View Full Version : NCAA 2006 Ultimate Wishlist
wolverinejay
01-15-2005, 02:11 AM
Hello everybody, I am posting my wishlist for NCAA 2006.
1) Division 1AA season/tournament/recruiting
2) Madden-like play editor(custom playbooks with 15 form./120 created plays)
3) Future years scheduling(locked out of conference schedules for 3 years)
4) Conference invitation without replacement(for odd # conferences)
5) Gain new rivals/lose old ones over time in Dynasty
6) Coaching Attributes(Knowledge, OFF, DEF, SP.TMS, Motivation, Discipline)
7) Import coaches to Madden Franchise mode
8) Medical redshirt(early season-ending injuries)
9) Death Penalty violation(no scholarships, no T.V., and no bowls for 3 years)
10) New Player Attributes(throwing velocity(TV), long snapping(LS), devotion to school/coach)
11) In-season recruiting/scouting(weekly points based on program prestige and % recruiting budget) + (send letter, call, visit prospect, and invite prospects to home game or campus visit during bye weeks)
12) Homecoming games(louder fans, more attendance)
13) Instant replay(Big 10 a must, maybe all championship/bowl games)
14) New recruiting pitches(Academics, Conference prestige, Position prestige, season-ending rank, and Bragging rights)
15) More realistic players declaring for the draft(80 rated or higher only)
16) Many more prospects(mostly 2-4 star prospects)
17) Off-season bowl games(East/West Shrine Game(underclassmen invited) and Senior Bowl(Div.1A and Div.1AA seniors)
18) Div.1A Dynasty choice of Post-season Bowls or Playoffs
19) 80 players on a roster
20) More realistic passing game(Add new attribute (TV), Defensive Player slips in bad weather, less leading of crossing/out routes)
21) More realistic running game(Better run blocking by pulling OL and lead blocking fullbacks)
22) More realistic kicking games(lower punt and fg kick trajectory, more poor snaps-low snaps/bounced snaps based on long snapping(LS) ability of team's long snapper)
23) Remove mascot game
24) Remove or add to the Pontiac classic games
25) Less jumping and floating ability for all players(especially LB,DB, and WR's)
That is my complete list for NCAA 2006. If anyone has a comment or would like an in-depth explanation for a particular wish then let me know.
Titanpanther54
01-15-2005, 05:08 AM
I've always wanted to save My Replays. Than, at the end of my dynasty season, You can compose a Hilight video and add Music (via Network adapter)!
I would always like to look back at my past dynasty teams to remember who I had and watch some Big Time plays of the past ;)
Wishful thinking? Maybe. But there might be a chance for this in 2006!
I expect EA to go all out w/ 2006 after taking a year off making 2005 :p
M-Dub�
01-15-2005, 02:09 PM
I've always wanted to save My Replays. Than, at the end of my dynasty season, You can compose a Hilight video and add Music (via Network adapter)!
I would always like to look back at my past dynasty teams to remember who I had and watch some Big Time plays of the past ;)
Wishful thinking? Maybe. But there might be a chance for this in 2006!
I expect EA to go all out w/ 2006 after taking a year off making 2005 :p
They had this feature on Madden 2003 (I haven't bought Madden since then, so I don't know if it's still on there). It was cool, but it took up an ungodly amount of memory card space. You could fill up one card with just 4 or 5 replays.
wolverinejay
01-15-2005, 03:58 PM
I can't believe I forgot my Legends section under Sports Illustrated at the beginning of each Dynasty season.
Legends section
1) Player's profile with season and career totals with NCAA and Team rankings
2) Retired Jersey
3) Trophy room
4) Career Highlights (up to 5 saved replays)
Just like Top 25 toughest places to play is shown at the start of each season so would your team's Legends section. I know this would take up a ton of memory card space, but it would be up to the user if he/she wanted to use the space.
GatorFan1963
01-15-2005, 09:30 PM
How about a complete overhaul of the game. Start with a new game engine. I could go all day listing things that I didn't like about this year's game. Basically, EA needs to start from scratch and make a whole "new" game. But, we all know that won't happen.
M-Dub�
01-16-2005, 05:23 PM
I'm more of an online addict, so I haven't played my dynasty nearly as much on the past two incarnations of this game. Personally, I'd like to see a Spectator Mode where you could actually watch an online game between two other people. This would be a cool feature for those of us in leagues. I don't know how that would affect bandwidth and lag issues, though...
Wolverines 4evr
01-18-2005, 10:39 PM
How about plays that actually have pulling linemen. I find sometimes on this game & esp. on Madden linemen or FB's are to slow or don't pull down the line to help you pop a long run.
getting awn
01-19-2005, 12:44 AM
If someone quits on u on-line, and u r winning by more than 28 pts. The cpu concedes the game. I hate having to ply the game all the way through after I have trounced someone, and they cut out early....
uofnhuskers42
01-19-2005, 08:18 AM
I have one small request and i never heard any one else talk about it (HOW ABOUT BEING ABLE TO JUMP OVER THE PILE ON THE ONE YARD LINE VERY SIMPLE THEY JUST NEED TO ADD THIS ALREADY) :o
JustOption
01-19-2005, 09:01 AM
When I'm running an option out of shotgun, if there is a bad snap, don't make my RB take off up field instantly. He should stay in pitch relation. This happens to me 3 or 4 times a game, it's easily the most frustrating thing I've encountered.
getting awn
01-19-2005, 09:19 AM
Limit the high snaps to 1 per quarter. I have not seen some many bs high snaps in my life.... LOL
Another thing. The cpu should not call penalties to stop a drive. I don't know how many times. I have gotten a first down, and someone who shouldn't get called, gets called for a hold or a clip...
Let the plyers ply. Let them make the outcome of the game. Stop the cpu from influencing the game... :mad:
Soccerbest7
01-19-2005, 10:37 PM
Those are some good pointers. I got a lot of online problems
1. When in the lobby, have a list of people who are playing and not playing. what's the point of trying to play some1 when they are playing already you just don't know
2. Have another order, except for alphabetical. Like ranking, wins, winning %, OT record.
3. When you are challenged, have the option of looking at a player's career.
4. Be able to offer mercy or concede to defeat anytime after the 2nd quarter. I was up like 44-0 the other day and it wouldn't let the game concede defeat, so he quit
5. Explain how the ranking system works. not like "it's based on your ranking, team, and place of play". give me numbers!
6. Actual video of recruits would be nice. I doubt this will be in the game, tho. NBA LIVE 2005 has an option of playing against the guy you are scouting, but LIVE 2005 is the by far the worst game I've ever played. Even 2003 and 2004 were better.
7. Injury time vary. Any time a player is injured for 6 weeks, he always comes back on time. have players take less or more time, depending on their toughness and seriousness of injuries.
8. Fix all glitches.
9. Have a limit of cheese plays you can run online. Plays like HB direct snap, I form HB Toss Pass.
10. Possible to block kicks and punts without cheating.
11. It's really hard to get a good return on a kickoff. Like really hard. I'm lucky to be at my own 35. Have possible big returns and TDs
12. Online restrictions are good, but could be very much improved. Limit the # of times you can go for it on 4th downl, unless it 4th and 2 (or 1) or less.
13. Fix the passing, running and the defense game.
14. reduce dropped passes
15. reduce effect of homefield advantage.
Can't think of any more right now
CoolBrees
01-20-2005, 04:24 PM
I have noticed in the running game, quite often during counters, that my pulling guard or fullback will run right by my tight end, who is blocking the Dend, and goes and looks for a corner, LB, or Safety. If my TE is getting blown up, have him double down on the DE.
