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dbm326
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Originally posted by Staz
I like this one better. Route Running should stay in, as it gives an increase to actually running the routes, which is what slot guys are so well known for. If they want to worry about YAC, they should invest in YAC Attack or something of those sorts. I like this change and will consider adding it to the OP. How about naming it something catchy like "Slot Machine" and adding "This receiver is money in the slot"? lol




Slot Machine does have a nice ring to it and the "money in the slot" description nails it perfectly. If you want to go with that, it would be cool.
 
Jed
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Originally posted by Bort
I'll have to go through the list and see.

I like already (I can see the reasoning):

Jab Step (if/when we add bump)
Solid Footwork: is decent, not great
Seal the Edge
Technique Man: more useful than solid footwork
Pocket Crusher: I like the "power rush" requirement.
Bull Rush: Would make strength based defenders more of an option
Bump and Run (if/when we add bump)
In the Neighborhood
Dear Life Clinger: Love the idea. Needs a better name.
Rip the Ball
Sadist
Rooted to the Spot: Might need a better name

I like in some fashion, but need some updates to work:

Mauler: needs a per level quantifier
Superb Back: Might make more sense as just a bonus to cutting ability
Ball Fight: Ken has asked for this one before, and I get the idea, but I don't like the speed bonus
Scoop and Score: needs a per level quantifier
Downhill Defender: Should it have a drawback vs the pass?
Towering Man: I like it, maybe should have a height or jumping prereq?
Security Blanket: I like it, but would it ever be taken?
Steady Foot: Higher level average, median, overall? How is higher level determined?
Adrenaline Junkie: I think 1% would be better, but would it be taken?

Would need some convincing as to why it's a good idea or needed:

Big Hands: QB's don't fumble much already
Staying Alive: don't see it as needed
Truck: Bruiser is enough IMO
Punishing Runner: guys already have trouble tackling, and we want to make it harder?
Shed Weight: would make power backs too much more unstoppable IMO
Power Block: Stronger blockers already have a good advantage; would need a counter
Speed Rush Protector: Could be overpowered, would require nerfing protector SA first
Big Play Recovery: that's one heck of a bonus, and it somewhat duplicates closing speed
Big Return: Returners have other abilities that already make them pretty good. Do we need another?
Avid Trainer/Notoriety: Should we be adding abilities that work outside of games? It is an interesting idea at the very least.

I don't like:

Whirlwind Runner: spin is already included in other abilities
Footsteps: Would likely make zone way too good
Lightning Reflexes: First step already goes off pretty often.

Already in the game:
Helmet Crash
Catch in Traffic: nerves of steel

Edit: Gone up to "Abilities With a Lot of Promise, Just Need Final Touches"
 
Jed
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And in response to this:

Originally posted by Jed
Originally posted by Adderfist

Originally posted by Adderfist


Preface
Myself and a few others have worked on balancing the VA's. It is possible we've missed something and I would very much appreciate a through going over of the VA's.

New
Originally posted by Adderfist





Communicate! - Gain a vision bonus from the communication on the Offensive line.

Offensive line vision Divided by 5 = V
Players Vision + X%V.


Originally posted by Adderfist




Originally posted by AngryDragon





Originally posted by Adderfist




Tackle from behind. I've suggested something similar and was told that there currently is no way to make "behind" work.


hmm.. I am not aware of the code but thinking out of the box I would assume it would be possible to determine if both players are running the same direction or in opposite directions. So simply if the defender is running in the same direction as the ball carrier he is chasing. How hard would that be I wonder?


I dunno, I mean it makes sense to me. Just keep track of X/Y/Z Positions each tick, compare them.

X(subscript 1) - X(Subscript 2) = |X|(subscript 3) * M
Y(subscript 1) - Y(Subscript 2) = |Y|(subscript 3) * M
Z(subscript 1) - Z(Subscript 2) = |Z|(subscript 3) * M

Sub 1 is the previous tic, Sub 2 is the current tic. Sub 3 is the speed you're traveling. Add a modifier on it to determine speed based on the sim.

When tackling, the added values of Sub 3's determines the 'collective speed'. A lower number represents less movement by both players or, they're both moving the same direction and one just catches up.

Then to make sure non moving people can't access the bonus, make sure that Subscript 3 of both players is over a certain number.


