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Forum > FAQ's, Player Guides and Newbie Help > Bort Stalker (Out of Date) - Approx Last Update: April 12th 2010
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InRomoWeTrust
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Bort Quotes - Energy Usage

Originally posted by Bort

What if energy usage was less for ST's? It's the same as any other play, but the running downfield the whole time drains you more than people realize. I could conceivably make it just cut energy usage in half when in a ST position. Then you make the Distance Runner VA pretty worthless, though, I guess.

Originally posted by Bort
It depends on what the players are doing during the game. Blocking, tackling, getting tackled, breaking tackles, running fast, they all drain your stamina. Standing around and doing nothing will drain your stamina slower.


Originally posted by Bort
Originally posted by Saris

Since there are a lot of morale related questions I'll add one more.

The "General" skills (Line General, Field General etc), are they permanent or do they only effect the energy and morale on the play where they're triggered? Also at one time two seperate energy bars were described, one being a more fluid in-game energy bar that could deviate by quite a bit during a play; and another max energy that determines substitutions, and at one time was visible at the end of games. Are there seperate in-game and max morale bars as well? And if so which is affected by the General skills. Thanks in advance!


Permanent gains.

The max energy bar is still visible at the end of games until rollover. The morale maximum is always 100%. It doesn't work the same way as energy in that regard.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3675271&page=12#32437672

Originally posted by Bort
Originally posted by StoutOne

If you have Sure Tackler, and David vs. Goliath misses the first roll, Sure Tackler gives you another and you succeed, will you still take a double energy hit because you missed the first one....or will the code know not to deduct it?


No, it'll only do based on the final value. If it deducts the DvG percentage and still wins, no penalty. Sure Tackler basically rolls twice and compares both.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3541391&page=1#31017952

Originally posted by Bort
Originally posted by ryan_grant-25
wait, you are saying the faster your guy is, the more energy he wastes?

he gets to run around a lot more, and make more cuts and stuff, so yeah. Especially at 300 speed...the guy's going to be doing all the cuts for his route really fast, and completing it.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=64#25487710

Originally posted by Bort
There is NO max speed limiter for routes or certain positions running routes, etc. I even just went and looked to make sure, because there are other times when speed is limited (such as qb handoffs). Speed and acceleration work on a linear progression towards a value calculated by speed, agility, weight, and other factors (speed and weight being by far most important for max speed). SA's, VA's, etc. of course factor in.

However, WR's often have to slow down catch the ball when it is underthrown, or when doing moves on creative route running, or when changing direction, or when doing comebacks.

Also, you CAN lose speed in the middle of a play by getting tired. Energy and morale are a constantly updating factor; they do not just get applied at the beginning of the play. Otherwise, skills like snarl wouldn't affect the other player, etc.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2963972&page=43#25480689

Originally posted by Bort
Originally posted by steellithium
Ok, then could you push someone's energy and morale low enough, to cause a ball carrier with 90+ carrying to become a fumbling machine?

If they were both in the absolute toilet it would help cause more fumbles from them. With 90 carrying, you wouldn't get down to where you had the equivalent of 10 or something, but probably somewhere around chopped in half or so. Chemistry affects too!


http://goallineblitz.com/game/forum_thread.pl?thread_id=2959791&page=7#25366212

Originally posted by vrshah
Does it only work when going up against stronger blockers or is it an "always on" type of deal?
Originally posted by Bort
It lessens the morale/stamina hit when losing blocking rolls, every time you lose the roll. "Stronger defenders" refers to guys who are probably beating you more often.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3081276&page=2#26615491

Originally posted by DONKEIDIC
Second wind VA. How can it be working?
Originally posted by Bort
It definitely goes off. I have tested it on my dev box where it prints some debug info when it fires, and there's a big output at the start of the 4th quarter. Perhaps the issue isn't that it doesn't go off, but that it doesn't give a big enough energy boost to be noticeable by the end of the game's energy review. Also, how much stamina do the players who are using it have? If they have like 20 or 30, it's not going to do as much good since they just tire out quickly after the boost anyway.


http://goallineblitz.com/game/forum_thread.pl?thread_id=2801372&page=3#23953768
 
InRomoWeTrust
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Bort Quotes - Other

Auto Adjust

Originally posted by Bort
Originally posted by AngryDragon

I do not know but this is how I assumed it has been working.

Plays get called as your percents define them. As each play happens a positive or negative score is applied to the play depending on the results of that play. I think the auto adjust begins to play the plays with the highest positive scores more frequent. The frequency probably depends on how high you turned up the auto adjust very quick being the highest setting.

Keep in mind, I could be way off.


Yep, as a play does better, it's percentage of calls rises. As it does poorly, its percentage decreases.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3150499&page=1#27212781

Originally posted by jimbcnu
Okay, If I want to have multiple OAI package inputs for a single output with the auto adjust on, will it adjust to the best working plays within each package or just to each package (in it's entirety) that is working the best. For example if I have inside rushing package with different plays, a short pass package, an outside rush package... etc. Will the auto adjust for those plays in each particular package or to the package that is working best (maybe my inside running game is working better than the other packages in that ouput, would it favor the "inside rush package" without adjusting to the plays in it?????)

I hope you can understand my poorly worded question!
Originally posted by Bort
Per OUTPUT only. The whole package will be adjusted up/down.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3104861&page=1#26778129

Originally posted by Bort
Originally posted by jdros13

Serious question: If you have the same play call in multiple inputs, will its success or failure in one input adjust its frequency in another input?


No, just that situation. It's adjusting the output's percentage, not the play.


http://goallineblitz.com/game/forum_thread.pl?thread_id=3150499&page=1#27227817
Edited by Mat McBriar on Apr 16, 2010 00:55:41
 
InRomoWeTrust
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Special Abilities List - Authored by Catch22


Originally posted by Catch22
Absorb Pain - Pass Blocking Tree for G and OT
This player has a high pain tolerance. The Absorb Pain skill gives him the ability to take punishment from defenders without flinching or losing morale. He also uses less stamina to block defenders.

This skill is important when playing against big, powerful defenders.

Additional Levels:
Reduces morale and stamina loss when pass blocking stronger defenders.

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Aura of Intimidation - Hard Hitter tree for LB
This defender is so mean, every opposing player near him is intimidated. The Aura of Intimidation will reduce the morale of opposing players within a certain radius of the player.

This skill will put fear in your opponents hearts, making it easier to tackle or avoid them.

Additional Levels:
Increases the radius of effect, and the strength of the morale penalty.

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Automatic - Special Ability tree for K
Short kicks are no problem for this player. He's almost automatic. The Automatic skill increases accuracy when kicking short kicks.

This skill is important for making short field goals and extra points. At very high levels, accuracy becomes nearly 100%.

Additional Levels:
Increases the distance considered to be a short kick, and increases the accuracy gain.

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Balance - Additional Ability
After being pancaked by an opposing player, the Balance ability gives this player a chance to keep his footing and avoid falling down. He will only stumble backward a bit instead. This works for both blockers and players being blocked.