Also during passing plays, there are several times when my guards and tackles are on their blocks and my center is standing there looking around. I say, when the line has initiated their blocks, and now one is blitzing or whatever, have that lineman help out the guy next to him. In the real game, you know that the Dlineman is a stud, you are going to game plan that your center is going to help out the guard who is blocking him.
just a thought
kbell97
01-20-2005, 04:43 PM
also ,
1. Better offensive playbooks
2.playmaker blitzes , zones, QB Spys
3. short passing game
4. I love the option but this game had way to much option, I don't recall Matt Leinart running the option from the pro form(split backs) that much
kbell97
01-22-2005, 02:42 PM
Any rumors on NCAA 2006? anyone heard anything or is it way to early? I am just wondering, I am stuck at home in a snow storm here in PA drinking some beer anxiously waiting the Championship games on Sunday.
BuckeyesTHEGAME
01-22-2005, 09:52 PM
I have several...
Implement a Playmaker Rating.
The higher playmaker rating a player has, the more he's able to do things like Reggie Bush, P-Dub, Mike Vick, Devin Hester, Ted Ginn, etc...
For instance, on Ohio State's team, Ted Ginn would have a playmaker rating in the high 90s. This would enable him to juke and jive all over the field, make defenders miss, stop and go on a dime, etc...
Meanwhile, Lydell Ross (running back for OSU) would have a playmaker rating in the 50s. Even if he had an overall rating of 90, he'd still be just a good player. A player who would be able to make a few plays, but never completely change the course of a game. This would change the entire feel of the game!!
Also, get rid of the defenders who act rather than react. When a player stops and changes direction, it takes a minute for the defender to stop and try and tackle him. This is how the great ones (playmakers) are able to break open big plays.
FIX the edit player ratings feature. Why can you only edit ratings below a high 80 every two points? Try to make a QB have an 83 throwing power... you can't do it. It will reset it to 84. It does this with all ratings and makes players quite similar. It wasn't like this on NCAA 2004.
It's almost like NCAA 05 went backwards in every way possible!
Here's a list of things to fix:
1. Playbooks are awful. 60% of NCAA teams have some sort of power off tackle play. Ohio State uses several variations of it and it's nowhere to be found in their (or anyone else's) playbook. (More on playbooks in the following post...)
2. Defenders are entirely too fast when you're trying to get outside. If I have a 97 speed punt returner with 98 ACCL, I should be able to get around the corner on occasion without a 70 speed defensive end or a 76 speed linebacker beating me the the edge. I don't care if they have the angle or not... speed matters! I have yet to return a kick for a TD or break a run longer than 40 yards because two or three players ALWAYS have an angle on me and 99% of the time, at least one of them has a speed of 75 or lower.
3. Zone blocking plays work about 10% of the time. The other 90, the play is blown up in the backfield by a DT/DE. They should rename these plays RB Loss Right and HB Loss Left.
4. Does anyone on EA's staff understand that in order for a play with a pulling offensive lineman to work, there MUST be a block down on that player's assigned man? It's one of the first rules of offensive line play.
5. I've played a season and a half and no one on my team has been injured yet.
6. It seems like the only players that get suspended are the good ones. I play NC State, McLendon is suspended. I play Marshall, their QB is suspended. I play Texas, four of their top 5 players are suspended. Damn it, I want to play the good players. I want this game to be a challenge. I don't want the other team's best players on the bench, it's boring.
7. Recruits are rated WAY too high. I landed the #1 defensive end and he's an 86 OVR. I landed the #16 MLB and his speed is 88. Someone has mentioned they recruited an athlete, put him at DE, and his rating was 99. People have talked about seeing kids with 4.19 40 times. This is ludicrous.
8. Speaking of ratings, in the second year of my dynasty, there are twenty 99 overall rated players. TWENTY!! This is unacceptable. Also, what is the deal with overrating players so much? My God, a fullback with average ratings (let's say 75 or so) across the board is rated in the 90s! Kickers and punters too!
9. Same old, same old as far as pre-game/post game stuff. I hate to admit it but it takes away from the game. (Although if you fixed the gameplay, this would be no big deal.)
10. How many times have I seen a player make a tackle for a loss, then get up and do the same raising his arms to the sky animation? At least 100. If you're going to add animations, don't half-*** it. Add more than two for each scenario.
11. What is the deal with tipped balls? Are the NCAA producers big fans of The Matrix or something? Do the rules of gravity and general physics not apply to the football field?
12. Enough with the psychic defensive backs. You got rid of them, now they're back. WHY?
13. Add ON THE FLY substitutions. Also, a better fatigue engine would be nice too. I'm so sick and tired of having to sub players into different formations to give them a breather.
In the next post, PLAYBOOKS. NCAA '99 had better playbooks than NCAA '05. This will be discussed at length.
BuckeyesTHEGAME
01-22-2005, 09:54 PM
FIX
THE
PLAYBOOKS
Now I'm not talking about the formations. Oh no, the formations (on both sides of the ball) are fantastic.
(I would still like to see a formation editor, but I guess mascot games, "College Classics," and create-a-sign are more important than decent plays. However, seeing as how EA caters to a group of fans who giggle like children because they get to play as a team of "Horned Frogs" with fans who hold up signs that says "OMG!! UR GAY!! LOL!!!" I guess I shouldn't be surprised.)
(Note: I created signs too. Mine say: "Why does every team run the same offense?" "Why doesn't EA fix the playbooks?" and "Why are the people at EA so adament about pissing off the hardcore football fans?")
Anyway, as I mentioned, the formations are fine, but the plays themselves look like something I drew in the dirt when I was seven. Ok, maybe they're not that bad, but will someone please tell EA that all teams do not run the exact same offenses? No matter who you're playing, they have several option plays in their playbook.
USC? Option.
Hawaii? Option.
Air Force? Ok, they actually run the option. Point EA.
Anyway, basically every single formation has two or three option plays in it, but why? Was it always this way? In one word or less... Nope.
In NCAA 2004, there were two variations of certain formations (most notably the "I"). You had one style of "I" that featured mostly option plays, but you had another "I" featuring more of a power running attack with a bit of WCO mixed in. This year, the "I" is the "I," regardless of which team you use. Not only that, but every formation is pretty much the same when it comes to running plays. VANILLA.
Here are your choices in the "I": dive, dive to the other side (which is pretty damned stupid considering we can flip the play at the line), counter (which doesn't work because the line doesn't block correctly), zone (which doesn't work because the line doesn't block correctly - is there an echo in here - and because the back lines up too close to the LOS), toss (which sporadically works, but only when the receivers block the corner - which is rare), sweep (same as toss), full back blast, and oh... the option.
Ok, ok, ok... what happened to the off tackle plays? Seriously, where are they? I desire, nay, DEMAND an explaination. Where the hell did they go? Who is the braniac that actually said the words: "I think we should take the off tackle plays out of the playbooks"?
Whoever he is, someone needs to find him, tie him up, and bring him to my house so I can hit him in the head with my Woody Hayes bobble-head doll, err...action figure. I mean, really, the off tackle play is a staple of college football. It's Jim Tressel's "money play." It is the bread and butter of many college running games yet it's nowhere to be found in NCAA 2005.
