gschwendt
11-20-2011, 10:08 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.
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
def. Deeper Playbooks 32-4 (http://www.thegamingtailgate.com/forums/showthread.php?4087-Gameplay-2nd-Rd-Improved-OL-DL-Interaction-vs.-Deeper-Playbooks)
def. Special Teams Overhaul 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4105-Gameplay-Final-Four-Improved-OL-DL-Interaction-vs.-Special-Teams-Overhaul)
Better CPU Playcalling, Logic and Execution
The ultimate goal for CPU competition in NCAA Football is for the CPU logic to match and seem like a human is making the playcall and pre-snap decisions. Among the areas of CPU playcalling and execution the community has expressed the most desire as an area of improvement: Adapting to User Tendencies (over course of game, season, lifetime), Personnel Usage, Ability to Learn (and avoid) Unproductive Plays, Improved Option Offense execution, Aware when transitioning from Wildcat to other formations, CPU tipping blitzes, CPU Timeout logic, CPU pump fake attempts, CPU Coin Toss selection.
Additionally, the CPU would be more aware of how their roster is built and use it accordingly. If they have two highly rated HBs, they would be much more likely to split carries. If they have DBs with poor man coverage skills, they would be less likely to call man defenses. As well, if a QB struggles throughout the game, they would be more aware and ready to pull him and/or adjust playcalling based on that.
Previous Match-ups:
BYE
def. Deeper Gameplay Settings & Sliders 25-9
(http://www.thegamingtailgate.com/forums/showthread.php?4088-Gameplay-2nd-Rd-Better-CPU-Playcalling-amp-Execution-vs.-Deeper-Gameplay-Settings)def. Proper Defensive Alignment 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4106-Gameplay-Final-Four-CPU-Playcalling-amp-Execution-vs.-Def.-Alignment-Assignment)
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
def. Deeper Playbooks 32-4 (http://www.thegamingtailgate.com/forums/showthread.php?4087-Gameplay-2nd-Rd-Improved-OL-DL-Interaction-vs.-Deeper-Playbooks)
def. Special Teams Overhaul 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4105-Gameplay-Final-Four-Improved-OL-DL-Interaction-vs.-Special-Teams-Overhaul)
Better CPU Playcalling, Logic and Execution
The ultimate goal for CPU competition in NCAA Football is for the CPU logic to match and seem like a human is making the playcall and pre-snap decisions. Among the areas of CPU playcalling and execution the community has expressed the most desire as an area of improvement: Adapting to User Tendencies (over course of game, season, lifetime), Personnel Usage, Ability to Learn (and avoid) Unproductive Plays, Improved Option Offense execution, Aware when transitioning from Wildcat to other formations, CPU tipping blitzes, CPU Timeout logic, CPU pump fake attempts, CPU Coin Toss selection.
Additionally, the CPU would be more aware of how their roster is built and use it accordingly. If they have two highly rated HBs, they would be much more likely to split carries. If they have DBs with poor man coverage skills, they would be less likely to call man defenses. As well, if a QB struggles throughout the game, they would be more aware and ready to pull him and/or adjust playcalling based on that.
Previous Match-ups:
BYE
def. Deeper Gameplay Settings & Sliders 25-9
(http://www.thegamingtailgate.com/forums/showthread.php?4088-Gameplay-2nd-Rd-Better-CPU-Playcalling-amp-Execution-vs.-Deeper-Gameplay-Settings)def. Proper Defensive Alignment 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4106-Gameplay-Final-Four-CPU-Playcalling-amp-Execution-vs.-Def.-Alignment-Assignment)