This skill can be very important if this player is not very strong or gets knocked down a lot.

Additional Levels:
Increases the chance of this player keeping his balance and not falling down.

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Big Boot - Special Ability for K and P
This player has a very strong leg. The Big Boot skill gives him some extra velocity when kicking or punting, allowing him to kick longer distances. This does not increase his accuracy at longer distances, however.

This skill becomes very important when the offense is having trouble converting on third down. Longer field goals become possible.

Additional Levels:
Increases the bonus to kick velocity.

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Big Hit - Run Stuffer tree for DT, Hard Hitter tree for SS, Speedster Tree for FS
Put a powerful hit on the ball carrier. The Big Hit skill increases the chance of causing fumbles and reduces the morale of the player being tackled.

This skill is important for strong, powerful tacklers. Repeated Big Hits will make tackling your demoralized opponent much easier.

Additional Levels:
Increases the chance of causing a fumble.

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Big Sack - Pass Rusher tree for DT, DE, and LB
Adds another level of intimidation toward the opposing QB. The Big Sack skill increases a players chance to cause fumbles when sacking the QB. It also lowers the QB's morale when getting hit.

This skill is important for pass rushing players who get a lot of sacks.

Additional Levels:
Increases chance to cause fumbles on sacks, and increases morale reduction factor.

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Blitz - Speedster tree for CB
This player is an excellent blitzer. The Blitz skill gives the player a speed and agility boost when blitzing.

This skill is important for defenders on teams that blitz a lot.

Additional Levels:
Increases the speed and agility boost gained.

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Brace for Impact - Additional Ability
The Brace for Impact skill allows this player to steel his body and reduce the chance of having the ball knocked loose by a punishing hit after a catch.

This skill is important for players who are often matched up against strong defenders.

Additional Levels:
Increases the chance of Brace for Impact working, and the bonus toward not dropping the pass.

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Break Through - Run Stuffer tree for DT
A player with the Break Through ability is hard to stop with double teams. This ability makes it easier to break double team blocks.

This skill is important for powerful, run stopping defenders.

Additional Levels:
Increases the boost to double team breaking ability.

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Calm Nerves - Special Ability for K and P
This player is cool under pressure. The Calm Nerves skill gives him a bonus to kick accuracy even if his morale is low.

This skill is very important in close games. It can mean the difference between a missed field goal and a made one.

Additional Levels:
Increases the bonus to kicking accuracy.

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Catch Fake - Additional Ability
The player can make a quick fake with his hands while running a route, pretending to catch a pass. Defenders in man coverage on him can be fooled by this, and may fall a step behind.

This skill can throw off a defender who is following closely, buying some time to get open.

Additional Levels:
Increases chance of the skill working.

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Catch in Stride - Additional Ability
This player knows how to catch and pull in a pass. The Catch in Stride ability increases the chance that this player can catch a pass without slowing down.

This skill can be important for speedy receivers who have trouble pulling in passes quickly.

Additional Levels:
Increases the chance of catching a pass cleanly.

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Change Direction **Same as Quick Cut** - Speedster tree for WR, CB. Receiving tree for TE. Pass Rusher tree for DE. Coverage tree for SS and FS.
Gives the player the ability to change direction quickly without losing much speed.

This skill is very important for catching speedy, agile ball carriers.

Additional Levels:
The angle at which the player can turn increases, while the speed lost in making the turn decreases.

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Closing Speed - Speedster tree for CB and FS. Coverage tree for SS
Closing Speed gives this player an adrenaline boost when he needs it most - to catch the ball carrier and tackle him. The player will gain a speed and acceleration boost when the ball carrier is far away and he needs to close the gap quickly.

This skill is very important for players who will be playing a lot of zone coverage, and for the last man on defense.

Additional Levels:
Increases the speed and acceleration boost received.

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Cover Up - Power Back tree for HB. Offensive tree for FB. Receiving tree for TE.
Cover Up helps the player protect the ball. He will hug it close to his body, making it harder to cause a fumble when he is carrying the ball.

This skill is very important for power rushers and players who will be playing against hard hitting LB's.

Additional Levels:
Fumble protection boost is increased.

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Cut Block - Run Blocking tree for C, G, and OT
A cut block is a block below the waist that attempts to bring the defender to the ground quickly. The blocker will execute this block when he is overmatched or needs to take the defender out of the play very quickly.

This is an important skill when matched up against powerful, agile defenders.

Additional Levels:
Increases the chance of the block working, and the length of time the defender is on the ground.

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Defense General - Hard Hitter tree for LB
This player is able to inspire the defense to perform better. The Defense General skill only applies if the player is playing at the MLB or an ILB spot. It gives the entire secondary a boost to morale and stamina right before the snap.

This skill is very important for defenders who will play the MLB spot. It makes all the defenders around him better.

Additional Levels:
Increases the chance of the skill working, and the strength of the morale and stamina boost.

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Demoralize - Scrambler tree for QB
This QB is adept at demoralizing the other team when he makes big plays. After any QB rush or pass from outside the pocket, the defense will lose additional morale.

This skill is very important for scrambling QBs who rush a lot. A demoralized opponent will find it harder to make tackles and catch up.

Additional Levels:
Increases the chance of the skill working, and the strength of the morale penalty.

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Disguise Blitz - Additional Ability
This player is a sneaky blitzer. The Disguise Blitz ability increases the chance that opposing QBs and blockers will not account for this player's blitz, leaving him unblocked, when he is playing any non-defensive-line position.

This skill is most useful for linebackers and secondary players who blitz a lot, especially against an offensive line with poor vision.

Additional Levels:
Increases the chance of this player not being picked up by the offense.

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Dive for Yardage - Power Back tree for HB, Offensive tree for FB
The Dive for Yardage ability gives the ball carrier to stretch out and dive for that extra 1 or 2 yards while being tackled.

This skill is very important for players who rush a lot. You will find you get that first down a little more often.

Additional Levels:
Increases the chance of being able to perform the skill.

____________________________
Diving Catch - Possession Receiver tree for WR
Low passes are difficult to catch. The Diving Catch ability gives the receiver a bonus to catching low passes.

This skill is very important for all receivers, especially if the QB is under pressure a lot.

Additional Levels:
Increases the chance of catching a low pass.

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Diving Tackle - Containment tree for DE. Hard Hitter tree for LB and SS. Speedster tree for FS
Sometimes a tackler has to dive after the ball carrier in order to catch him. Normally, this makes the ball carrier harder to bring down. The Diving Tackle skill gives the defender a bonus when doing a diving tackle.

This skill is very important when playing against fast, agile ball carriers. It can help stop that breakaway run by tripping him up.

Additional Levels:
Increases the bonus towards diving tackles.

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D-Line General - Run Stuffer tree for DT
The NT is often responsible for making the the defensive line is ready for the upcoming play. The D-Line General skill gives a boost of morale and stamina to the defensive line right before the snap. This skill only works for a defender playing the NT position.

This skill is very important for defenders who play NT. It makes the entire defensive line better.