Aside from the lack of the off tackle, each playbook has the same plays that I previously mentioned. Basically you're running the same plays from a different position. What is this, junior high football? There is no creativity whatsoever and that means regardless of what team you use, you're using the same playbook over and over again. This does two things:
1. It ensures that every game feels similar.
2. It decreases the chance that I will still be playing this game in April (which I was doing with '03 and '04).
But enough about offense, let's move to the defensive side of the ball.
First off, I love the additions of the 3-3-5 and 4-2-5. However, the rest of the formations are e-x-a-c-t-l-y the same as they've been for years. Where are the defensive line stunts? Where are the combo coverages? Where is the freaking creaivity!?
In my opinion, the playbooks are the worst they've ever been, especially considering how different Madden's are. Not only that, but you can even create plays! Holy cow, it IS possible!!!
I guess I'll just have to live with creating signs and running dive play after dive play until someone at EA gets with the program.
Farmer
01-23-2005, 12:42 AM
Friggin AWESOME BTG!!!!!
I was playing '04 online and offline up until July 10th.
'04 really was a great game, had EA fixed the blocking and made some other minor tweaks, I can honestly say I would still be playing '05 to this day.
But with the way EA is going, pretty soon they'll be the only college video game with the rights to use the names of the universities. :rolleyes:
Basically BTG, you hit the nail right on the head............... we as gamers should be asking EA "What happened to your creative drive??"
What happened to that creative drive that compelled me to go out and buy each and every sports title you guys made?? One season just blurred right into the next one. I could remember salivating over the thought of playing the next installment of FIFA, NHL, Lakers vs Celtics ( later to be known as Lakers vs Bulls, Bulls vs Blazers, and eventually become the NBA Live series.) Madden, Coach K College Basketball, and Bill Walsh College Football.
Man I can't tell you the feeling of joy I got from running a west coast offense with USC/Hawaii/Texas ( with just a hint of the option ) against my best friend, who coincidentally drove me up and down the field with Texas A&M.
I thought games were supposed to get better with the newer technology?? Hell it seems like the o line blocked waaaaaay better back then then they do now!!!
Get it right EA or just let someone else do it!!!!
-Farmer
wolverinejay
01-28-2005, 01:32 PM
I think it is about time EA added a few new penalties and improved some of the old ones.
New Penalties
Call late hits (both out of bounds and after a player is down)
Defensive holding
12 men on the field
12 men in the huddle (illegal substitution)
Improved Penalties
I have already talked about fixing the holding and face-masking animations
If my WR gets hit early on a crossing or a curl route call pass interference (PI)
Start calling off-setting penalties (offsides and offensive holding on a play)
Start calling multiple penalties on a team (Defense PI and roughing the QB)
I want Ea to fix the bad animations, call the penalty if it occurs, and institute more penalties into the game. I believe if a player is on a cold streak he should commit more penalties. Also, if he has low awareness, low composure, or low discipline then the more likely he is to commit a penalty.
TnGolf22
01-28-2005, 10:28 PM
I think it is about time EA added a few new penalties and improved some of the old ones.
New Penalties
Call late hits (both out of bounds and after a player is down)
Defensive holding
12 men on the field
12 men in the huddle (illegal substitution)
Improved Penalties
I have already talked about fixing the holding and face-masking animations
If my WR gets hit early on a crossing or a curl route call pass interference (PI)
Start calling off-setting penalties (offsides and offensive holding on a play)
Start calling multiple penalties on a team (Defense PI and roughing the QB)
I want Ea to fix the bad animations, call the penalty if it occurs, and institute more penalties into the game. I believe if a player is on a cold streak he should commit more penalties. Also, if he has low awareness, low composure, or low discipline then the more likely he is to commit a penalty.
Good ideas but have you ever seen 12 men on the field in this game? I sure haven't. If it's possible I'd love to know how. Could be a fun glitch to do....lol j/k.
Maybe they could have a standard mode and then an "XFL mode" where all celebrations are legal and late hits, no fair catching, clothesline, spearheading, block in the back, holding, etc. are all legal.
Oh yeah do you guys know if EA programmers ever read any of these forums? If they don't I would love to dig up some info and seek out some of these guys so they can read this feedback.
djwill13
01-28-2005, 10:32 PM
they read...........they're listening
wolverinejay
01-29-2005, 02:16 PM
I want to be able to import coaches from NCAA 2006 to my Madden 2006 Franchise. In order to do that, NCAA 2006 needs to have a create-a-coach option with coaching attributes. The following is my list of Coach attributes:
(All ratings should be from 40 to 99)
Age- Ranging from 30 to 80
Knowledge- impacts playcalling and all your players in-game awareness
Motivation- effects player's emotions during game and the crowd factor
Offense- coach has ratings for all offensive positions like Madden
Defense- coach ratings same as Madden
Sp. Teams- coach ratings for K, P, and kick returners
Discipline- impacts off the field discipline as well as in-game penalties
Recruiting- impacts coach prestige as recruiting pitch and recruiting points
Training- impacts off-season player progression along with training budget
The create-a-coach should be similar to the create-a-team option. There should be styles of coaches to choose from like Juggernaut, Pass Specialist, Air it Out, Smashmouth, Strong Offense, Dominating Defense, Balanced, Strong Special Teams, and Big-Time Recruiter.
Coach progression should be more realistic than the coach regression system of Madden's Owner mode. Coaching attributes should increase or decrease minimally over time based on the W-L %, team OFF. and Def. national ranking, Special teams (P, K, and return men) success, Recruiting Class rank, Conference Champs, and National Champs. Example, I coach a dominating offensive/above average defensive team that just won my Conference for the 3rd year in a row and my 1st National Championship after my 5th year in Dynasty mode. At the start, of my 6th season my OFF. rating has increased from 81 to 84 while my DEF. rating has stayed a 65. Only minimal improvements over time should be seen because a coach only will get slightly better or worse over their career.
I would like to see Coaches get offered jobs by schools based on their success and their coaching attributes. Also, have coaches (mostly young ones) declare for the NFL or just import them into Madden. These coaches would then become eligible to be hired as head coaches or assistants in the owner mode of Madden Franchise.
wolverinejay
01-30-2005, 03:46 PM
I have developed some sound techniques for blocking kicks using the default plays, however I would rather the game went back to the field goal kicking of NCAA Football 99 for the PS1. I don't mean have a seperate button for high kick, normal kick, and low kick. I want the trajectory arrow to be set lower so more realistic blocks happen. The trajectory of FG's especially 45+ yarders needs to be lower or the kick would never make it far enough, same concept applies for punts in the game. In real life, I have seen DT's block multiple kicks in a season over the last 3 years. I love watching Shaun Rogers (6'5" 350lbs.) of the Detroit Lions block FG's and PAT's. Rogers penetrates about 1 or 2 yards with the help of players pusing him from behind and leaps(about 6-12 inches) off the ground and blocks kicks with his big paws. That is what I want, to be able to block kicks with big tall strong DT's like Shaun Rogers and Leon Lett(I remember him being great at blocking kicks).
wolverinejay
02-01-2005, 03:00 PM
Discipline was a fine addition to NCAA 2005's Dynasty mode, but changes still need to be made.
(1) I would like to see more accurate team disciplines (all I ever notice is your team being graded an A or B). Why not, have A+ through say D+ for your team's discipline grade. The lower the grade the more discipline problems you have that season. This same concept applies to individual player discipline grades. For instance, a player grade of A in discipline should mean he doesn't get in trouble, while a C grade means he gets in trouble a couple of times per year. It just seem to be random no matter how good a player's discipline.