Get'r done bort.


Originally posted by Ronnie Brown





LB Showboat (Prerequisite: 320 Fame)
This linebacker is a showoff and pumps up his teammates. Each level of Showboat gives an energy and morale boost to the entire line-backing corps after this player has obtained a sack or tackle for loss. This ability only works on defense.


Old

Originally posted by Adderfist




David vs Goliath
The bigger they are...Each level of David vs Goliath gives a +4% bonus to the success rate of tackling a player who is heavier or stronger. Prerequisite: 60 tackling

Go To Guy
Each level of Go To Guy gives 1% bonus to pass quality when throwing to this player and a +5% chance for this player to get a bonus to being targeted by the QB when running a route.

Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +8% bonus to breaking tackles when within 1 yard of scrimage and not playing QB. Prerequisite: 40 vision

Goal Line Back
This player has a nose for the endzone. Each level of Goal Line Back gives a +2% to strength, agility, and carrying on plays inside the 5 yard line, when playing HB or FB.



Originally posted by Adderfist





Jump the Snap - This player is aggressive off the defensive line. Each level of Jump the Snap gives a +3% bonus to the vision check required to get off the line quickly, but a 1% increase in the chance of jumping offsides and getting called for encroachment for yourself and the offensive linemen matched up against you.

Originally posted by Yendorii





Scrambler - This player has an uncanny ability to get away from sacks. Each level of Scrambler gives a +5% bonus to breaking sack tackles when playing QB, a +5% bonus per level to the effectiveness of the Turn the Shoulder special ability, and a small bonus to completing short passes.


Originally posted by Adderfist




Air it Out(Formerly Hail-Mary) : This player has quite an arm. Each level of 'Air it Out' gives a +1% bonus to strength and throwing on passes longer than 20 yards.

Originally posted by Ronnie Brown





DB Showboat (Prerequisite: 320 Fame)
This defensive back is a showoff and pumps up his teammates. Each level of Showboat gives an energy and morale boost to the entire secondary after this player has deflected a pass. This ability only works on defense.


Originally posted by Adderfist




Goal Line Stand
This player amps it up at the goal line. Each level of Goal Line Stand gives a +2% to strength, agility, and tackling vs. plays inside the 5 yard line, when playing defense.
Change: Removed the "Rushing" quota so it fires on all plays within the 5

Intimidating
This player would scare anyone. Each level of Intimidating increases the required confidence to resist the Trash Talk, Growl, Snarl, Aura of Intimidation, and Glare special abilities by 5%.
Change: Raised the modifier to 5%

Never Give Up
Get back in the play! Each level of Never Give Up gives a +3% bonus to the speed of getting up after falling down on defense. When beat for a "large" morale loss, negate the loss and gain 25% of the 'loss'
Change: Added Morale stuff

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +0.65% bonus to the catching attribute. Prerequisite: 25 catching
Change: Increased bonus to .65%

Swagger
This player is good and he knows it. Each level of Swagger gives a +0.65% bonus to the confidence attribute. Prerequisite: 25 confidence
Change: Increased bonus to .65% (Until confidence is explained/changed, this still won't get much use)

High Jumper
This player is an exceptional leaper. Each level of High Jumper gives a +0.5% bonus to the jumping attribute. Prerequisite: 25 jumping
Change: Increased bonus to .5%

Track Star
This player is a natural speedster. Each level of Track Star gives a +0.35% bonus to the speed attribute. Prerequisite: 25 speed
Change: Increased bonus to .35%

Basically on all AVA's, Increase all bonus's that are either not used, or weaker from .5 to .65. Then take all .3% to .5 or .35 depending on how much usage it gets.


Originally posted by Adderfist






Hometown Hero
This player is loved by the fans. Each level of Hometown Hero gives a +.5 bonus to confidence per season with the team when playing at home. (Max +2 per level)

Mentor - Change back to what it was before

Overtime Killer
This player gets pumped when a game goes into final X minutes of 4Q and overtime when behind, tied, or up by 3. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime, and a +1% bonus to all attributes while this VA is active. Prerequisite: 40 confidence
X = 30 seconds per level

Blocking Back : Fix the blocking in the sim, then we can re-evaluate.

