This game is lacking attributes that are needed to make a more accurate display of football. Here is small list of ideas regarding new attributes. They are split into two categories one is skill point based, meaning that you can apply skill points to them. The other is Numerical based, meaning that they cannot have skill points applied to them directly.
Here is what I mean by Numerical attributes:
take block shedding for example. You need a few core attributes to be good at shedding blocks; you need strength, vision, speed, agility, acceleration, confidence, and blocking (bort has made comments about how blocking can help with DE's and such). Each one of these attributes would be assigned a numerical value in accordance to importance to the overall skill. Increasing the core attributes for a skill set increases it's value.So you're not spending skill points directly on block shedding, but you can invest skill points into core attributes to increase your block shedding.
Skill point based attributes
Power
This attribute would mainly pertain to quarterbacks, kickers, and punters. having these three positions hands tied by having just one attribute to explain everything that goes into throwing passes, kicking field goals, and punting is a detriment to the game.
Accuracy
For quarterbacks it should be split into 6 different categories. Left/middle/right/shallow/medium/deep. Real quarterbacks don't have the same accuracy to all parts of the field, and just because the guy can throw it really far doesn't make him accurate at that distance(vince young/rex grossman). The same thing should apply to kickers and punters.
Acceleration
One of the biggest faults of the sim is the lack of this crucial attribute. This attribute alone would do wonders for the game. Every player NEEDS it, for it is vital to every position on the field. This would have helped tremendously with the battle of nerfing the speed ends and tackles(would've ended the debate without any nerfing), because the OT's top speed wouldn't really factor into the equation in the 1v1 matchup if his acceleration was up high enough. AGILITY AND ACCELERATION ARE NOT THE SAME THING.
Numerical based attributes
Release/anticipation
This attribute would pertain to a players release/anticipation of the snap. Release for the offense(since they know the snap count), and anticipation for the defense. Getting off of the line at the right time is crucial for both sides of the field. This would play well with some of the VA's that are already in place. This would be a combination of vision and acceleration.
Catch in traffic
I realize this is in madden, however it is an attribute that is a good identifier of a true receiver. Not every receiver can catch the ball while being obliterated by defensive backs. This would be a combination of strength, catching, carrying, and vision.
Block shedding
Another madden based attribute that has weight in this game as well. This attribute would be a combo of strength, vision, speed, agility, acceleration, confidence, and blocking (bort has made comments about how blocking can help with DE's and such).
Separate blocking attributes
Blocking needs to be separated into two attributes. One for pass blocking, one for run blocking. Not every offensive lineman is as adept at pass blocking as they are at run blocking and vice versa.
Pass blocking would be a combination of acceleration, agility, strength, vision, and confidence.
Run blocking would be a combination of acceleration, strength, vision, and confidence.
Coverage
Coverage should be split into two attributes, man and zone. not every player is going to be great at both. More often than not they are better at one or the other. The skills needed to make this a numerical attribute would be speed, strength, agility, acceleration, vision, jumping and tackling. Since the skills needed are the same you just weight the attributes differently when considering which type of coverage they are playing(speed isn't as important to zone defenders as acceleration etc, etc, so they would be given different values).
Discuss
Here is what I mean by Numerical attributes:
take block shedding for example. You need a few core attributes to be good at shedding blocks; you need strength, vision, speed, agility, acceleration, confidence, and blocking (bort has made comments about how blocking can help with DE's and such). Each one of these attributes would be assigned a numerical value in accordance to importance to the overall skill. Increasing the core attributes for a skill set increases it's value.So you're not spending skill points directly on block shedding, but you can invest skill points into core attributes to increase your block shedding.
Skill point based attributes
Power
This attribute would mainly pertain to quarterbacks, kickers, and punters. having these three positions hands tied by having just one attribute to explain everything that goes into throwing passes, kicking field goals, and punting is a detriment to the game.
Accuracy
For quarterbacks it should be split into 6 different categories. Left/middle/right/shallow/medium/deep. Real quarterbacks don't have the same accuracy to all parts of the field, and just because the guy can throw it really far doesn't make him accurate at that distance(vince young/rex grossman). The same thing should apply to kickers and punters.
Acceleration
One of the biggest faults of the sim is the lack of this crucial attribute. This attribute alone would do wonders for the game. Every player NEEDS it, for it is vital to every position on the field. This would have helped tremendously with the battle of nerfing the speed ends and tackles(would've ended the debate without any nerfing), because the OT's top speed wouldn't really factor into the equation in the 1v1 matchup if his acceleration was up high enough. AGILITY AND ACCELERATION ARE NOT THE SAME THING.
Numerical based attributes
Release/anticipation
This attribute would pertain to a players release/anticipation of the snap. Release for the offense(since they know the snap count), and anticipation for the defense. Getting off of the line at the right time is crucial for both sides of the field. This would play well with some of the VA's that are already in place. This would be a combination of vision and acceleration.
Catch in traffic
I realize this is in madden, however it is an attribute that is a good identifier of a true receiver. Not every receiver can catch the ball while being obliterated by defensive backs. This would be a combination of strength, catching, carrying, and vision.
Block shedding
Another madden based attribute that has weight in this game as well. This attribute would be a combo of strength, vision, speed, agility, acceleration, confidence, and blocking (bort has made comments about how blocking can help with DE's and such).
Separate blocking attributes
Blocking needs to be separated into two attributes. One for pass blocking, one for run blocking. Not every offensive lineman is as adept at pass blocking as they are at run blocking and vice versa.
Pass blocking would be a combination of acceleration, agility, strength, vision, and confidence.
Run blocking would be a combination of acceleration, strength, vision, and confidence.
Coverage
Coverage should be split into two attributes, man and zone. not every player is going to be great at both. More often than not they are better at one or the other. The skills needed to make this a numerical attribute would be speed, strength, agility, acceleration, vision, jumping and tackling. Since the skills needed are the same you just weight the attributes differently when considering which type of coverage they are playing(speed isn't as important to zone defenders as acceleration etc, etc, so they would be given different values).
Discuss
Edited by happylittletrees on Jan 20, 2012 04:15:49
Edited by happylittletrees on Jan 20, 2012 04:14:47






