(2) Regarding penalties for your team for NCAA violations, I think the death penalty should be a possible violation as well. The death penalty is 0 scholarships (only walk-ons are accepted to the team), no T.V., championship, or Bowl games at all. The death penalty could be issued from 1 to 3 years. Like what happened to Auburn in the 90's and SMU in the mid 80's.
(3) I would like to see internal school investigations as well (like Ohio State and the Maurice Clarett allegations). Maybe they would cost like 30 discipline points and if wrong doing was proven, you could discipline your own program by taking away scholarships, T.V. games, or Bowl games. By instituting your own internal investigation, the NCAA interest would drop significantly.
What do you think about these changes to Discipline?
wolverinejay
02-05-2005, 05:12 AM
While I was watching some of the high school football national signing day, I got to thinking about when I was in high school and had to apply to college. I had to take the SAT's and my G.P.A. was put on my application as well. This stroll down memory lane led to my next wish for NCAA 2006. Introduce Academics as a rating for your program. My new recruiting pitch Academics comes into play here. I think it would be easier to go with just G.P.A. since EA already used it in earlier versions.
Academic rating of your Dynasty program
Using the scout option on a prospect would tell you his high school G.P.A. (in-season and off-season recruiting). Your program would have minimum G.P.A. standards for athletes.
Example, John Doe (5* prospect- QB) using scout you gain knowledge of the following hidden attributes- Good Discipline, Good Potential, Devotion to School (rather than Head Coach), G.P.A. 2.25. However, your Dynasty school has a minimum G.P.A. of 2.50 for athletes therefore your school can't recruit John Doe. Now, if John Doe had a 3.50 G.P.A. and you had a program with high academic standards (athletes need 3.00 G.P.A) you could use the Academics pitch to recruit him.
What do you think about an Academic rating for your school and applying it to recruiting?
VTHokie32
02-05-2005, 03:30 PM
During recruiting, I'd like to know WHY a prospect is interested in my school, so I know better how to pitch him. In real recruiting, they don't just guess how to pitch to a recruit, they do their homework and know going in if the kid is interested in academics, location, etc. That way, you don't potentially lose a recruit after week 1 because you guessed wrong in how to recruit him.
phrozzy
02-05-2005, 06:52 PM
During recruiting, I'd like to know WHY a prospect is interested in my school, so I know better how to pitch him. In real recruiting, they don't just guess how to pitch to a recruit, they do their homework and know going in if the kid is interested in academics, location, etc. That way, you don't potentially lose a recruit after week 1 because you guessed wrong in how to recruit him.
Won't that defeat the purpose of having 5 different pitches for user to choose from? I mean whats the point of making the decision if you already know what pitch the kid falls for.
wolverinejay
02-06-2005, 03:14 AM
Won't that defeat the purpose of having 5 different pitches for user to choose from? I mean whats the point of making the decision if you already know what pitch the kid falls for.
New recruiting pitches (Academics, Conference prestige, Early committed prospect prestige, Season-ending rank, and Bragging rights) These new 5 plus the old 5 would make a total of 10 recruiting pitches. I have been trying to come up with additional recruiting pitches because I think EA is going to add in-season recruiting/scouting to NCAA 2006. Having 20 weeks to recruit/scout potential prospects we are going to need additional pitches to try on recruits. I think bonus (+ and -) pitches need to be employed as well for prospects. Example, #1 WR really likes you because of your play style but he is in your home state (say California) so maybe his bonus + pitch could be location. Using an already committed recruit as a pitch is used often in real life. I think you could use a committed prospect as a bonus pitch for another prospect. Say you land the #1 player in your state maybe other great players in your state want to play with him at the collegiate level. Or say you land the #1 QB in the country and you run the spread offense so you want an extra WR for him to throw to, maybe some top WR’s would like to play specifically with your committed #1 QB.
Maybe when we use scout on a player (like a 5* prospect- QB) you could gain knowledge of the following hidden attributes: Discipline, Potential, Devotion to School or Coach, G.P.A., and the positions he played in high school, maybe he also played FS.
phrozzy
02-07-2005, 05:02 PM
You made some great points and all and god knows I agree with some if not all points but you still haven't answered my question. If you already know the recruiting angle the prospect likes, all we will be doing is going back to 2003 and 2004 where all we have to to do is decide whether the head coach visits or the assistants or both.
Some new recruiting pitches would be great and that would force the game to have additional weeks of recruiting. I really don't like the way EA deducts points from your weekly amount everytime someone commits. What I would like is to have my full amount but am forced to spend some on commited recruits to maintain their interest. Decommits happen all the time (Jerrell Powe) and schools must make sure the prospects are still interested. I would love that fact that even though the nation's best ATH signed, I still have a chance to pull him away. And to prevent schools with lots of recruiting points trying to lure commits away, we can force them to spend more on a commited recruit than one does on a uncommited.
wolverinejay
02-07-2005, 07:08 PM
Sorry phrozzy, I didn't answer your question about using scout to identify recruits best pitch. I agree with you 100% about taking a step backwards. I like trying to find the best pitch for each prospect, even if it takes a few weeks.
Very good point about prospects changing their commitment from one team to another. The maximum points you have to scout/recruit depends on % recruiting and 25 maximum scholarships. When you go on probation or when prospects commit you lose points due to not having 25 scholarships anymore.
Here is an idea about keeping early committed prospects
In order for you to have enough points to spend on both (keeping early commits and scout/recruit new prospects), EA would have to go back to the recruiting points system they used in NCAA 2004.
Example, in NCAA 2004 playing for Texas (6* prestige) after winning 11 (7 regional and 4 national T.V.) I had 725 points to recruit with. Compare to NCAA 2005, again I used 6* Texas and did 100% recruiting after winning 11 (8 regional and 3 national T.V.) and I got only 535 points to recruit with. It appears EA decided to give less recruiting points for winning a game as well as less bonus points for winning regional and national T.V. games. In NCAA 2005, I estimate that a 6* school gets about 30 pts/win and 30 bonus points/national T.V. win and 15 bonus points/regional T.V. win (This would be maximum with 100% recruiting). I tested my estimate with another team using 50% recruiting- 6* Miami won 10 total games with 6 regional and 4 national T.V. wins. But they got 293 points instead of the estimated 255 for 50% of 510 points. Maybe you get bonus points for winning your conference and national title, I don't know. I may keep trying to figure out how maximum amount of recruiting points is calculated, but probably not.
phrozzy
02-07-2005, 08:08 PM
Here's what I was thinking:
We stick with the current system in which the user determines how much he wants to put into recruiting, training, and discipline. However, in the what I'm about to describe, we should be given more points. For example, a 10 win season in 2005 gives you X amount of points. In my/our system, one would need more than X points to get through a recruiting season. The extra points would be needed to get, keep, and steal prospects.
Scenario:
You try to land #5 HB, #1 WR, and #10 CB.
HB signs with you, WR is still deciding, and CB signs with another school. In my system, you would need to spend X points on HB to keep him happy. Y points (which is more than X) to continue recruiting WR and Z points (way more than Y, lets say 2 times Y) to get CB to decommit.
If we were, using the old 2004 point system, this would create abuse among the top school because they have the points to use to get recruits, commited or not. Thats why Z must be at least double what Y is. With that said, we also need cpu schools to better recruit and stop letting me steal everyone.