Clock Manager. Extend time active to 30 seconds per level in the end of the 2nd and 4th Q. and remove the "when behind" clause



Originally posted by Adderfist




Clever Instincts - This player has good instincts for his age. Each level of Clever Instincts gives a +3% bonus to the success rate of the Head Fake, Juke, and Pump Fake special abilities, when used against players 40 days older then yours.


Originally posted by Adderfist



Tenacious - This player fights for every yard. Each level of Tenacious gives a +2% bonus to fight out extra yards and a .5% bonus to breaking tackles when the tackler is using the Wrap Up tactic setting.


Originally posted by Adderfist



Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +8% better chance to draw the defense offsides before the snap when this player is playing QB

Mr. Reliable
Hold onto the ball! On 1st and 2nd down, each level of Mr. Reliable gives a +5% bonus to avoiding fumbles. On 3rd and 4th down, each level of Mr. Reliable gives a +3% bonus to catching and holding on to passes.

Mr. First Down
This player has a nose for the first down marker. Each level Mr. First Down gives a 5% chance of being awarded an extra 1/2 yard when being tackled, if it would mean getting a first down.

Thick Skin
Trash talking means nothing to this player. Each level of Thick Skin reduces the effect of the Trash Talk, Growl, Snarl, and Glare special abilities by 1.5% when used against this player. Failed Trash Talk, Growl, Snarl, and Glare effect the originator instead.

Distance Runner
Playing can take a lot out of you. Each level of Distance Runner lessens this player's energy usage 5%.

Heart of a Champion
This player excels in the playoffs. Each level of Heart of a Champion gives a +.5 bonus to confidence in the playoffs for each playoff game he's been in (Max +3).

Comeback Kid
This player makes big plays when it counts. When his team is trailing, each level of Comeback Kid gives a +4% chance to catch and hold onto passes longer than 15 yards and a +3.5% bonus to avoiding fumbles.


Originally posted by Adderfist



Fearsome
Quarterbacks are scared just by this player lining up across from them. Each level of Fearsome gives a +3% chance to cause the QB to feel hurry pressure when this player is blitzing from a LB, SS, or FS position, no matter how close he is. Prerequisite: 40 strength

Possession Receiver
This player catches short passes with ease. Each level of Possession Receiver gives a +2% bonus to catching and holding onto passes shorter than 8 yards, when playing WR or TE.

Second Wind
Crunch time brings out the best in some players. Each level of Second Wind gives an extra +3 energy refill at the start of the fourth quarter and 1% of breath gained raises your max energy per level.



Originally posted by HULK





The concept here is that some players can choose to specialize their players more, but at a cost. These would NOT replace attribute VAs as original suggested, they'd just be there to give more options and too promote more build diversity. This will just be a rough sketch tonight to get some ideas out there. Feel free to drop some feedback and we can refine them tomorrow.

ANY POSITION:
Sprinter: +1% speed, -.5% stamina.
Marathon Man: +1% stamina, -.5% speed.
Twitch: +1% agility, -.5% strength.
Power Lifter: +1% strength, -.5% agility
Gentle Hands: +1% catching, -.5% carrying
Rock Hands: +1% carrying, -.5% catching

QB ONLY:
Pocket QB: +1% throwing, -.5% speed and agility.
Rushing QB: +1% speed and agility, -2% throwing.

HB/FB ONLY:
Elusive Back: +.5% to speed and agility, -2% to break tackle
Blocking Back: +1% to agility and blocking, -2% carrying

TE ONLY:
Catching Focus TE: +1% to catching, -1% to blocking
Blocking Focus TE: +1% to blocking, -1% to catching

Oline ONLY:
Run Blocker: +.5% to strength and blocking, -1% to agility
Pass Blocker: +1% to speed and agility, -1% to strength
Eye Stare: +5% chance to draw an encroachment, +1% chance to false start

Dline ONLY:
Speed Rusher: +1% to speed, -1% to strength
Elusive Rusher: +1% to agility, -1% to tackling
Bull Rusher: +1% to strength, -1% to vision

LBs and 2ndary ONLY:
Powerback Crusher: +1% to strength AND tackle, -5% to pass defelections and interceptions
Coverage Specialist: +1% to agility AND vision, -5% to tackling chance
Speed Coverage: +1% to speed, -1% to tackling











Bort said this:

Originally posted by Bort
I like:

- Tackle from behind
- Never Give Up change, though it might work better (or be better worded) just giving a percentage chance to not lose morale when knocked down
- Air it out seems reasonable. Would this just replace the current Hail Mary?
- Go to Guy change
- Goal Line Stand change, seems reasonable
- Overtime Killer
- Hard Count being better
- Mr Reliable
- Thick Skin - inventive change!
- Comeback Kid

I don't like:

- The change to distance runner. Stamina should be more important, really, not less.