Additional Levels:
Increase the chance of the skill working, and the size of the boost to teammates.

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Dump Pass - Scrambler tree for QB
A scrambling QB often has to dump the ball off to a short receiver, instead of winding up and throwing it downfield. The Dump Pass ability gives the QB a bonus to completing passes that are less than 5 yards.

This skill is very important for quick hitting offenses and scrambling QBs.

Additional Levels:
Increases the bonus to complete short passes.

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Field General - Pocket Passer tree for QB
This QB is unshakable, and is able to inspire his team to perform better. The Field General skill gives the entire offense a morale and stamina boost right before the snap. This skill only works if the player is in the QB position.

This skill is very important for everyone, but especially for QB's who pass a lot. You will find your coverage is better and your receivers catch more balls.

Additional Levels:
Increases the chance of the skill working, and the boost to morale and stamina.

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Fire Up - Additional Ability
Whenever this player gets a tackle for loss, forces a fumble, or 3rd/4th down tackle short of first down, The Fire Up ability allows him to fire up his teammates, giving all defenders on the field a boost to morale and energy.

This skill helps the entire defense play better when this player is a frequent playmaker.

Additional Levels:
Increases the bonus to morale and energy.

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First Step - Elusive tree for HB. Speedster tree for WR. Pass Rusher tree for DE. Speedster tree for CB. Coverage tree for FS
This player has a very fast reaction time. The First Step skill gives him a boost to acceleration when starting from a dead stop.

This skill is very important for players who rely on speed to create separation from defenders, or to keep up with other players who are very fast.

Additional Levels:
Increases the chance of the skill working, and the boost to acceleration.

____________________________
Foundation - Pass Blocking tree for C, G, and OT
This player has a strong lower body and is harder to move and get around when he is pass blocking.

This skill is important for players on teams that pass a lot.

Additional Levels:
Increases the resistance to being pushed around.

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Gang Tackle - Additional Ability
Working together is the key to a good defense. The Gang Tackle ability gives this player a bonus to tackling ability when there are other tacklers within 2 yards.

This skill can mean the difference between the ball carrier breaking through multiple tacklers and bringing him down.

Additional Levels:
Increases bonus to tackling ability.

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Get Low - Run Blocking tree for C, G, and OT
The Get Low skill lets this player lower his center of gravity and push a defender backward more easily.

This skill is important for players on teams who rush a lot.

Additional Levels:
Increases the bonus to pushing defenders.

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The Glare - Pass Rusher tree for DT and LB
The player will glare and snarl at the QB in order to lower his morale. QBs with very high confidence are less likely to be affected.

This skill is more effective than Trash Talk. Both skills may be combined to really hurt the QB's morale.

Additional Levels:
Increases chance to affect morale, and increases morale deduction.

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Growl **Description is the same as Snarl** - Hard Hitter tree for SS. Speedster tree for FS. Run Stuffer tree for DT (Snarl). Hard Hitter tree for LB (Snarl).
The player will growl loudly right before hitting the ball carrier, reducing his morale and making it easier to tackle him.

This skill has the effect of reducing an opponent's morale considerably after several snarling tackles.

Additional Levels:
Increases the chance of the skill working, and increases the penalty to the opponent's morale.

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Hands - Run Blocking tree for C, G, and OT
This player is very good at using his hands to keep his defender occupied. The Hands skill increases the energy used by a defender when attempting to break this player's block.

This skill is useful for all blockers, and can help even the playing field when they are overmatched.

Additional Levels:
Increases defender energy usage by even more.

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Hang Time - Special Ability tree for P
A good punt hang time is important to reducing punt return distance. The Hang Time skill gives the P a bonus to kick velocity when kicking high angled kicks. This does not increase his accuracy, however.

This skill is very important to any team, but especially one whose offense cannot convert well on 3rd down and punts a lot.

Additional Levels:
Increases the bonus to punt velocity on high-angle kicks.

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Head Fake - Elusive tree for HB. Speedster tree for WR
The player will look one way and then move the other when carrying the ball. This fake can be effective against defenders with low agility and vision, causing them to go the wrong way or freeze.

This skill is important for all players who carry the ball a lot. Even an extra split second of reaction time can mean the difference between a tackle and a big gain.

Additional Levels:
Increases the chance the defender will be fooled by the fake.

____________________________
Head Hunter - Additional Ability
The Headhunter ability gives a bonus to causing fumbles, big hits, and monster hits when this player is traveling at or near full speed.

This skill works best for secondary players who can fly in and make the big hit.

Additional Levels:
Increases bonus to causing fumbles, big hits, and monster hits.

____________________________
Head of Steam - Additional Ability
This player goes all out when he blitzes from a LB, CB, SS, or FS position, making him less likely to be pancaked or engaged in a block.

This skill is most helpful to lower strength players who get pancaked often during a blitz.

Additional Levels:
Increases bonus to avoiding pancakes and blocks while blitzing.

____________________________
Hurdle - Additional Ability
This player can jump over diving defenders with ease. The Hurdle ability gives this player a bonus to avoiding diving tackles.

This skill tends to work best when the player has high jumping skill.

Additional Levels:
Increases the bonus to avoiding diving tackles.

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Jackhammer - Additional Ability
Knock that ball loose! The Jackhammer skill gives a bonus to knocking the ball loose when tackling the receiver right after a catch.

This skill is works best when used by players who have higher strength and tackling skill.

Additional Levels:
Increases the bonus to knocking a pass loose.

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Juke - Elusive tree for HB
The player will make a quick move one direction, and then go the other way when carrying the ball. This fake can badly throw off defenders, especially those who have low agility and vision. This is more effective than a head fake, but takes more agility to pull off successfully.

This skill is important for all players who carry the ball a lot. Even an extra split second of reaction time can mean the difference between a tackle and a big gain.

Additional Levels:
Increases the chance the defender will be fooled by the fake.

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Jumping Catch - Possession Receiver tree for WR
The Jumping Catch ability gives a receiver a better chance of catching passes that are over his head, which may otherwise sail through his hands.

This is an important skill to help bail out your QB if he is pressured a lot. Tall players also will be able to jump up and catch passes a shorter defender might be unable to reach.

Additional Levels:
Increases the bonus to catching when jumping for the pass.

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Lead Block - Blocking tree for FB
This player is adept at leading a rusher through the line. The Lead Block skill gives him a bonus to blocking and pushing defenders when he is lead blocking.

This skill is very important for players on teams that rush a lot, especially if the HB is not particularly fast.

Additional Levels:
Increases the bonus to blocking when lead blocking.

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Line General - Pass Blocking tree for C
This C is good at readying the offensive line for the play and inspiring them to play better. The Line General skill gives a boost of morale and stamina to the offensive line, right before the snap. This skill only works if the player is playing the C position.

This skill is very important for any C. It will make the whole O-Line better.

Additional Levels:
Increases the chance of the skill working, and the boost to morale and stamina.

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Look Off - Additional Ability
The QB can use the Look Off ability to fake out zone defenders by glancing away from his intended receiver. If they are watching his eyes, they may bite and cover a different receiver.