With this many ways of spending the weekly points, one needs to be smart in determining how one would divide the points between recruiting, training, and discipline.
wolverinejay
02-08-2005, 05:02 AM
Here's what I was thinking:
We stick with the current system in which the user determines how much he wants to put into recruiting, training, and discipline. However, in the what I'm about to describe, we should be given more points. For example, a 10 win season in 2005 gives you X amount of points. In my/our system, one would need more than X points to get through a recruiting season. The extra points would be needed to get, keep, and steal prospects.
Scenario:
You try to land #5 HB, #1 WR, and #10 CB.
HB signs with you, WR is still deciding, and CB signs with another school. In my system, you would need to spend X points on HB to keep him happy. Y points (which is more than X) to continue recruiting WR and Z points (way more than Y, lets say 2 times Y) to get CB to decommit.
If we were, using the old 2004 point system, this would create abuse among the top school because they have the points to use to get recruits, commited or not. Thats why Z must be at least double what Y is. With that said, we also need cpu schools to better recruit and stop letting me steal everyone.
With this many ways of spending the weekly points, one needs to be smart in determining how one would divide the points between recruiting, training, and discipline.
Sounds great! It makes sense that you would have to spend more to get a player to change his commitment than to get him to commit in the first place.
Yes, a school would need to have the same amount of recruiting points each week because they would be required to spend points on their prospects who verbally committed earlier or risk losing them to another team. Maybe you would have to spend at least 4 points to keep committed prospect happy, but 20+ points to try and change a prospects mind. Sometimes when I lose a targeted player I go look at him, and I have seen many times that the player backed out of his verbal later in the week. That statement works very well with what we have been discussing.
Regarding better recruiting needed by the CPU, I would like to see a happy medium. Right now CPU is pretty inept at recruiting, but EA may change it too much allowing only the CPU to sign the top prospects. Lets improve it but not too much.
wolverinejay
02-12-2005, 03:00 PM
Even though someone already mentioned double teams earlier as a wish for NCAA Football 2006, I want EA to program more double teams for blocking on both sides of the ball. Offensively you should be able to double team blitzing LB's, speed rushing DE's, and big run stuffing DT's. The NCAA 2005 game seems to be only capable of 1 on 1 blocks, which is most unrealistic. Sometimes 1 offensive player occupies 2 defenders, but he is only blocking 1 normally while the other guy morphs into OL or runs in place.I think Double teams should be extremely effective when OL helps another OL, moderately to highly effective when a FB or TE helps an O lineman, and moderately effective when a HB helps in a double team. A double team should result in many more pancakes(1/2 credit for each blocker) and more DL getting blown off the line when the C helps either of the guards.
Double teams are definitely needed for the DL and DB’s as well to make the game more realistic and fun. In real-life field goal blocks, 2 big rushers over the long snapper can usually penetrate a few yards into the kicking teams backfield with help from guys behind them pushing then they jump to block kick. As for DB’s (and WR’s on Punt return team) and double teams, I am mostly talking about Punt Return blocking against the outside coverage guys. Again the game only allows 1 player at a time to block outside guys, DB’s should be able to double team to give returner a little more time to read the field. The effectiveness of the double team should be based on strength, size, and blocking skills of players used for the double team.
wolverinejay
02-14-2005, 02:22 PM
The stadium attendance is only shown after the game when you go to the coach options screen, and you look at the report card. If you have the ability to know the attendance after the game then you can give us the announced attendance before the game starts. At the game introductions screen where the match-up is given list the stadium's name and attendance also show W or L streak at home.
An idea regarding player jersey #'s, I would like to be able to change a player's # over the course of their career. At Michigan you have to receive permission from the head coach to wear jersey #1 because of the tradition of the player's who have worn that number in the past (starting with the great Anthony Carter). It is a great honor to wear #1 at Michigan. During my 15 year Michigan Dynasty, my team never had another WR with the #1 jersey.
Soccerbest7
02-15-2005, 03:20 PM
It'd be awesome to retire jerseys too. Like I never let any player wear #1
wolverinejay
02-15-2005, 03:53 PM
It'd be awesome to retire jerseys too. Like I never let any player wear #1
I previously discussed my ideas on the retiring of jerseys for great players in post#4 on page 1 of this thread. Thought I would mention that just in case anyone missed it.
I think EA could do it (retiring jerseys) because only a few jerseys would be retired. There would have to be some criteria a player needs to meet in order for his jersey to be retired. Such things as Heisman trophy winner, NCAA career leader in a stat category, or maybe an NCAA single season record holder say for players who leave to early to set career marks.
VTHokie32
02-15-2005, 07:30 PM
The stadium attendance is only shown after the game when you go to the coach options screen, and you look at the report card. If you have the ability to know the attendance after the game then you can give us the announced attendance before the game starts. At the game introductions screen where the match-up is given list the stadium's name and attendance also show W or L streak at home.
An idea regarding player jersey #'s, I would like to be able to change a player's # over the course of their career. At Michigan you have to receive permission from the head coach to wear jersey #1 because of the tradition of the player's who have worn that number in the past (starting with the great Anthony Carter). It is a great honor to wear #1 at Michigan. During my 15 year Michigan Dynasty, my team never had another WR with the #1 jersey.
All you have to do to change a guy's number is go into edit roster. I always give #1 to my highest OVR senior.
wolverinejay
02-16-2005, 02:25 AM
All you have to do to change a guy's number is go into edit roster. I always give #1 to my highest OVR senior.
Thanks for the reply Hokie.
I must go get my eyes checked because I swore I saw that the player's jersey number wasn't highlighted, but I went back and looked and I was able to change it to any unused #. My original idea (not clearly stated in my earlier post) was something to do with having the CPU never assign the #1 to any player on Michigan, instead let me give the #1 to my best upper-classmen WR as a reward. I remember the CPU assigned the #1 to a freshman SS or FS, and that would never happen at Michigan. However, it doesn't really matter since I now know you can change every players # (might have to switch a couple guys numbers around to get what I want but who cares).
wolverinejay
02-16-2005, 02:44 AM
Does anyone think it is probable that EA will ever fix the following:
(1)The problem of having my ball carrier run past the engaged defender and then have the defender lunge back and reach through my body to tackle me. Seen it on kick returns and running plays mostly. I didn't know ghosts could play football.
(2)The ball going through my defenders entire helmet on a punted ball that should have been blocked, but instead sailed high into the sky.The same thing also happened while using my FG Block. I guess the game can't comprehend how someone can get that close to the kicker. I have seen the helmet stop some passes though so maybe it is just with kicks.
(3)The extra foot of force-field surrounding each player's body. I have seen numerous times when my pass is clearly over the DL, LB, or DB's hands and suddenly the ball gets tipped up in the air or knocked down. Here is a novel idea, if you show the ball going higher than the defenders hands let the ball continue in flight.
There are a few more, but these 3 bother me more than the others.
VTHokie32
02-16-2005, 08:21 AM
Does anyone think it is probable that EA will ever fix the following:
(1)The problem of having my ball carrier run past the engaged defender and then have the defender lunge back and reach through my body to tackle me. Seen it on kick returns and running plays mostly. I didn't know ghosts could play football.
(2)The ball going through my defenders entire helmet on a punted ball that should have been blocked, but instead sailed high into the sky.The same thing also happened while using my FG Block. I guess the game can't comprehend how someone can get that close to the kicker. I have seen the helmet stop some passes though so maybe it is just with kicks.
(3)The extra foot of force-field surrounding each player's body. I have seen numerous times when my pass is clearly over the DL, LB, or DB's hands and suddenly the ball gets tipped up in the air or knocked down. Here is a novel idea, if you show the ball going higher than the defenders hands let the ball continue in flight.
