I'm sure most folks would agree that purchasing AEQ for an offense/defense player and seeing a screen full of defense/offense AEQ displayed has become beyond annoying. 
Should theoretically be a fairly simple coding change (or could be more complex too.)
Right now I imagine the coding for the store is just a randomization of all possible combinations regardless of off/def bent or position.
Option 1 (simple):
Throw in a simple "If/then" to determine offense or defense player making request. The have 2 randomized lists separated between O SAs-% pieces and D SAs - % pieces. If offense then randomized AEQ is constructed from Off list of possible combinations. If defense the chosen from Def randomized listing of combos.
No more wasting valuable BTs on items that are completely out of whack with O/D player type. I mean, in reality (not NFL reality - just reality in general) what O or D player would go shopping and even consider a piece from the other side? None. The current randomization is much TOO random for this stage of the games development when it should be a simple fix.
Option 2 (too much work):
Since we have now had archetypes for each position for a while now it would make a modicum of sense to go ahead and use the classifications for more than simply player creation. Position AND possibly archetype should in theory further limit the types of AEQ available in the store when shopping. It would follow the same basic principle as option #1, but would further delineate the lists of choices to those viable for a specific position type (and to make it more complex, archetype sub-type) instead of being the current pot luck dynamic in play.
Basically a list(array) of possible modifiers would created for each position the a big "if/then/else" statement implemented to get to correct position/list and randomization is done on that list for AEQ options. Thus no D AEQ for O players.
To go to archetypes, you'd have further divide the positions to their archs and then create the associated lists for the randomization rolls. Etc. Much more time consuming obviously. Perhaps something to be done in steps down the seasons though.
Anyhow, one of the biggest issues in refining the game to non-beta state is to fix the way AEQ is bough now (not customized.) The options should fit the player type (O/D or down to POS/ARCH) since BTs are now the currency of the game. No player is going to shop for EQ from the other side. Ever.
Support/Bash/Ignore

Should theoretically be a fairly simple coding change (or could be more complex too.)
Right now I imagine the coding for the store is just a randomization of all possible combinations regardless of off/def bent or position.
Option 1 (simple):
Throw in a simple "If/then" to determine offense or defense player making request. The have 2 randomized lists separated between O SAs-% pieces and D SAs - % pieces. If offense then randomized AEQ is constructed from Off list of possible combinations. If defense the chosen from Def randomized listing of combos.
No more wasting valuable BTs on items that are completely out of whack with O/D player type. I mean, in reality (not NFL reality - just reality in general) what O or D player would go shopping and even consider a piece from the other side? None. The current randomization is much TOO random for this stage of the games development when it should be a simple fix.
Option 2 (too much work):
Since we have now had archetypes for each position for a while now it would make a modicum of sense to go ahead and use the classifications for more than simply player creation. Position AND possibly archetype should in theory further limit the types of AEQ available in the store when shopping. It would follow the same basic principle as option #1, but would further delineate the lists of choices to those viable for a specific position type (and to make it more complex, archetype sub-type) instead of being the current pot luck dynamic in play.
Basically a list(array) of possible modifiers would created for each position the a big "if/then/else" statement implemented to get to correct position/list and randomization is done on that list for AEQ options. Thus no D AEQ for O players.
To go to archetypes, you'd have further divide the positions to their archs and then create the associated lists for the randomization rolls. Etc. Much more time consuming obviously. Perhaps something to be done in steps down the seasons though.
Anyhow, one of the biggest issues in refining the game to non-beta state is to fix the way AEQ is bough now (not customized.) The options should fit the player type (O/D or down to POS/ARCH) since BTs are now the currency of the game. No player is going to shop for EQ from the other side. Ever.
Support/Bash/Ignore





