This skill can cause problems for zone heavy defenses.

Additional Levels:
Increases chance of the skill working and the range of its potential effect.

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Lower the Shoulder - Power Back tree for HB. Receiving Tree for TE
The player puts his shoulder down and attempts to barrel through the defenders. This gives him a bonus to breaking tackles.

This skill is useful for players who rely on strength and size to break tackles and gain yards.

Additional Levels:
Increases the bonus to break tackles.

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Monster Hit - Containment tree for DE. Hard Hitter tree for LB and SS
Lay a thunderous, highlight-reel type tackle on the ball carrier. The Monster Hit skill has a very good chance to cause a fumble by players with mediocre or poor carrying ability. It will also greatly demoralize the ball carrier.

This skill is the ultimate intimidation ability. Your opponent will be afraid to get hit next time, and may cough up the ball.

Additional Levels:
Increase the chance of using the skill effectively, and increases the chance of causing a fumble when using it.

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One Handed Catch - Possession Receiver tree for WR
Sometimes a pass is out of reach for both hands, but the One Handed Catch skill allows the player to pull it in with one hand. This also greatly increases the morale of the entire offense when it happens.

This skill is important for players on teams that pass a lot, especially if the QB is frequently under pressure.

Additional Levels:
Increases the chance of catching an out-of-range ball, and the morale boost the occurs when doing it.

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On the Run - Scrambler tree for QB
It is hard to throw an accurate pass while running around. The On the Run ability gives a scrambling QB a bonus to passing while moving.

This skill is very important for QBs who scramble out of the pocket a lot.

Additional Levels:
Increases the bonus to passing while moving.

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Open Field Fake - Additional Ability
The Open Field Fake ability gives this player a bonus to performing head fakes and jukes when there is only one defender within 5 yards.

This skill can help break down the last man on defense, leading to a TD.

Additional Levels:
Increases the bonus to Head Fake and Juke skills.

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Pancake - Blocking tree for TE and FB. Run Blocking tree for C, G, and OT
Nothing is as demoralizing to a defender as being knocked on his backside by a blocker. The Pancake skill increases the blocker's chance of knocking a defender over.

This skill is important for strong blockers. It will take defenders out of the play.

Additional Levels:
Increases the chance of executing a pancake block.

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Pass Block - Blocking tree for TE. Pass Blocking tree for C, G, and OT
The Pass Block ability gives the player a slight bonus to blocking on pass plays.

This skill is useful for players on teams who pass a lot.

Additional Levels:
Increases the bonus to pass blocking.

____________________________
Pocket Presence - Pocket Passer tree for QB
It is difficult to accurately throw a pass when there are defenders closing in and the pocket is collapsing. The Pocket Presence skill allows the QB to keep from panicking and throwing a bad pass when under pressure.

This skill is very important for QBs who have poor pass protection or are playing a blitzing defense.

Additional Levels:
Decreases the effect of pressure on the QB's throws.

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Power Through - Power Back tree for HB. Offensive tree for FB
The runner puts his head and shoulders down and drives his body through defenders while carrying the ball. This skill allows the players to break through tackles, even more so than Lower the Shoulder.

This skill depends on strength and size to be effective. For a strong rusher, it can break a lot of tackles.

Additional Levels:
Increases the chance of using the skill successfully, and increases the bonus to break tackles.

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Pummel - Additional Ability
This player uses every advantage he can when blocking, really putting the hurt on his man. The Pummel skill decreases the morale of a defender when attempting to break this player's block.

This skill is important for all blockers, and can help even the playing field when they are overmatched.

Additional Levels:
Increases penalty to defender morale by even more.

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Pump Fake - Pocket Passer tree for QB
The QB will move his arm in a motion that fakes throwing the ball. This may cause defenders to freeze for a moment, giving the receivers a chance to break away for a wide open pass.

This skill is very important for QBs who don't have very fast receivers.

Additional Levels:
Increases the chance of the defender being fooled by the fake.

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Protector - Pass Blocking tree for OT
This OT knows he is often the only thing standing between his QB and a sack from the weak side. The Protector skill gives this player an agility, speed, and blocking bonus when he is playing in the LT position. This bonus does not apply when he is playing in other positions.

This skill is very important for OTs who play a lot of LT and have a slow QB to protect.

Additional Levels:
Increases the bonus to agility, speed, and blocking when playing the LT position.

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Quick Cut **Same as Change Direction** - Speedster tree for WR, CB. Receiving tree for TE. Pass Rusher tree for DE. Coverage tree for SS and FS.
Gives the player the ability to change direction quickly without losing much speed.

This skill is very important for quick players who rely on speed and agility to avoid tackles or even keep up with fast blitzers.

Additional Levels:
The angle at which the player can make the cut increases, while the speed lost in making the cut decreases.

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Quick Read - Additional Ability
The Quick Read skill allows this QB to proceed through his checkdown progressions more quickly and find wide open receivers more easily.

This skill can be very helpful vs a smothering zone defense.

Additional Levels:
Increases bonus to progression read ability and open man read ability.

____________________________
Relentless Pursuit - Additional Ability
This player will tirelessly pursue the QB. The Relentless Pursuit skill gives him a bonus to breaking pass blocks when the QB has not passed within 3 seconds.

This skill will improve the defense's chances of coverage sacks.

Additional Levels:
Increases bonus to breaking blocks.

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Return Specialist - Speedster tree for CB
This player is very adept at returning kicks and punts. The Return Specialist skill gives him a bonus to speed, agility, and tackle avoidance when returning kicks.

This skill is very important for players who return kicks or punts.

Additional Levels:
Increases the bonuses when returning kicks and punts.

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Route Running - Receiving tree for TE. Possession Receiver tree for WR
The Route Running skill allows a receiver to run precision routes with ease. The receiver will get a bonus to his speed and agility when running a route.

This skill is very important for receivers who are otherwise not very fast or agile.

Additional Levels:

Increases the bonus toward running routes.

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Run Block - Blocking tree for TE. Run Blocking tree for C, G, and OT
The Run Block ability gives the player a slight bonus to blocking on rushing plays.

This skill is important for players on teams who rush a lot.

Additional Levels:
Increases the bonus to run blocking.

____________________________
Scat Back - Additional Ability
A back catching passes out of the backfield can be a great weapon. The Scat Back ability gives this player a small bonus to catching passes, and a small bonus to speed and agility when running a route while playing HB/FB.

This skill can help make up for a lack of catching attributes on a running back.

Additional Levels:
Increases bonus to catching passes and running routes.

____________________________
Shed Blocks - Pass Rusher tree for DT, DE and LB
Allows the defender to get around blockers more easily, using a variety of swim, spin and rip moves.

This skill is effective against all blockers, but it is most effective against pass blocking.

Additional Levels:
Increases chance to shed blocker.

____________________________
Shock Block - Pass Blocking tree for C, G, and OT
The blocker smashes into the defender with such force that it causes the defender to be momentarily stunned and easier to move.

This skill can be very effective against weaker players.