There are a few more, but these 3 bother me more than the others.
I know what you mean, this stuff drives me nuts too. There are plenty of things that they can improve on for '06. My problem is, I told my wife last year not to let me buy '06 because I waste too much time playing it, and now I'm starting to regret saying that!
Volunteer77
02-18-2005, 02:49 PM
ok lets see.....
I think alot of what yall want is great. Here is some of my small stuff that I think a few of us would like to see.
Custom soundtracks supported----I like the fight songs but it would be nice to have the opton to hear something else while in the menus sometime.
A training mode like Maddens Training camp---You could call it Two-a-days. The practice should be keep the same but would be nice to have this to polish up on the special moves, pass timing etc.
neutral Locations for online games----neyland is great. but would not mind to see other feilds sometime.
I would also like to see some of the Defensive assingment/blitz changes in madden added. It would be great to have no blitz called and when he/she breaks the huddle and you see something you can blitz that backer or double up on that WR.
LOL I dont want this game to become madden. Heck I have never even played my madden online. I just could not get into it when I have NCAA. I just think some of the options would be nice.
Soccerbest7
02-19-2005, 06:37 PM
Also, I'd like NCAA to have madden playmaker, at least on defense. Let's say your opponent had 4th and 20 and u selece dime man cover 2. I'd love to drop all 4 lineman into coverage. I also want the ablility to make any player blitz, or any other thing. This won't be as neccesary if there is a play editor. I already drew up soem plays lol
Soccerbest7
02-20-2005, 11:12 AM
Also, except for the dropping of the passes, this is kinda being picky, but when the ball is tipped in the air, and 2 defensve guys are right by it, even tho i press triangle, the other guy will tip it away. Also, it is not hard to get INTs off tips. Also, this is me being picky as well, but it seems that about 35% of the games I playt the wind is 20+ mph. I dont think this is realistic. Also, the players should get some common sense, if the Offense is running the same play, they should anticipate it and be ready for it. Also, when a de sends a 6 man rush, like Nickel thunder greena nd i HR my rb to block, thats 5 Oline + back = vs. 6, there should NOT be 2 guys in my face. also, when in man to man, this kills on HB toss pass plays, damn cheesers. all my players will run with their WR. no stupid ****s, at least 1 guy should run to the HB. SO yea that really bugs me. I also believe blitz is far too effective in this game. I was thinkig that manual blitz shouldn;t work as well as it does. like if you manual blitz, you should like have to0 go like 1 mississippi, and then you can go. but yea that's all for now
wolverinejay
02-20-2005, 01:53 PM
Also, except for the dropping of the passes, this is kinda being picky, but when the ball is tipped in the air, and 2 defensve guys are right by it, even tho i press triangle, the other guy will tip it away. Also, it is not hard to get INTs off tips. Also, this is me being picky as well, but it seems that about 35% of the games I playt the wind is 20+ mph. I dont think this is realistic. Also, the players should get some common sense, if the Offense is running the same play, they should anticipate it and be ready for it. Also, when a de sends a 6 man rush, like Nickel thunder greena nd i HR my rb to block, thats 5 Oline + back = vs. 6, there should NOT be 2 guys in my face. also, when in man to man, this kills on HB toss pass plays, damn cheesers. all my players will run with their WR. no stupid ****s, at least 1 guy should run to the HB. SO yea that really bugs me. I also believe blitz is far too effective in this game. I was thinkig that manual blitz shouldn;t work as well as it does. like if you manual blitz, you should like have to0 go like 1 mississippi, and then you can go. but yea that's all for now
I have also noticed that many of my games are quite windy as well. Common sense for all players would be good. I have seen many times an OL with no one to block just stand there waiting for someone to come near him (I mean is this guy my teammate or a spectator, have him help out his teammates). Also, when I send my player in motion don't have my OL false start, and when I press L2 to bring down or bring up the passing icons have the QB smoothly transition to a scramble or a stance (I am tired of seeing my QB, who is doing a drop back with a slight rollout to 1 side, suddenly lose all sense of control and balance when I press L2 to scramble back to the other side). It is as if my QB was sprinting in 1 direction and then suddenly tried to cut on a dime, but I am dropping back at what 2 or 3 mph (I must be building up a great deal of momentum going that fast). These are simple things to fix for 2006, but EA tends to drag their feet on these type of things.
PS I got screwed again by the ball going through my defenders helmet. This time it was my diving CB who had the pass go right through his head and into the waiting hands of the WR who took it 70 yards for the score. I am beginning to understand why my players are so dumb they are airheads, literally.
Soccerbest7
02-20-2005, 03:28 PM
I also think there needs to be better plays, if there is no play editor. in 3-3-5, 4-2-5 and 5-2 You can't double team anybody. ouch. Also, when the ball is thrown, have the button (i'd say R2) for my Defensive player to look at the ball, and then hi the opponnent. that way there is no pass interference
wolverinejay
02-21-2005, 02:00 PM
I also think there needs to be better plays, if there is no play editor. in 3-3-5, 4-2-5 and 5-2 You can't double team anybody. ouch. Also, when the ball is thrown, have the button (i'd say R2) for my Defensive player to look at the ball, and then hi the opponnent. that way there is no pass interference
I want a play editor so bad it hurts. I want to create my own defensive and offensive plays because that allows for real football genius to be displayed.
I have never understood why EA ditches their run and pass plays from earlier versions. If EA would add up all their offensive and defensive plays from the past 6 NCAA games and put them all into NCAA 2006 we would have much better plays to choose.
Farmer
02-21-2005, 07:09 PM
I want a play editor so bad it hurts. I want to create my own defensive and offensive plays because that allows for real football genius to be displayed.
I have never understood why EA ditches their run and pass plays from earlier versions. If EA would add up all their offensive and defensive plays from the past 6 NCAA games and put them all into NCAA 2006 we would have much better plays to choose.
I agree with you, but I wouldn't want them to include this years batch of PB's. Man, sometimes I really do wish that EA would just stick with what works (i.e. 04's gameplay and play books) and just fix what's broken ( Blocking A.I., use madden 05's graphics engine, stop with all the defensive supermen and actually make awareness stats mean something.) :mad:
wolverinejay
02-22-2005, 01:10 PM
I agree with you, but I wouldn't want them to include this years batch of PB's. Man, sometimes I really do wish that EA would just stick with what works (i.e. 04's gameplay and play books) and just fix what's broken ( Blocking A.I., use madden 05's graphics engine, stop with all the defensive supermen and actually make awareness stats mean something.) :mad:
I think some of this years plays (25%) should be kept for NCAA 2006. I liked about 75% of the plays from 2004 so EA junked those plays for crappy ones which didn't make any sense. I hope that they fix the AI flaws, reduce the force-field to just the players bodysize (no extra-foot surrounding players body), reduce the leaping ability for all players (make 99 jump in 2006 the same vertical as 79 in 2005), and get rid of magnetism (running free to QB then I get sucked into OL who is near me). Both awareness and acceleration need to mean something for 2006. Regarding acceleration, I tested 40 and 60 yard dashes for 99 SPD/99 ACC vs 99 SPD/79 ACC and there was no difference in running time. Have acceleration mean quickness 99 SPD/99 ACC should be the quickest to reach top speed therefore have lower 40 times than 99 SPD/79 ACC.
wolverinejay
02-22-2005, 01:21 PM
I use the scouting option quite a bit due to my Dynasty team has a 10% Discipline budget. I notice that a scout can be right or wrong on the prospects abilities, why not have them also be right or wrong on the player's height and weight. Height differences of 2" either above or below the stated height of the player should be included because people misjudge height all the time. The same goes for bodyweight (often guessed at) which should be +/- 20 Lbs. from what is listed for that player. For example, the game might say a prospect is 6'4" 240 Lbs., but a scout could tell you he really is only 6'2" and 230 Lbs. or maybe he is 6'6" 260 Lbs.
