cdj
11-15-2011, 04:51 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.
Previous Match-ups:
def. More Pre-Play Options 44-7 (http://www.thegamingtailgate.com/forums/showthread.php?4070-Gameplay-First-Rd-Special-Teams-Overhaul-vs.-More-Pre-Play-Options)
Improved WR/DB Interaction
Currently the interaction between WRs and their defensive counterpart is that neither seems to play respective to their opponent... rather they go up independently from the other. With improved interactions, you would see (but not limited to): Players fighting for for ball in air (both WR/DB), fighting down field for position, blocking (runs & screens), bump & run, elimination of “rocket catch”, removal of warping defenders & receivers. Additionally, receivers would be more aware of the defenders positioning as they catch the pass... if the receiver has room to move, he’ll play the ball appropriately and allow himself more room to maneuver after the catch (ala Hawaii, SMU throwing short passes and WRs running back to the ball then continuing after the catch).
Previous Match-ups:
def. Passing Game Improvements 26-24 (http://www.thegamingtailgate.com/forums/showthread.php?4071-Gameplay-First-Rd-Improved-WR-DB-Interaction-vs.-Passing-Game-Improvements)
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.
Previous Match-ups:
def. More Pre-Play Options 44-7 (http://www.thegamingtailgate.com/forums/showthread.php?4070-Gameplay-First-Rd-Special-Teams-Overhaul-vs.-More-Pre-Play-Options)
Improved WR/DB Interaction
Currently the interaction between WRs and their defensive counterpart is that neither seems to play respective to their opponent... rather they go up independently from the other. With improved interactions, you would see (but not limited to): Players fighting for for ball in air (both WR/DB), fighting down field for position, blocking (runs & screens), bump & run, elimination of “rocket catch”, removal of warping defenders & receivers. Additionally, receivers would be more aware of the defenders positioning as they catch the pass... if the receiver has room to move, he’ll play the ball appropriately and allow himself more room to maneuver after the catch (ala Hawaii, SMU throwing short passes and WRs running back to the ball then continuing after the catch).
Previous Match-ups:
def. Passing Game Improvements 26-24 (http://www.thegamingtailgate.com/forums/showthread.php?4071-Gameplay-First-Rd-Improved-WR-DB-Interaction-vs.-Passing-Game-Improvements)