Additional Levels:
Increases the chance of the Shock Block working, and the length of time the defender is stunned.

____________________________
Shutdown Coverage - Shutdown Corner tree for CB. Coverage tree for FS
Playing effective man-to-man coverage can be very difficult. The Shutdown Coverage skills gives the defender a bonus to speed, agility, and pass deflecting when playing man-to-man coverage.

This skill can help a defender keep up with a faster, more agile opponent.

Additional Levels:
Increases the boost amount when playing man-to-man.

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Smooth Operator - Shutdown Corner tree for CB
This player does all the little things required to distract and disrupt the man he is covering. The Smooth Operator skill applies a vision penalty to receivers this player is covering.

This skill is most important when overmatched by an opposing receiver.

Additional Levels:
Increases the vision penalty applied even more.

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Snarl **Description is same as Growl** - Run Stuffer tree for DT. Hard Hitter tree for LB. Hard Hitter tree for SS (Growl). Speedster tree for FS (Growl)
The defender will snarl loudly right before hitting the ball carrier, reducing his morale and making it easier to tackle him.

This skill has the effect of reducing an opponent's morale considerably after several snarling tackles.

Additional Levels:
Increases the chance of the skill working, and increases the penalty to the opponent's morale.

____________________________
Spin - Elusive Back tree for HB. Speedster tree for WR
The Spin ability allows the player to spin out of the way of a tackler when carrying the ball. This skill relies on agility to perform successfully.

This skill is not very effective if the player has low agility.

Additional Levels:
Increases the chance of spinning successfully, and increases the bonus to avoiding tackles by spinning.

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Spot Blitz - Blocking tree for FB
This blocker is adept at spotting blitzing players. The Spot Blitz skill gives him a bonus to blocking blitz plays.

This skill is important when playing against teams that blitz a lot.

Additional Levels:
Increases the bonus towards blocking blitz plays.

____________________________
Sticky Hands - Receiving tree for TE. Possession Receiver tree for WR. Shutdown Corner tree for CB. Coverage tree for SS
This player has exceptional catching abilities, as if his hands were covered in glue. The Sticky Hands skill gives the player a bonus to catching passes, including interceptions.

This skill seems to work even better in clutch situations, like 3rd and long plays, or in the last two minutes of the game.

Additional Levels:
Increases the bonus to catching passes.

____________________________
Stiff Arm - Power Back tree for HB
The player puts his off-arm out and pushes the defender away from him. This can help him avoid a tackle.

This skill is very effective when used against defenders with poor strength and agility.

Additional Levels:
Increases the chance of the skill working, and increases the bonus to avoiding tackles.

____________________________
Strong Arm - Blocking tree for FB. Pass Blocking tree for C and G
The Strong Arm skill allows this blocker to use his brute strength to push a defender back and stand his ground.

This skill works best when used by blocker with high strength.

Additional Levels:
Increases the chance of the skill working, and increases the bonus to pushing the defender away.

____________________________
Strong Base - Pass Rusher tree for DT. Containment tree for DE
This player has a powerful lower body, and knows how to use it well. The Strong Base skill gives him a bonus to pushing a blocker out of the way.

This skill works best when used by players with high strength.

Additional Levels:
Increases the chance of the skill working, and increases the bonus to pushing the blocker away.

____________________________
Superior Vision - Shutdown Corner tree for CB. Coverage tree for SS and FS
This player has a great football sense. He is far less likely to be faked out by pump fakes, head fakes, and jukes. He is also able to see a play developing earlier and may get the jump on an interception or tackle.

This skill is far more effective when used by players with higher vision.

Additional Levels:
Increases the bonus toward avoiding fakes and noticing developing plays.

____________________________
Surge - Additional Ability
This player hits the hole with gusto when he is rushing. The Surge skill gives the player a burst of acceleration when he hits the line of scrimmage untouched on inside runs.

This skill is important for rushers who run up the middle a lot. It does not help rushing outside.

Additional Levels:
Increases the acceleration boost.

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Tight Spiral - Pocket Passer tree for QB
This QB throws beautiful passes. The Tight Spiral skill makes this QB\'s passes easier to catch and harder to intercept.

This skill is very important for QBs who throw a lot of long passes.

Additional Levels:
Increases the bonus to pass quality.

____________________________
Trash Talk - Pass Rusher tree for LB
The player will use trash talk to try to intimidate the QB, reducing his morale. QBs with very high confidence are less likely to be affected.

This skill is useful to any defender, but especially those who pass rush a lot.

Additional Levels:
Increases chance to affect morale, and increases morale deduction.

____________________________
Tunnel Vision - Pass Rusher tree for DE
When this defender gets the QB in his sights, nothing is going to stand in his way. The Tunnel Vision skill gives him a bonus to speed and agility when rushing the passer.

This skill is important for DEs who rush the passer a lot. They will be harder to stop once they are locked in.

Additional Levels:
Increases the chance of engaging Tunnel Vision, and increases the bonus to speed and agility.

____________________________
Turn the Shoulder - Pocket Passer tree for QB
A good pocket QB has a variety of moves he can use to avoid sacks when the pocket breaks down. Turn the Shoulder allows him to turn at just the right time, making the defender slide off to the side.

This is a very important skill for pocket passers. It may buy an extra second or two to make that great pass.

Additional Levels:
Increases the chance of successfully performing the skill, and the bonus toward avoiding tackles.

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Wall - Run Stuffer tree for DT. Containment tree for DE
This player is very hard to push backward when run blocking. The Wall skill gives him a bonus to standing his ground when blockers try to push him back.

This skill can help keep holes from opening up in the line, making rushing difficult.

Additional Levels:
Increases the bonus to avoiding being pushed back.

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Wrap Up Tackle - Hard Hitter tree for SS. Coverage tree for FS
This player is an adept tackler, holding on to the ball carrier until he goes down. The Wrap Up Tackle skill gives him a bonus to making non-diving tackles.

This skill can help ensure the defender makes the important tackles.

Additional Levels:
Increases the bonus to non-diving tackles.

____________________________
Zone Focus - Additional Ability
This player is best in zone coverage. The Zone Focus ability gives a bonus to speed, agility, and vision when playing in zone coverage. This bonus does not apply after the defender sees the incoming pass, or after the ball has been caught.

This skill is very important for all defenders who play zone defense frequently.

Additional Levels:
Increases the bonus to speed, agility, and vision when in zone coverage.


 
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Veteran Abilities List - Authored by Catch22

Originally posted by Catch22
GENERAL

Adrenaline Junkie
This player loves physical play. For each level of Adrenaline Junkie, this player loses 1% less energy when making a tackle or when being tackled.

Ball Hawk
This player has a nose for the ball. Each level of Ball Hawk gives a +2% bonus to speed, agility, and vision from the moment the player sees a pass coming until it is caught or dropped. Applies on both defense and offense.
Prerequisite: 40 jumping

Big Heart
Never give up! Each level of Big Heart gives a +.5% bonus to speed, agility, strength, and jumping, and a +2% bonus to all other attributes, when trailing by 14 or more points. The bonus remains active until the score is within 7 points.
Prerequisite: 40 Confidence

Clutch
This player seems to come up big when needed. The Clutch ability give this player access to various bonuses towards making plays on offense, defense, kicking, and punting in 3rd and 4th down situations, especially late in the game. Each level of Clutch increases the likelihood of triggering a bonus by 5%.