I know this isn't a huge addition, but it adds another layer of realism to the game.
wolverinejay
02-28-2005, 01:04 PM
A couple more changes for NCAA 2006 EA/Tiburon if you are truly listening.
Get the button icons off the screen when running a HB Draw, I can't see the field because the damn button icons (L1, R1,O,X, etc...) are blocking the line of scrimmage. The icons don't come up for the CPU HB draw so keep them off for the Human as well.
I have some problems with your disciplinary action. I had a SS who has A+ discipline and he committed 2 major violations of my supposed team rules this is just plain stupid why have an A+ discipline grade if he really acts like a guy with a D grade. Another problem is the infraction itself, my QB 6'3" 208 Lbs. committed an infraction for not following his meal plan to keep his weight under control. I laughed at that one I mean as if a 208 pound 6 foot 3 inch guy has a weight problem. Don't have random infractions keep them realistic if the guy is a 300+ pounder then yes he should probably be on a meal plan, but not my normal size QB.
I would like to see an academic grade (G.P.A. during scouting) for all prospects keep high school G.P.A. seperate from Awareness though. This way you could determine (just like with a poor discipline prospect) if you wanted to offer a scholarship to a poor academic prospect.
Soccerbest7
02-28-2005, 05:31 PM
I got another idea. It came from a guy I work with, he's a manager and he played Football at Ohio State. He only played 2 snaps his whole career (I'm not sure what year, but it was in the 95-98 window, im pretty sure. that year osu blew out Illinois). well he got in against Illinois as a Hb and had a 3 yard carry, even tho he was a QB. And he played a snap on defenese in that game. He once started in an all-star game in Virginia in front of freaking Aaron Brooks!!! He actaully went to OSU on a baseball scholarship, and was asked to walk on to the football team and he did. in the spring practice after that year, he got smacked real bad and he says vrabel and greg bellisari sacked him and his knee was ****ed up, so that was the end of him. He tried out for the Columbus Destroyers of the AFL and was promised that starting job, but he declined because he didn't wanna get hit for some $30k a year, considering he makes more than that now. well lol i got off topic. he said that as a QB, if you are right handed, you always start out looking to your left, and move your eyes to the right. it's the vice versa with lefties, like leinart. So an idea would be not being able to throw to your WR on the right almost immedaitely after the snap.
phrozzy
02-28-2005, 07:37 PM
Get the button icons off the screen when running a HB Draw, I can't see the field because the damn button icons (L1, R1,O,X, etc...) are blocking the line of scrimmage. The icons don't come up for the CPU HB draw so keep them off for the Human as well.
Pass icons don't come up for the cpu anyway, no matter if its a pass or draw. But the pass icons should really not get in the way of the draw play. On the other hand, its usually the passing icons that allow the play to work. Because once someone sees the icons, he immediately thinks pass, not run. How long he believes its a pass depends on his skill and experience.
Yeah I agree the rule violation thing is weird. Personally, I believe discipline rating for a player is just there for looks. I think whoever commits an infraction is decided randomly by the cpu without taking into account the discipline rating at all. How else would my Lineman and WR's with B to A ratings commit more infractions in a year than my SS with an F will ever commit in his entire career?
wolverinejay
03-02-2005, 01:32 PM
I have been wanting to mention something about the CPU QB throws for sometime, but I always seem to forget. I put tremendous pressure on the CPU QB's (no AB) in fact my LOLB Gibbs got 36 sacks in 14 games last season. I am always hitting the CPU QB in his throwing arm or chest as he is making his throw and 90% of the time has no effect on how far the pass goes. The ball always wobbles out of his hand, but still makes it across the field 40 yards to his WR. Meanwhile, my QB who has already released the ball then gets hit makes my ball look like a duck in the air and my ball never makes it to my WR. There is a huge double standard in the game when it comes to human vs. CPU QB throws.
Here is an example of both, yesterday I was playing the CPU in Dynasty mode and I hit the CPU QB's arm as he was releasing the ball for a 50 yard bomb and the ball wobbled in the air all the way to the CPU WR (pure cheating BS). It is a different story for me, my QB rolled out of the pocket to the right and released the ball just before the DE hit my QB. The ball came out of my hand fine but as soon as the DE hit my QB the ball started to wobble (about 2 yards after I released the ball) and went 15 yards directly to the CPU LB rather then the 40 yards I intended to throw. I want 2 things to change regarding this BS. #1 when the CPU QB gets hit as he releases the ball have the pass always go shorter than was intended (if it looks like a duck it shouldn't go as far as a spiral) . #2 If my QB releases the ball before getting hit have my ball maintain its spiral and distance that I intended the pass to go.
Also, I hate that my QB won't release the ball when I push the receivers button instead he has to hop or pat the ball then go through an elaborate slow throwing motion that is why I want throwing velocity as an attribute (the higher the rating the quicker the QB releases the ball).
TyBison
03-04-2005, 11:42 AM
Won't that defeat the purpose of having 5 different pitches for user to choose from? I mean whats the point of making the decision if you already know what pitch the kid falls for.
No, if the guy is ALREADY interested then it shouldn't be sooooo hard to get him to come. you should know WHY he's interested.
TyBison
03-04-2005, 11:54 AM
Hello everybody, I am posting my wishlist for NCAA 2006.
1) Division 1AA season/tournament/recruiting
2) Madden-like play editor(custom playbooks with 15 form./120 created plays)
3) Future years scheduling(locked out of conference schedules for 3 years)
4) Conference invitation without replacement(for odd # conferences)
5) Gain new rivals/lose old ones over time in Dynasty
6) Coaching Attributes(Knowledge, OFF, DEF, SP.TMS, Motivation, Discipline)
7) Import coaches to Madden Franchise mode
8) Medical redshirt(early season-ending injuries)
9) Death Penalty violation(no scholarships, no T.V., and no bowls for 3 years)
10) New Player Attributes(throwing velocity(TV), long snapping(LS), devotion to school/coach)
11) In-season recruiting/scouting(weekly points based on program prestige and % recruiting budget) + (send letter, call, visit prospect, and invite prospects to home game or campus visit during bye weeks)
12) Homecoming games(louder fans, more attendance)
13) Instant replay(Big 10 a must, maybe all championship/bowl games)
14) New recruiting pitches(Academics, Conference prestige, Position prestige, season-ending rank, and Bragging rights)
15) More realistic players declaring for the draft(80 rated or higher only)
16) Many more prospects(mostly 2-4 star prospects)
17) Off-season bowl games(East/West Shrine Game(underclassmen invited) and Senior Bowl(Div.1A and Div.1AA seniors)
18) Div.1A Dynasty choice of Post-season Bowls or Playoffs
19) 80 players on a roster
20) More realistic passing game(Add new attribute (TV), Defensive Player slips in bad weather, less leading of crossing/out routes)
21) More realistic running game(Better run blocking by pulling OL and lead blocking fullbacks)
22) More realistic kicking games(lower punt and fg kick trajectory, more poor snaps-low snaps/bounced snaps based on long snapping(LS) ability of team's long snapper)
23) Remove mascot game
24) Remove or add to the Pontiac classic games
25) Less jumping and floating ability for all players(especially LB,DB, and WR's)
That is my complete list for NCAA 2006. If anyone has a comment or would like an in-depth explanation for a particular wish then let me know.