Not sure about, needs changes, or has concerns for me:

- LB Showboat - seems too like D general SA to me.
- Scrambler - short pass bonus needs quantifier
- DB Showboat - needs quantifier
- Intimidating - seems like an awfully big bonus
- AVA upping - these still get plenty of use; I don't think they need upping. Jumping could maybe go up, but I think the others are fine.
- Clock manager - not sure I like removing the "when behind part;" That's kind of the point of the ability.
- Clever Instincts - seems like this makes it much worse, but maybe I'm missing the point of the change?
- Tenacious - don't think we need more tackle breaking abilities.
- HOAC - interesting change as well, though it makes it so some players could get +3s by just using 1 or 2 points, which seems OP.

HULK's idea is also very interesting. Is that the final list, or are there more refinements?


 
Staz
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Thanks a ton Jed, will update the OP accordingly. There are a few things that I didn't update in the OP that are towards the end of the thread (past couple pages) that I will add to the OP. If you could get his feedback on those, it would be greatly appreciated.
 
Staz
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I updated the first post with the Bort quotes. Second post is the suggestions, third post is the ones we've added.

Edit: I'm thinking about 2nd post being NEW VA suggestions and 3rd post being Changes to Current VAs. Thoughts?
Edited by Staz on Oct 29, 2009 16:54:49
Edited by Staz on Oct 29, 2009 16:38:01
Edited by Staz on Oct 29, 2009 15:49:14
 
Adderfist
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Originally posted by Bort

I like:

- Tackle from behind
- Never Give Up change, though it might work better (or be better worded) just giving a percentage chance to not lose morale when knocked down
- Air it out seems reasonable. Would this just replace the current Hail Mary?
- Go to Guy change
- Goal Line Stand change, seems reasonable
- Overtime Killer
- Hard Count being better
- Mr Reliable
- Thick Skin - inventive change!
- Comeback Kid

I don't like:

- The change to distance runner. Stamina should be more important, really, not less.

Not sure about, needs changes, or has concerns for me:

- LB Showboat - seems too like D general SA to me.
- Scrambler - short pass bonus needs quantifier
- DB Showboat - needs quantifier
- Intimidating - seems like an awfully big bonus
- AVA upping - these still get plenty of use; I don't think they need upping. Jumping could maybe go up, but I think the others are fine.
- Clock manager - not sure I like removing the "when behind part;" That's kind of the point of the ability.
- Clever Instincts - seems like this makes it much worse, but maybe I'm missing the point of the change?
- Tenacious - don't think we need more tackle breaking abilities.
- HOAC - interesting change as well, though it makes it so some players could get +3s by just using 1 or 2 points, which seems OP.

HULK's idea is also very interesting. Is that the final list, or are there more refinements?


Hulks Idea - I believe there are more refinements. This is a list we worked on when I volunteered it when Attribute VA's were nerfed and the rest of the VA's were underpowered.

Tenacious - Almost everyone uses wrapup. There's bonus to using normal/power but there's no penalties. (And don't say FF's. They don't happen often enough to be counted as a deterrent) remember, it's only .5 (1/2) and even with ranks in it, the break tackle is more of a tantalizer.

Clever instincts- Agreed.

Clock Manager- I dunno, if I'm ahead by 3 points and I have the ball with a minute thirty left. I'm going to try and score.
An interesting modifier you could put on it, is in the hurry up mode -LESS- time comes off the clock based on clock manager, or in regular play MORE time comes off if you're winning(down to 1 second on the play clock)

Intimidating - Needs a big bonus as it requires a large number of SA's that are fairly ineffective.

Scrambler - 3 to 5% bonus to short passes. Depends on testing.

Air it out- Yeah. It would replace Hail Mary

AVA's- They're minor bonuses to bring them up to the strength of VA's like Bruiser.

