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Forum > Suggestions > Epic Suggestions > Veteran Abilities Suggestion Thread
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Handcuffed
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Go Getter (was going to use fearless but taken): Gives +1% chance to catching ball with defender near
Footsteps: Gives -1% chance of opposing WR to catch the ball when defender near
 
Ken1
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Originally posted by turnerhero
How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.
 
Staz
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Originally posted by Razorthorns
I would suggest doing a veteran point reset at the beginign of next season as some of these things have ambigous descriptions. Myself and others I know fell in love with something only to find out later its not what we thought it was. Forinstance "Red Zone Freak" was thought to give 5% chance to increase stats 5% with both percentages increasing so the impression was at 10 points it would give 50% chance to have a 50% increase and not 5%. Because your only actually getting a 5% increase this skill really sucks horribly. for instance a wr could go 5 points into speed 5% and 5 into catching 5% and have those bonuses every single play. A mere 5% at only a chance as it would take 20 points to make it 100% really, really blows.

I at teh very least would like my now extremely wasted veteran points reset as right now I feel completely robbed by a bad description and I know for a fact I'm not the only one.




To me, the description was quite clear. You get a +5% chance every level to gain a 5% boost to all stats. The only thing that is listed to get a + is the CHANCE to get a 5% boost.

Originally posted by
This player turns it on in the red zone. Each level of Red Zone Freak gives a +5% chance to gain a 5% bonus to all attributes when inside the 20 yard line, either on offense or defense
 
Staz
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Originally posted by Ken1
Originally posted by turnerhero

How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.


I'm going to put in turnerhero's original plan, but keep fleshing this one out. When you guys reach an agreement on how things should be set up, I'll edit the OP.
 
Ken1
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Originally posted by Staz
Originally posted by Ken1

Originally posted by turnerhero


How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.


I'm going to put in turnerhero's original plan, but keep fleshing this one out. When you guys reach an agreement on how things should be set up, I'll edit the OP.


Please change the ones that were my own and I realized were too strong, at least-- changing the bonus on Big Play Recovery from 5%/level to 3%/level, and Finesse Blocker becoming +2% of Agility per level bonus to the chance of holding a block.
 
Staz
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Yup, I edited your original ones with the new %s or changes. For bull rush, I tried to explain your edit with a formula, check and see if that's what you meant.
 
Ken1
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Originally posted by Staz
Yup, I edited your original ones with the new %s or changes. For bull rush, I tried to explain your edit with a formula, check and see if that's what you meant.


Yes, the formula for Bull Rush looks right. I'd take it out of the description because it's like a lot of other things that give a +X% bonus to the chance of doing something. It isn't as much more complicated as it appears.

It's simply, "If this player's Strength is at least 10% higher than someone blocking him, +3%/level bonus to the chance of shedding the block."

Also, my explanation of Big Play Recovery shouldn't be there (mentioning the "saner" 45% max and all). I'm trying to keep my proposals in the format of the ones Bort has already added.
Last edited Dec 25, 2008 14:21:22
 
Staz
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There we go. I think I got those fixed. I know I've got to sort out a few more. I've got things in the **** section that aren't precise. Should move a few down to the *** range.
 
calisk
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team-player:if two linesman with this skill are next to each other on the line, they get a 1% bonus to block/strength/agi per combined level of their skills

strong push: push distance is increased by 4% per level of this skill,
pre req: 80 strength.

Extreme Block: blockers have a 2%(per level) chance per successful block to cause the opponent to takes twice as long to recover.
pre req: 80 strength


dazzle: 2% chance/lvl to cause opposing linesman(this was meant to mean the linesman directly across from him.) to lose 10 vision.
pre req: confidence 50

scare:when rolling a tackle against this player their is a 2% chance/level of this skill that it will be calculated as if they had 1 in tackling.
prereq: 80 confidence.

Amazing dodge: their is a 1% chance per level of this skill that you will perfectly dodge an opponents tackle, via a jump, roll, or duck. dodge the tackle wihtout slowing down and gain a morale bonus.
pre req: agility 80
Last edited Dec 25, 2008 21:52:06
 
G.O.D Turner
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Originally posted by Ken1
Originally posted by turnerhero

How about:

Halftime Speech

Until we get coach characters who would I assume be able to boost team morale at the half if they're getting killed, this could be a great way to counteract simply being outmatched. You could give a great speech at the half after the coaches get done doing their thing, to your teammates, and bring their morale up by 5 points per point spent in the ability...so...

