PDA

View Full Version : Gameplay - 2nd Rd: Improved OL/DL Interaction vs. Deeper Playbooks



cdj
11-15-2011, 04:35 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.


Improved OL/DL Interaction

In football, the contest between offensive lineman and defensive lineman is often referred to as “the trenches” essentially stating that like in warfare, this is where a game can be won or lost. Unfortunately that hasn’t really translated to the NCAA Football video game series which has largely had similar OL/DL interaction since last generation, though obviously some improvements have been made here in there.

However, with this item, it would be a near overhaul addressing a sundry of issues including (but not limited to): new/wider variety of animations, more/new DL pass rush moves, add actual bull rush, purer formation of a pocket, added focus on Shotgun run blocking, DL gap assignment, better AI for double-teams in the run game, double teams and 1.5 teams in passing game, more/varied movement including horizontal & vertical movement, chicken-fighting, offensive blockers should “attack” their open field block instead of running to spot and reacting, make ratings more impactful (have higher rated players make a bigger impact on either side of the ball).

Previous Match-ups:
BYE



Deeper Playbooks

Throughout the history of college football, coaches have taken countless approaches to calling plays both offensively and defensively. With deeper playbooks, this would bring back some “old school” playbooks but also bring in some of the plays that we’ve never seen in the NCAA Football series. Old School playbooks would include the Single Wing, Power T, Veer, Full-fledged Wishbone, Nebraska Option, and so on.

For plays, this would include the shovel pass, double reverse, double pass, WR reverse pass, midline read option... the beauty of college football is the trick/gadget play. Additionally, this would also make sure that new plays and formations are only added, none removed from what we currently have. Even if these plays & formations aren’t included in default playbooks, they would be available in Custom Playbooks.

Previous Match-ups:
def. Custom Packages 38-11 (http://www.thegamingtailgate.com/forums/showthread.php?4074-Gameplay-First-Rd-Deeper-Playbooks-vs.-Custom-Packages)

AustinWolv
11-15-2011, 04:42 PM
Football happens because of what happens at the LOS. Have to go with OL and DL on this one.

bdoughty
11-15-2011, 04:50 PM
OL/DL interactions by far, the game is won in the trenches.

illwill10
11-15-2011, 05:24 PM
OL/DL. No discussion needed.
IMO I think this will last until final round because of importance

baseballplyrmvp
11-15-2011, 07:21 PM
o/d-line.

shoving matches are not a standstill battle, nor are they a simple "win" or "loss". if you have an offensive line full of 350 pounders and the opposing d-line is made up of 150 lb defensive backs, your o-line should be able to drive those guys 50 yards downfield. it should NEVER be a static engagement.

illwill10
11-15-2011, 08:16 PM
o/d-line.

shoving matches are not a standstill battle, nor are they a simple "win" or "loss". if you have an offensive line full of 350 pounders and the opposing d-line is made up of 150 lb defensive backs, your o-line should be able to drive those guys 50 yards downfield. it should NEVER be a static engagement.
Fully agree.
I should want to recruit a 300+ OL or a 300+ DL when you have a 3-4. As of Currently it doesnt matter. I hate the win/lose situations.
They should add pass rush and rush stuffer ratings. Currently you cant really tell if a DL is a rush stuffer or a pash rusher. I would like to set up high pass rushing DEs and DTs for 3rd down. and set up rush stuffers for 1st and 2nd.

baseballplyrmvp
11-15-2011, 08:44 PM
Currently you cant really tell if a DL is a rush stuffer or a pash rusher.
imo, this is because the game creates new recruits, in dynasty, to be too balanced. next time you start a dynasty, look at the #1 d-end and d-tackle. chances are, they have pretty similar ratings in their finesse and power move ratings. i've brought up this example before, but look at terrance cody's ncaa10 ratings for those two moves (98 power, and 70 finesse), and compare it to his madden11 ratings (95 power, 30 finesse). if they removed the balance, the game would play a lot better imo. however, this also leads into a discussion that weight needs to play a factor in shoving matches and where the resulting o/d-line battle moves to.

I would like to set up high pass rushing DEs and DTs for 3rd down. and set up rush stuffers for 1st and 2nd.easily fixed with custom packages, but that was shot down earlier. lol

another thing that i'd like to point out to for o/d-line improvements. in a lot of the dynasties that i play in, i get a lot of coverage sacks on 3rd down and long, when i play a quarters defense and blitz only 3 guys, even against 6 and 7 man offensive lines. when the o-line has that kind of a numbers advantage, no one should be standing there looking for someone to block. if its 6 vs 3, why not double team every d-lineman?

illwill10
11-15-2011, 09:10 PM
[/QUOTE]i get a lot of coverage sacks on 3rd down and long, when i play a quarters defense and blitz only 3 guys, even against 6 and 7 man offensive lines. when the o-line has that kind of a numbers advantage, no one should be standing there looking for someone to block. if its 6 vs 3, why not double team every d-lineman?[/QUOTE]
I hate current AI Blocking. They just stand around either waiting for a DL to beat a block and slide to that DL or Bulls**ting. I wish Awareness was either spread out more to make studs standout or make a bigger impact. I would like them headtrack more and look at DLs to block and recognize situations.

TheTruth43
11-16-2011, 12:32 AM
Improved OL/DL Interaction is long overdue.