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.
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.