Heart of a Champion
This player excels in the playoffs. Each level of Heart of a Champion gives a +2 bonus to confidence in the playoffs.
Prerequisite: 480 Fame

Hometown Hero
This player is loved by the fans. Each level of Hometown Hero gives a +1 bonus to confidence and a +1% bonus to stamina when playing at home.
Prerequisite: 160 Fame

Mentor
Other players sometimes make the best coaches. Each level of mentor gives a +/5% in-game bonus to vision and confidence for all teammates of the same position who are at least 40 days younger and no more than 3 levels higher than this player, as long as this player is on the depth chart for the game. Only one mentor (the player with the highest mentor skill) can be active per position at a time.
Prerequisite: Level 32

Motivational Speaker
This player knows how to raise spirits on the bench. Each level of Motivational Speaker gives this player a +5% chance to pep talk teammates on the bench when he is not in the game, raising morale. Only one motivator on the team can be activated per play, the player with the highest level in the ability. If he fails, others do not get a chance.
Prerequisite: 200 Fame

Natural Leader
Some players are natural born leaders. Each level of the Natural Leader ability gives a +3% bonus chance for all of this player's "General" special abilities (Line General, D Line General, Field General, Defense General) to activate.
Prerequisite: 300 Fame

Overtime Killer
This player gets pumped when a game is close and time is running down. Each level of Overtime Killer gives a +2 energy refill at the beginning of overtime. In addition, the player gains a +5% bonus to all attributes during overtime or when the score is within 7 points during the last 20 seconds of the 4th quarter. Each level of Overtime Killer extends the 5% bonus by an additional 20 seconds into the 4th quarter.
Prerequisite: 40 Confidence

Prime Time Player
This player makes the highlight reel all the time. Each level of Prime Time Player gives a +2% bonus to catching and a 4% bonus to jumping when in the endzone. Applies on both offense and defense.
Prerequisite: 500 fame

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

Second Wind
Crunch time brings out the best in some players. Each level of Second Wind gives the equivalent energy refill of an extra 10 seconds spent on the bench at the start of the fourth quarter.

Slow Starter
This player takes a while to get rolling. He gets a -5% penalty to all attributes for the first quarter of each game, and a bonus to all attributes in 4th quarter and overtime. For each play he plays during the first quarter, the second half bonus increases by +0.4% up to a maximum of 6%. Each level of Slow Starter extends the second half bonus into the third quarter by 1 additional minute.

Stone Wall
This player is simply hard to move. Each level of Stonewall gives a +1% bonus to resisting being knocked down or pushed back, both while blocking and being blocked.
Prerequisite: 50 agility

Streaky
This player has good games and bad games. On good days, he will gain a +5% bonus to all attributes. On bad days, he will have a -5% penalty. Each level of Streaky increases the likelihood of a good day by 2%, starting at 50/50 for level 1.

OFFENSE
Awe Inspiring
This player inspires awe in younger players. Each level of Awe Inspiring gives a +5% chance to cause a -20% vision penalty to less famous defenders who line up to cover him man to man.
Prerequisites: level 30, 640 fame

Blocking Back
This back is a good pass blocker. Each level of Blocking Back gives a +5% bonus to the vision checks required to see blitzing defenders coming on pass plays, when playing HB or FB.
Prerequisites: 30 vision

Bruiser
Few can match this player's power. Each level of Bruser gives a +3% bonus to breaking tackles when using at least 50% Power running style and within 8 yards of the line of scrimmage.
Prerequisites: 50 carrying

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

Clock Manager
This player excels in the two minute drill. Each level of Clock Manager gives a +2.5% bonus to catching passes as a receiver or +2.5% to pass quality if QB, when trailing with less than 30 seconds left in the 2nd or 4th quarters. In addition, each level of Clock Manager extends the bonus by an additional 20 seconds into the quarter.

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 passes longer than 15 yards and a +3.5% bonus to avoiding fumbles.

Downfield Blocker
This player is a great open field blocker. Each level of Downfield Blocker gives a +4% bonus to hold a block when at least 3 yards downfield past the line of scrimmage.

Go To Guy
Each level of Go To Guy gives a +5% chance for this player to get a bonus to being targeted by the QB when running a route, and a 1% bonus per level to the QB's pass quality when throwing to this player. Limit one Go To Guy per play. If more than one Go To Guy is on the field, the bonus will be applied to the WR with the highest depth chart position (ex: WR1 over WR2).
Prerequisites: 800 fame

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 rushing or passing plays inside the 5 yard line, when playing HB or FB.

Goal Line Blocker
This player gives that extra push at the goal line. Each level of Goal Line Blocker gives a +2% to strength, agility, and blocking on rushing plays inside the 5 yard line when this player is playing on the offensive line.

Hail Mary
This player has quite an arm. Each level of Hail Mary gives a +1% bonus to strength and throwing on passes longer than 25 yards when this player is playing QB.
Prerequisites: 50 strength

Hard Count
A good hard count can draw the defense offsides. Each level of Hard Count gives a +5% better chance to draw the defense offsides before the snap when this player is playing QB.

Mr. First Down
This player has a nose for the first down marker. Each level of 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.
Prerequisites: 40 vision

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 +2% bonus to catching and holding onto passes.

Nerves of Steel
This player can take a hit. When playing WR or TE and the ball is caught but knocked loose by a tackler, each level of Nerves of Steel gives him a +5% chance to force both him and the tackler to re-roll the knocked loose roll. This will not help him catch the ball, nor break the tackle that knocked it loose. It will only help him retain possession.

Pass Blocker

This player knows how to protect the QB when it counts. Each level of Pass Blocker gives a +2% bonus to agility and blocking when pass blocking on 2nd and 10+ yards to go, and when pass blocking on all 3rd or 4th down passing plays.
Prerequisites: 50 blocking

Possession Receiver
This player catches short passes with ease. Each level of Possession Receiver gives a +2% bonus to making catches shorter than 8 yards, and a +2% bonus to resisting having the ball knocked loose by a tackle, when playing WR or TE.

Pulling Lineman
This player really knows how to get out and block where it is needed. Each level of Pulling Lineman gives a 1% speed and acceleration increase when playing C, G, or OT and pulling on a run play. It only applies to the initial portion of the pull, while paralleling the LOS.

Punishing Runner
This runner dishes out more than he takes. When tackled, this player has a 2% chance per level of Punishing Runner that the tackler takes a double hit to energy.

Quick Feet
This player is hard to keep up with. Each level of Quick Feet gives a +2% bonus to the success rate of the Head Fake, Spin, and Juke special abilities.

