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Forum > Goal Line Blitz > Q&A Archives > Player Archetypes Discussion - Improvements to player development
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FuriousGeorge
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Originally posted by TxSteve
did you consider adding some 'natural abilities'?


like maybe a 'hard hitter' LB gets a natural +5% force fumble (5% is made up - I'm thinking something meaningful but not overpowered)

man to man CB could get 5% INT


some things to further differentiate the archetypes beyond just the major/minor skills (which will certainly make a huge difference...bigger for some positions than others)


+1
 
Catch22
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Originally posted by BansheeTime
Swat Ball as a bonus for Speed DT? Why not Big Sack like it is for a Blitzing LB? Not that many DL enthusiasists invest into Big Sack, but I'm sure most would use it before touching Swat Ball.


Because most speed DT's don't get a lot of sacks but they do deflect a lot of passes at the line of scrimmage.
 
Snakebite99
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Originally posted by Knick
Very neat Catch.

Still would like to be able to pick my own maj/min/SA's, but that's my single sour grape amongst the 1000 sweet ones


Yeah, i dont really care that much about choosing my own maj/mins but i would definitely love to eventually have all SAs available to all players, with prerequisites to choosing them of course. But this is a good start to some variety i think
 
BansheeTime
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Originally posted by David Stern
The only thing I don't understand is "special teamer only" players...

Does this mean no centers/g/ot's are eligible to play special teams after s14?


I think it means that the gains are different for STOPs, not that they're the only ones who can play STs.
 
Huffster
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Some good stuff to build on, like initial bonuses and the addt'l non-native SA.
Edited by Huffster on Feb 8, 2010 21:14:54
 
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LOL Interesting to see that STOP's were added, but it's OVERTLY obvious that the ones you're allowed are 200 flex each. I wonder why . . . . . . . . . . . . . .. .
 
tonnyrat
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For the old players (lvl 50+), after we select an archetype will the game "re-do" our build based on the new ALGs or will the new values only affect that player when a new level is gained/player is boosted?
 
trad989
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i dont see any difference in the K and P directions. Whats the difference?
 
Notak
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I love the idea of special team SA's. You can actually build a special teams that can impact the game in a great way. Special team players could become an asset if used correctly. This is a great idea. It does kind of box some positions, but you have the main ones with plenty of options. It still allows for you to build how you like. You can make a fast speedy power back. It would essentially be a elusive back with great power back SA's. I can see the diversity you are talking about. It does suck a bit because I have made a ton of players that I will have to fix, however this could make the game pretty cool.

One serious question. Will this make Defensive game planning a one stop shop? Will you be able to just tag elusive backs, power backs, combo and have an automatic defense that goes in against those players? If so I can see people building complex defenses and just transfering them to teams without any game planning.
 
BansheeTime
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Originally posted by trad989
i dont see any difference in the K and P directions. Whats the difference?


Strength vs. Vision.
 
Catch22
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Originally posted by Jack Del Rio
when dealing with players a couple seasons old, could you also please run a script to also award us the difference in a flat bonus (or penalty, depending on if the old ALGs were higher than the new ALGs) of (level - 1) x (new ALG bonus - old ALG bonus)? or all that divided by 2 to make it a bit more fair?

it's a game of inches, man. 5+ major positions are going to be a bit inferior to their successors, while 3- major positions (mainly just K/P) are gonna have a slight advantage.

i don't know if it's worth the trouble. both the above idea, and this whole new system


That's not going to happen unfortunately. There will be a bit of a generational gap but it shouldn't be too bad with the options we have laid out for players.
 
sfniner08
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Originally posted by Catch22
Yes because power backs all of the sudden become elusive backs halfway through their career and 300 pound run stuffing DE's all of a sudden become speed rushers. This will force people to be more focused on the types of builds they want. And there's nothing saying you can't choose a particular archetype and build your player differently within that archetype, you just need to be aware of how the gains/penalties/bonuses for that archetype work.


+1. lol. Tell me, how do most builds start off for hb's? Pump either strength or speed. You are not going to change back quickly to a different build. You can, but it is a pain.
 
Pebbles28
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Originally posted by numone
I like the theory of the stuff here but i don't get this:

Zone Specialist
(CB) 5'8" - 6'3", 170-210 Lbs
(SS) 5'9" - 6'5", 195-230 Lbs
(FS) 5'8" - 6'4", 185-220 Lbs
Major Agility Speed Tackling Vision (+.5)
Minor Catching Confidence Jumping Stamina (+.25)
Bonus SA's - Super Vision
Penalty SA's (CB) - Shutdown Coverage
Penalty SA's (SS) - Change Direction
Penalty SA's (FS) - Shutdown Coverage

wouldn't change direction be pretty important for zone defense?


+1

 
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DAMNIT
 
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Originally posted by Catch22
I don't think you're understanding the concepts of the archetypes. This gives players MUCH more freedom and creativity in building players then the current player building system does.


How do you figure that? It seems to me it's directing a path for the player their entire career.
 
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