ALSO- You missed "communicate!" I'm surprised it isn't in the game yet.
Originally posted by Adderfist
Communicate! - Gain a vision bonus from the communication on the Offensive line.

Offensive line vision Divided by 5 = V
Players Vision + X%V.
Edited by Adderfist on Oct 29, 2009 17:35:28
Edited by Adderfist on Oct 29, 2009 17:31:09
 
crosscheck90
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A great example of why Big Heart VA has to go, 99 total yards OFF - 0 points quarters 1-3, 154 yards - 21 points in the 4th quarter. One of the many incredibly unrealistic aspects of this game.

http://goallineblitz.com/game/game.pl?game_id=836314
 
tonylieu
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Originally posted by crosscheck90
A great example of why Big Heart VA has to go, 99 total yards OFF - 0 points quarters 1-3, 154 yards - 21 points in the 4th quarter. One of the many incredibly unrealistic aspects of this game.

http://goallineblitz.com/game/game.pl?game_id=836314


learn what BH VA does before posting crap.
BH kicks in after trailing 14 points or more, not in the 4th quarter
 
Staz
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Originally posted by crosscheck90
A great example of why Big Heart VA has to go, 99 total yards OFF - 0 points quarters 1-3, 154 yards - 21 points in the 4th quarter. One of the many incredibly unrealistic aspects of this game.

http://goallineblitz.com/game/game.pl?game_id=836314


Cruise Control. Simply asking for a VA to be removed based on ONE game in which multiple factors were in effect will not happen.

Edit: Also, there was about 80+ yards on two long plays in the 4th quarter.
Edited by Staz on Nov 1, 2009 11:44:27
 
crosscheck90
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Sorry was not aware of cruise control, but even though these guys were a much lower level team they are well built, and this cruise control caused a sudden resurgence, those 80 yard plays were non existent before the big lead. Take it easy tonylieu some of us do other things and sometimes are not are of all the BS added to this game. There are plenty of guys here that can politely point people in the right direction computer tough guy.
 
crosscheck90
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Thanks Staz, another person also told me about cruise control, wasn't aware of it before that.
 
Adderfist
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Any Comment on "Communicate!" ?
 
SAGA45
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Originally posted by Staz
Alright, here are a few thoughts on things I've read:

Hulk(SAGA45): I know you've done a bit of reworking to it, but I like the original concept. Instead of being a "bonus" for getting hit, perhaps just a % reduction to the morale loss? Could rename this to "Tough Runner" and do "Reduces the morale effect of Big Hit/Monster Hit by 2% per level". This would make a fully maxed VA -30% penalty to the morale loss of BigHit/Monster Hit. Would be a decent reduction, but those SAs would still have a decent effect on the runner. Too many of those and you're not going to feel too good, so the reduction shouldn't be very signficant

Broken Will(SAGA45): Again, I like this. Would we put it as a +3% chance to reduce defenders morale by an additional -3 when breaking a tackle, and double the effect of Power Through/Lower the Shoulder/Juke/Head Fake? This would basically be an offensive version of Helmet Crash. You had a confidence/stamina requirement on this didn't you, or was that for Hulk? I think we'd need a confidence requirement on this, and possibly add a confidence requirement to Helmet Crash as well.

Bad Memory(SAGA45):
I think we should rename this "Short Term Memory" instead of "Bad Memory". People often refer to needing a short term memory in sports to sort of "forget" the bad things. This could be a viable option, too. Would need a confidence requirement, though. Also, I think this should only apply to turnovers. What do you think? Possibly a 3% reduction to morale penalty, per level? Would almost cut the morale penalty in half if maxed out.





Good stuff Staz. I like the adjustments you made. Hopefully they're all added. Welcome Back!
 
Staz
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Originally posted by Adderfist
Any Comment on "Communicate!" ?


That's actually a solid idea, but I think the coding for the way blocking works would need to be changed. At the moment, it's got too many holes to really let this VA shine the way it should.
 
dbm326
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Any verdict on Slot Machine? Here's the final draft for it, (dropped vision boost to 1% since 2 would be too high)

Slot Machine: This receiver is money in the slot. For each level of Slot Machine, this player receives a 3% bonus to Route Running and Sticky Hands and a 1% bonus to vision when playing in the WR3 slot.
 
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