Quick Release
Getting the ball to the receiver quickly gives the defense less time to react. Each level of Quick Release gives a +5% chance to have a quick release when passing the ball with no penalty to accuracy.
Prerequisites: 50 throwing

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, and a +5% bonus per level to the effectiveness of the Turn the Shoulder special ability.

Outside Blocker
This player blocks well on outside running plays. Each level of Outside Blocker gives a +2% to speed, agility, vision, and blocking when blocking more than 7 yards outside the initial ball spot on rushing plays.

Shed Weight
This player hates people hanging all over him. Each level of Shed Weight gives a +3% chance to shed tacklers who are being dragged.

Short Yardage Monster
This player is hard to bring down for a TFL. Each level of Short Yardage Monster gives a +3% bonus to breaking tackles when behind the line of scrimmage on inside rushing plays, and a 3% bonus to the success rate of the Head Fake, Juke, and Spin special abilities when behind the line of scrimmage on outside rushing plays.
Prerequisites: 40 vision

Showboat Blocker
This player really knows how to rub it in. Each level of Showboat Blocker gives a +5% bonus to opponent morale loss when pancaked by this player.

Slippery
This player slips out of tackles with ease. Each level of Slippery gives a +2% bonus to breaking tackles when using at least 50% Elusive running style.
Prerequisites: 50 agility

Slot Machine
This receiver is money in the slot. For each level of Slot Machine, this player receives a 3% bonus to the strength of Route Running and Sticky Hands special abilities and a 1% bonus to vision, when running a route. Ability applies only when playing in the WR3 position.
Prerequisites: 65 catching

Sure Hands
When failing a catch pass check, the Sure Hands ability gives this player a second chance to retry the roll. Each level gives a +5% chance to allow the second roll. This ability works only on offense.
Prerequisites: 50 catching

Tenacious
This player fights for every yard. Each level of Tenacious gives a +4% bonus to fight out extra yards when the tackler is using the Wrap Up tackling tactic setting, or a 2% bonus if he is using the Balanced tackling tactic setting.

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 2% when used against this player, and a 1% chance for Trash Talk, Growl, Snarl, and Glare to affect the originator instead.

Underdog
Nobody gives this player any respect. Sometimes they don't even pay attention to him! Each level of Underdog gives a +5% chance to cause a -20% vision penalty to more famous defenders who line up to cover him man to man.

YAC attack
This player is tough to bring down after a catch. Each level of YAC Attack gives a +5% bonus to breaking tackles within the first second after catching a pass shorter than 10 yards.
Prerequisites: 40 carrying

SPECIAL TEAMS
Booming Kick
This player kicks off with great power. Each level of Booming Kick gives a +3% chance to increase kickoff power by 25%.
Prerequisites: 40 strength

Distance Runner
Playing on kickoffs can take a lot out of you. Each level of Distance Runner lessens this player's energy usage on kickoffs and punts by 5%, except when playing KR/PR.

Laces Out
Laces OUT! Each level of Laces Out gives a +3% bonus to kick accuracy and a +1% bonus to kicking power when kicking a field goal that would tie or win the game in the 4th quarter or overtime.
Prerequisites: 40 kicking

Leg of Steel
This player punts with great power. Each level of Leg of Steel gives a +5% chance to increase punting power by 25% when punting from inside your own 20.
Prerequisites: 40 strength

Nail in the Coffin
This player punts with great accuracy. Each level of Nail in the Coffin gives a +3% bonus to the chance of successfully kicking a coffin corner punt.
Prerequisites: 40 vision

On a Roll
This player pours it on when he gets it going. Each level of On a Roll gives a +1% increase to confidence for each consecutive field goal this player kicks in the game. Missing any kick resets the streak and bonus. The bonus only applies when kicking field goals.

Return Man
This player returns kicks intelligently and avoids mistakes. When playing KR/PR, each level of Return Man gives a +3% bonus to vision, a +2% bonus to the success rate of Juke, Spin and Head Fake, and a 2% bonus to avoiding fumbles.

Special Teamer
Special teams is 1/3 of the game. Each level of Special Teamer gives a +1% bonus to all attributes when playing on either side on kickoffs and punts, except for K/P.

ATTRIBUTE
Football Genius
his player sees the field better than others. Each level of Football Genius gives a +0.5% bonus to the vision attribute.
Prerequisites: 25 vision

Great Blocker
This player spends hours with the blocking sled. Each level of Great Blocker gives a +0.5% bonus to the blocking attribute.
Prerequisites: 25 blocking

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

Laser Arm
This player has a great throwing arm. Each level of Laser Arm gives a +0.5% bonus to the throwing attribute.
Prerequisites: 25 throwing

Quick
This player is quick on his feet. Each level of the Quick ability gives a +0.3% bonus to the agility attribute.
Prerequisites: 25 agility

Soccer Star
This player has great kicking form. Each level of Soccer Star gives a +0.3% bonus to the kicking and punting attributes.

Soft Hands
This player can catch anything. Each level of Soft Hands gives a +0.5% bonus to the catching attribute.
Prerequisites: 25 catching

Steady Grip
This player really knows how to handle the rock. Each level of Steady Grip gives a +0.5% bonus to the carrying attribute.
Prerequisites: 25 carrying

Swagger
This player is good and he knows it. Each level of Swagger gives a +0.5% bonus to the confidence attribute.
Prerequisites: 25 confidence

Textbook Tackler
This player spends hours with the tackling dummy. Each level of Textbook Tackler gives a +0.5% bonus to the tackling attribute.
Prerequisites: 25 tackling

Track Star
This player is a natural speedster. Each level of Track Star gives a +0.3% bonus to the speed attribute.
Prerequisites: 25 speed

Workhorse
This player just keeps on going. Each level of Workhorse gives a +0.5% bonus to the stamina attribute.
Prerequisites: 25 stamina

Workout Warrior
This player knows how to effectively build strength by working out. Each level of Workout Warrior gives a +0.3% bonus to the strength attribute.
Prerequisites: 25 strength
 
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Energy FAQ - Authored by Bort (modified to bring it up to date)

Originally posted by Bort
Q: How does energy affect me?
A: Low energy will make your player play worse. He may also have to come out of the game if his energy is too low.

Q: How much energy will I use in a game?
A: It's entirely dependent on what your player is doing in the game, and his stamina skill. If your player is running around a lot, getting tackled, getting double team blocked, etc, he will use more energy. If he's mostly standing still or not having to do much, he will lose less. A higher stamina skill will make your player become tired slower.

Q: How is the my energy loss determined at the end of a game (energy bar)?
A: Your energy bar at the end of the game is equal to the energy your player had at the end of the game.

Q: How does IN-GAME energy (breath) work?
A: Energy during the course of a game goes up and down based on what your player is doing. While he's playing, it goes down. While he's sitting on the bench, it goes up. The speed at which it goes up and down is dependent on the player's stamina skill.

In-game energy is related to your energy bar, but it is not the same thing. If it helps to understand, you can call it "breath" instead of energy, to help differentiate it.

In a game, there are two variables used to keep track of your player's "breath." These are hidden, in-game variables:

- current breath
- freshness

Every time your player does something, his "current breath" is reduced. At the same time, his "freshness" is reduced by a small amount. The lower the "freshness" value gets, the more quickly the player's "current breath" is depleted from doing things.