I would love to do more with 1-AA schools w/o having to put them in. I'd love a 1-AA playoff. Is there anyway we can write EA about this?
Mascot game sucks and I don't know many people that waste their time with the classic games.
Put in a way to make your stadium larger or build a new one (i.e. winning a few years in a row).
wolverinejay
03-11-2005, 12:46 PM
I routinely use both the stiff arm and the juke for my backs and receivers when running. I am tired of the game saying I just got a user break tackle against a CPU defensive player and then I get tackled by that same guy a tenth of a second later (simply the CPU cheating as usual). If I really did break his tackle then why is he tackling me. Also, when I juke (especially happens when near the sidelines) the CPU defender falls for the juke but still makes the tackle (cheating CPU AI). The game has the defender get juked out of his shoes for a split second then instantly recovers (while I stop and check my watch I guess to allow him to recover) and makes the BS tackle. I want it that the defenders never, I mean never ever recover instantly after getting juked out of the play. EA Tiburon I don't know why you put these 2 cheats in for 2005 because they weren't in NCAA 2004, simply remove these BS CPU cheats.
PS It shouldn't matter what level you play or where you have the CPU Defensive Awareness slider set at, cheats like the 2 I mentioned above should never happen.
wolverinejay
03-31-2005, 03:44 PM
I want in-season recruiting/scouting for NCAA Football 2006 in order to add more realism to the game.
I would add 5 more weeks of recruiting/scouting during the season (recruiting prompt would come up every 4 weeks). The players would be the same for both recruiting periods and points for in-season recruiting would be calculated differently than the off-season recruiting. For example, in-season recruiting points would be determined by your coaches prestige, program prestige, and recruiting % in your school budget. Having 5 more weeks to get prospects would require 5 more recruiting pitches, like academics, conference prestige, position prestige, bragging rights, and season rank regardless of program prestige (Top 25 pitch). I want to be able to send a letter, call or visit recruit, and give a campus invitation to my top recruits (this costs the most points). The off-season recruiting can be left vague like it is in 2005.
In-season scouting would show the HS player's G.P.A., actual abilites, real height and weight (slight differences should be possible-game would say he is actually 2 inches taller than we thought or he lost 15 pounds this past year), his potential and discipline, his devotion to the school or coach, and other positions he played in HS if any.
Having in-season recruiting limited to 5 weeks (4 during regular season and 1 during Bowls) would allow for more realistic recruiting without being bogged down by having to recruit every single week, plus one could always allow the CPU to recruit in your place.
I know not everybody wants in-season recruiting because they think it would be too much work, but having to recruit 5 more weeks wouldn't be that bad.
What does everybody think about my proposed in-season recruiting/scouting wish?
VTHokie32
03-31-2005, 06:47 PM
You convinced me, Jay. I was not in favor of this for the reason you said, I thought it would be too much work. But, you need to get hired by EA so you can put this in the game! They'd never think of something like this.
wolverinejay
04-07-2005, 03:08 PM
In future versions of NCAA, I want to see the option to run the no-huddle offense like the Indianapolis Colts. I am not talking about the hurry-up where everyone is scrambling to the line to run the same play (unless you audible).
I know it may sound complicated but it wouldn't be that hard to put into the game.
By installing the no-huddle offense I would have more time to audible, hot route, or motion players (we need to be able to motion more than 1 guy per play). In NCAA 2005, if you don't hurry to the line after breaking the huddle it takes about 7 seconds to get everyone set (about 6 seconds if you hold X to hurry). The no-huddle offense would enable you to pick your play while your players are getting set at the line of scrimmage (doesn't apply to 1st plays on an offensive drive or 1st plays after a timeout- you still huddle up for those situations). After your play is picked your players would get set about 2 seconds later (no breaking the huddle and walking to the line because they would already be there). The defense wouldn't have time to manually move everybody all over the place, but would have time to do coverage audibles and shifts. Because I am talking about the Colts style of no-huddle (not the hurry-up), subbing for both offense and defense would still be allowed and would be accomplished during the time it takes to pick your next play.
djwill13
04-11-2005, 02:54 PM
In future versions of NCAA, I want to see the option to run the no-huddle offense like the Indianapolis Colts. I am not talking about the hurry-up where everyone is scrambling to the line to run the same play (unless you audible).
I know it may sound complicated but it wouldn't be that hard to put into the game.
By installing the no-huddle offense I would have more time to audible, hot route, or motion players (we need to be able to motion more than 1 guy per play). In NCAA 2005, if you don't hurry to the line after breaking the huddle it takes about 7 seconds to get everyone set (about 6 seconds if you hold X to hurry). The no-huddle offense would enable you to pick your play while your players are getting set at the line of scrimmage (doesn't apply to 1st plays on an offensive drive or 1st plays after a timeout- you still huddle up for those situations). After your play is picked your players would get set about 2 seconds later (no breaking the huddle and walking to the line because they would already be there). The defense wouldn't have time to manually move everybody all over the place, but would have time to do coverage audibles and shifts. Because I am talking about the Colts style of no-huddle (not the hurry-up), subbing for both offense and defense would still be allowed and would be accomplished during the time it takes to pick your next play.kinda like what clemson did this year right? where they would come to the LOS and then call the play and motion and what not?
wolverinejay
04-11-2005, 03:22 PM
kinda like what clemson did this year right? where they would come to the LOS and then call the play and motion and what not?
Exactly. Clemson and a few other teams ran the Colts' style of no-huddle for their base offense. I have wanted to run a no-huddle offense (not hurry-up) ever since I watched the no-huddle K-gun offense of the Bills in the early 90's, they dictated the tempo of the game.
djwill13
04-11-2005, 04:24 PM
Exactly. Clemson and a few other teams ran the Colts' style of no-huddle for their base offense. I have wanted to run a no-huddle offense (not hurry-up) ever since I watched the no-huddle K-gun offense of the Bills in the early 90's, they dictated the tempo of the game.
you can do it now as long as you're the home team. just select your audibles (on the fly) before you break the huddle. i know what you mean though, it would be cool if you could run this type of offense. for it to be effective when you're the away team, you should be able to use hand motions (like i suggested before). good point though. the hurry up is used more in the college ranks than in the pros. it would also be neat if the defense could change personnel after the play initially ends (swap a db out or whatever b/c he's tired).
wolverinejay
04-12-2005, 01:43 PM
Only 1 or 2 substitutions would be allowed after a play is run. Wholesale changes like from a goaline to a Dime would be impossible to execute in such a short period of time. Lets say a CB is getting tired after repeatedly running deep then you would be able to have him run off the field while his replacement could run on. The substitutions would take place at the completion of the play or when the offense is choosing there next play at the play selection screen.
djwill13
04-12-2005, 01:44 PM
Only 1 or 2 substitutions would be allowed after a play is run. Wholesale changes like from a goaline to a Dime would be impossible to execute in such a short period of time. Lets say a CB is getting tired after repeatedly running deep then you would be able to have him run off the field while his replacement could run on. The substitutions would take place at the completion of the play or when the offense is choosing there next play at the play selection screen.
exactly, we're seeing eye to eye. as long as the defense is able to change players out, i wouldn't see any problem with doing this
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