU is going to have to utilize some of any added special teams features and with reasonably strong logic. If they don't, it ruins realism and still keeps Special Teams from being a fully fleshed out aspect of the game with that strategy gone.



More Pre-Play Options

In this one, all would be nice but the ability to see all player names (in some fashion), Match-up Stick 2.0, Quick Audibles, and improved defensive pre-snap plaer selection would be the most welcome.

JeffHCross
11-13-2011, 09:27 PM
Bad snaps & slips in weather: Kicker attempts to fall on ball, near endzone may kick it out. In weather, may slip on approach. Block likelihood may increase and/or accuracy drops significantly. - Suggested frequently, but is probably the most 'controversial' aspect. While realistic, no one would want to lose a game due to this. Would have to be rare.Back on the PS2, one of the more frequent ways for the user to get a punt block was when the CPU would have a wide snap. The snap seemed to have random frequency, but if you didn't have anybody in position to take advantage of it, it wouldn't make a difference. In regard to things like bad snaps, that's what I would like to see. I don't want to see someone lose the ball or lose a down singularly because of a bad snap ... but if it causes something to take longer, etc, etc ... I'd like that.

blkkrptnt819
11-14-2011, 09:04 AM
Once again both of these need to be present. Special teams are terrible and the pre play adjustment would andd more to strategy.

PDuncanOSU
11-14-2011, 09:34 AM
This is the toughest first round matchup for me. I really would love to see both of these in NCAA 13.
I would really like to see special teams improved. I right now feel like I have no chance to block a punt and no matter which return play I select, I have little to no chance to get a return touchdown. I also have no fear of the CPU returning a kickoff or punt for a touchdown or having a kick or punt blocked.
I voted for Pre-Play options though. On defense against the cpu or user, I don't have enough time to make any adjustments other than to have the corners press or drop-off. On offense I would love to have custom formation audibles and more options for pre-snap motion.

jWILL10
11-15-2011, 11:39 AM
Special teams overhaul wins my vote. As it stands right now, kick & punts returns are no fun whatsoever...

lilblaze
12-20-2011, 05:19 AM
More Pre-Play Options

This item would include More audible options including Custom Formation Audibles, a return of last generation’s Quick Audibles (change audibles on the fly at the playcall screen), Match-up Stick 2.0 (provides more information about the matchup between two players), ability to see all player names both offensively, defensively & returnmen on special teams, ability to shade DBs inside or outside of WR, multiple choices on player pre-snap motion destination, ability to motion multiple players on same pre-snap, ability to stop & return man in motion, audibles from one formation to another would be more intelligent about positioning personnel (go from 3-3-5 Nickel to Nickel Normal, OLB step to DE instead of CB going to DE), etc.

Additionally, an updated set of Pre-snap controls on defense which would allow making multiple changes quickly by instead of requiring you to highlight the player to change, you would first select the personnel group, then select the player inside that group before ultimately choosing the hot route change.


How does any of the special teams updates top what's in bold?!?!? I can't believe this... The ability to block a kick is relevant in NCAA 12, even in CPU/CPU games... With an update like this being so strong, it's hard for me to take a few new punt plays and better interaction/blocking over what I highlighted in bold above... I find it incredibly hard to believe the people who voted, read the paragraph on "More Pre-Play Options"