+5 points to Morale of all players on the team during halftime for every 1 point in this ability.


Good idea, but too strong, as while we don't know, I doubt Morale goes below 50 often at all, and 10 points of this in one player would then refill everyone's morale completely.

However, it isn't realistic that no Energy is regained at halftime (or so it seems), so how about +1 point to Morale and +1 point to Energy at halftime to the team of the player with this ability (max one per team)? Maybe also add a 40 Confidence prereq.


I agree, but basically, since we have absolutely no idea how much morale is lost in games, there's no way to set a good number of increase per point at all...+1 may be insignificant to the point of doing nothing, and +5 may be overwhelming...so it's hard to judge, really, without Bort coming in and saying what does what...and how much...etc...

Also, I like the prereq of 50 Confidence, because only a very confident player would do this...has to have confidence in not only himself, to make a speech in teh first place, but his teammates, to even bother with trying to bring their spirits up...
 
n:iceman:16
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So this is epic, but intense training combos is stickied.

Consistency plz.
 
GOLee
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This is similar to the "Big Return" suggestion, but I have suggested it elsewhere and I think that adding a percentage chance to get a bigger boost would be more exciting and realistic. Just pumping up all three without a chance modifier seems too powerful.

"Gamebreaker" Each level adds X% chance to increase speed, agility, and vision by Y%

I see it working like red zone freak... but with a greater emphasis on just the three listed skills. I think that a reasonable X would be 3 and a reasonable Y would be 10.

Thoughts?
 
GOLee
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Originally posted by Staz

-YAC Attack (Ken1): +5%/level bonus to break tackle chances after he catches a pass. Prereq: 40 Carrying.

I think that this should be limited to the first tackle after the catch. It would be WAY too powerful this way.
Originally posted by Staz

-Been there, Done That: When the offense runs a play previously run, it has a 3% chance of activating per time the play was previously run. If it activates, it gives the player a 10% Vision bonus and 1% bonus to all other attributes per level. Prereq: 40 Vision. (could replace that 6th sense stuff)

This seems like it could be really hard to code and implement.
Originally posted by Staz

-In the Neighborhood(Ken1): +5% bonus per level to chance of deflecting a pass when in man but in Medium or Far coverage distance. (give people a reason to play other than close distance). Prereq: 40 Vision.

Seems like it needs something to the reaction, not the PD itself. Maybe a bonus to vision and agility? That would probably increase the PDs...
Originally posted by Staz

-3rd Down Stopper(Ken1): +3%/level bonus to chance to bat down a pass attempt on 3rd down (with more 3rd down conversions than in real life, this could help with that).

Why not just get Clutch? This would be too powerful. Plus, my hunch would be that the 3rd down conversions are more runs than passes. But that is purely conjecture.
Originally posted by Staz

-Physical Coverage: Reduces the chance of a defensive pass interference penalty against this player by 2%

Direct bonus to an SA (Smooth Operator)? Why does this need to be implemented immediately if there isn't even pass interference yet?
Originally posted by Staz

-Big Return- Sometimes all a team needs to come back in a game is a big return. This skill increases agility, speed, and vision by 1% when returning kicks if your team is losing


I just made a suggestion about this. I guess mine, Gamebreaker, is different all together since it would have the chance of working at anytime during the game. Sorry about that... it's late.
 
mrmattregan
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"Friendly Bounce"
--Adds 5% chance the ball will land within the 10 yard line...
--Adds 5% chance the ball will be recovered by kicking team (when onside kicks are installed into the game)

"Concrete Foot"
--Increases the distance on a kick or punt by 5%

"Wind Gust"
--Increases the hangtime on a kick or punt by 5%

"Airborne"
--Increases the velocity on a kick or punt by 5%
 
HULK
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Originally posted by zollins5
I have a suggestion for an existing one. Big Heart should only activate in 4th quarter, and stay active until the end of the game. I don't see the point of being down....16 points, and getting a field goal, taking you down to 13 behing and deactivating it.....or giving up lol. I just think it would make more sense for it to work later and longer. And I don't think 2 minutes would be long enough, unless only down by 7 or less.


+1000000
 
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