When your player is resting on the bench, his "current breath" is increased for every play he sits out. His "freshness" goes up by a small amount as well. Both of these can regenerate to 100, but "freshness" regenerates very slowly.

An example, with basic math:

Player A starts with 100 "breath."
He plays one play, running around and making tackles.
- His "current breath" is reduced by 5, to 95.
- His "freshness" is reduced by .5, to 99.5.

Now Player A goes to the bench for one play.
- His "freshness" is increased by .05, to 99.55.
- His "current breath" is increased by 5, to 100.

Q: How does "breath" relate to the manager's sub in/out levels?
A: The sub in/out values a manager sets are compared to the player's "current breath" stat, to determine if he should sub out or keep playing.
Edited by Mat McBriar on Apr 12, 2010 03:12:05
 
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Referral FAQ - Authored by Bort

Originally posted by Bort
Referrals have to meet three qualifications before you will get credit for them:

1. They cannot be from the same IP address as your own.
2. The user must create at least one player.
3. The user must remain active for at least a day. This means he must come back to the site and play the game for at least a day. If he signs up and never comes back, you will not get credit for the referral.

Q: Where can I see my referral status?

Go to "My Account" which is accessible from your home page. It will list all the users you have referred and their current status.

Q:What do the different referral statuses mean?

no players: This user has not created any players.
pending activity: This user has not logged in recently enough.
awaiting processing: This user has met all the prerequisites and will be processed for referral points at day change.
processed: This referral has already been processed.

Q: A referral says "processed" but counted for zero points. What gives?

That user came from the same IP address as you. You will not get points for referrals from the same IP address. This is to avoid referral scammers.

 
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Chemistry FAQ - Authored by Bort

Originally posted by Bort
- Chemistry always refills by the following formula, until it reaches 70.
((100 - current chemistry) / 20) per day. (rounded to nearest integer)
This means, when you have:
10 chemistry: you get +5 per day.
20 chemistry: you get +4 per day.
30 chemistry: you get +4 per day.
40 chemistry: you get +3 per day.
etc.

- When a chemistry bar is at 70 or over, it refills by +1 per day.

- For every player that you drop or trade away, you lose 3 chemistry from the appropriate bars (1 if it's a CPU).

- For every player that you add to your team, you lose 2 chemistry from the appropriate bars.

- This means: if you make a trade of a player for a player, you lose 3-5 chemistry. If you make a trade of a player for cash, you lose 1-3 chemistry.

- Chemistry works similar to morale and energy in that affects your team's performance on the field. It won't affect it nearly as much as energy or morale, but it will have an effect. A team with good chemistry will play better than a team with poor chemistry.

- The minimum chemistry you can have is 10. The max is 100.

- A player leaving due to an expiring contract affects chemistry by -1.

- If you cut a player who has been inactive for a week or more, you do not lose chemistry for him.

- Players < lv 5 do not affect chemistry when signing/cutting, but they do affect chemistry when trading or with expiring contracts.

- When you get a team assigned to you from the waiting list, chemistry is reset to 70/70/70, and you get 4 days where all moves do not affect your chemistry at all. Any teams you trade with may have their chemistry affected, but yours will not.

- Moves made between during weeks 10 - 12 (days 19 - 24) cost double the chemistry hit. Make your moves early in the season to avoid the extra hits.

- Moves made during the offseason only cost -1, instead of the normal prices.
 
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Skills Guide - Originally Authored by DigitalDaggers, Up to Date Compiled by Stobie

Originally posted by DigitalDaggers
♦ ♦ ♦ Official Attribute Definitions ♦ ♦ ♦

This is the overall list of what Attributes are supposed to do for your player via the Skill Point page. (compiled by Stobie)

QB

Strength : How strong is this player? Strength will help your QB throw faster passes, longer passes, and break tackles.
Speed : What is this player's top speed? Speed for your QB will determine how quickly he can drop back for a pass, and will help him get away from sacks or scramble upfield more quickly.
Agility : How agile is this player? An agile QB will more easily avoid sacks by changing direction more quickly as he runs. Agility will also help his throwing mechanics some.
Jumping : How high can you jump? Jumping for a QB is a less important skill. However, if he scrambles a lot, some jumping may help him avoid some diving tackles.
Stamina : How quickly does this player get winded? Scrambling QBs will use more energy than pocket QBs. QBs with poor pass protection might find themselves winded from sacks, as well.
Vision : Does this QB pay attention to what is going on around him? Vision will help him find open receivers and avoid incoming blitzers. If he takes off and runs with the ball, vision will help him find the proper path to take to avoid tacklers.
Confidence : Does this QB get rattled easily? Higher confidence will help your QB dust himself off after a sack or hurry, and come back after throwing an interception or incomplete pass. It will also make your QB more confident in his throws, and less likely to make mistakes.
Blocking : QBs are rarely asked to block, so this skill is not very high priority for a QB. However, every once in a while a key block from the QB might keep a play alive. Blocking will help him engage and hold the block.
Tackling : Just throw an interception? Higher tackling skill will help your QB tackle the defender during his return attempt. Not a high priority skill for most QBs.
Throwing : How good are this QB's throwing mechanics? Higher throwing will help improve the quality of his passes.
Catching : Not a high priority skill for a QB, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Does your QB fumble a lot? Higher carrying skill will help him hold on to the ball if he is sacked or during a scramble. Higher carrying will also help him break tackles more easily.
Kicking : QBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your QB kick the ball more accurately.
Punting : QBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your QB punt the ball more accurately.

HB

Strength : How strong is this player? Strength will help your RB break tackles and hold his ground when blocking.
Speed : What is this player's top speed? Speed for your RB will determine his top speed. Important for all running backs.
Agility : How agile is this player? Agility will help your RB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility will also help your RB break tackles using the spin special ability.
Jumping : How high can you jump? Jumping will help your RB avoid diving tackles, and will allow him to catch passes that are thrown too high.
Stamina : How quickly does this player get winded? The more your RB carries the ball, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this RB see the field around him? Vision will help your RB find better cutback lanes, avoid tacklers, pick up blitzers when blocking, catch incoming passes, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this RB believe in himself? Confidence will help your RB maintain his composure after hard hits from snarling tacklers, fumbling the ball, or when his team gives up a score.
Blocking : RBs are often called on to pass block. Blocking will help your RB engage and hold blocks longer.
Tackling : Just fumble the ball? Higher tackling skill will help your RB tackle the defender during his return attempt. Not a high priority skill for most RBs.
Throwing : Most RBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your RB's throwing mechanics if he is asked to throw the ball.
Catching : Does this RB have good hands? When running a route, catching will help your RB catch passes more easily.
Carrying : Does your RB fumble a lot? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily, and use abilities such as head fake and juke more effectively.
Kicking : RBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your RB kick the ball more accurately.
Punting : RBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your RB punt the ball more accurately.

FB

Strength : How strong is this player? