I can tell if 3 stars are going to be good by their attributes. The difference in NCAA 2011 between 4 and 5 stars and 2 and 3 stars are staggering.
I love this!It was so hard to keep track of what players were from what state and when you would be losing pipeline states in the previous versions of NCAA Football. I also didn't realize simply having a pipeline state would make all recruits from that state be interested in you more, I knew you would get recruiting bonus on calls and pitches but that's cool.
Where doestake you though? It shows at the top right that there is two screens you can go back and forth between? Does it like show you exactly what players are from what state or is how many Fr, So., Jr, Sr the extent of how you can track player's states?
I really think this is a major deal for Dynasty this year, as much as custom playbooks are. I personally love the recruiting side more than the actual gameplay side of these games and that's why I play NCAA Football over Madden despite not having a favorite college team and not really watching too many actual games whereas I watch NFL every Sunday and haven't missed a Vikings game in years. This is just going to make it that much more enjoyable and they really have hit on all aspects this year. But will other schools hire them? Will how well you do change their prestige? I don't know if you can answer this but these are questions I have about O/D coordinators underneath you.
Last edited by Cipher 8; 07-05-2011 at 04:11 AM.
Also I was watching this video trying to get a feel for how the whole Carousel works...
Spoiler: show
From my take it just randomly picks which teams that either fired their coach or the contract is up and they choose a new person to hire. Then it goes right down the list... team after team after team. When someone hires a OC/DC from another school then that school is added to the list of needs to hire new OC/DC until everyone is hired.
The thing is though, How do they determine the order which schools go first because it seems it would be unfair (unbalanced). Because in real life it's not a draft order all the schools are searching and hiring at the same time. I have a concern if there's only a few A+ caliber coaches well if Team A goes first over Team B-Z even though they all need a new HC then wouldn't team A get an advantage? They could hire one of those few A+ coaches where Team W wouldn't even have the chance or option until they come up on the list.
Do they do it by school prestige or something where the higherschools are placed earlier on the list and get to pick first? That I guess would make the most sense because coaches would covet those jobs more then the lesser schools.
I understand as a coach you can decline offers and I'm assuming the A.I. is set up as to where these coaches just don't accept the first offer that comes their way either but I'm just wondering how the whole Coach Carousel works...
Also what happens when all the coaches retire?
Is there something where new coaches come in or what because eventually all the coaches and coordinators will get to the point where they retire where do the new guys come from? There has to be some new ones added to the pool of coaches right?
Last edited by Cipher 8; 07-05-2011 at 07:13 AM.
I think they said that new coaches are generated when a coach retires. Could be wrong but I'm sure I read that somewhere.
what do recruits look like in 5 years? what are the team ratings/rankings in 5 years? - a quick 30 second video of each would be awesome thanks
That's disappointing. You'd think it would be more like the College Hoops model where they had several ratings (offensive progression, def progression, scouting, charisma, recruiting, ambition) that would affect your team in some way (bonuses in recruiting or progression or whatever).
Can someone answer this question... and I apologize if it's been asked, if it has, I haven't seen it. I want to start out as an OC, but my offense is primarily a pass offense. I would say 97% pass, 3% run... when I create, uh... me... can I set my pass/run ratio? Because what I hope does not happen is that get an OC job and yet the team has Score 10 Rushing TD's in One Season as a goal which I will most certainly not hit. 30 TD passes? No problem. So I am just wondering/hoping that we can set how much we run vs. pass and the contracts reflect that. Thanks for any info/help.
Yeah, most of those stat based contract goals are + to your job security if you get them but aren't negative to it if you don't.
It takes you to the Recruit Map that has been in previous iterations.Where does R1 take you though? It shows at the top right that there is two screens you can go back and forth between?
Even the most pass-happy offenses in college football (biggest example: Hawaii) still have a pass-to-run ratio of approximately 3 to 1, 4 to 1 tops (not 43 to 1, which is what happens when you pass 97% of the time). So, asking for 10 rushing TDs along with 30 passing TD's is a pretty realistic goal for a pass heavy team anyway.
For the most part you would be right. But I remember the 2006-07 Hawaii Warriors and they would have games where they didn't call a running play until late in the 3rd quarter or even until the 4th quarter. Looking up their 2006 stats they had 615 pass attempts and 298 rushing attempts, but Brennan {QB} and Graunke {QB} had 95 of those rushing attempts and while a few would have been designed runs down inside the 2, the majority were scrambles on pass plays.
In 2007 they had 606 pass attempts and 261 rushing attempts but Brennan/Graunke combined for 103 of those rushing attempts. So there have been instances where pass happy teams, especially June Jones teams, throw way more than they run and only run w/ any consistency when they're way ahead late.
And though it's not college, the 2002 Oakland Raiders threw the heck out of the ball. In their AFC Championship Game against the Titans, their first 41 plays were all pass plays.
Keep in mind that this is the first year of the feature. This is just the foundation, I believe.
That's true for some of them. But for OCs, at least, there appears to be a "minimum" yardage goal on your contract. Don't meet that and you get slammed a little harder. There are usually additional levels above that minimum though that you get mostly credit (little penalty) for.
Twitter: @3YardsandACloud
Dr why wouldnt you want to run when you got a RB like Line! Guy is on Maxwell watch list!
A couple of reason's... one, I am not going to beI am going to start as an OC at either
or
and two, w/ Custom Playbooks and the ability to fill out my playbook w/ 90% 5-Wide formations I can take the offense I created in real life and use it in the game minus some of my own plays that obviously aren't in the game. I will usually run late in a game where I am up, but I can eat a lot of clock w/ a ball controlled, short passing game. In real life, my offense is based on 3 main schemes; about 85% Run & Shoot, 10% Air Raid and 5% West Coast... so I should be able to get fairly close to my real life playbook.
Since I am starting as an OC and won't be able to control the D at all, I may run more in 2nd and short situations... but I will still throw the ball a ton. That's just what I enjoy doing.
Yeah '06-07 Hawaii is a perfect example of what I'm talking about. Even when you take out every rushing attempt charged to the QB's, you still had only about 3 passes for every rushing attempt. And most of the rushing attempts were not late in games. In fact, more than half of the team's rushing yards and rushing touchdowns (22 for the season) were generated in the first half.
You can always find individual games when passing attempts exceed rushing attempts at a more than 4 to 1 margin, but for a whole season 4 to 1 is as high as it gets in real life college football, and that's even excluding QB attempts. And the coaching goals for coaching carousel are season long as well, so as long as your offense is grounded in some sense of realism the goals should be workable.
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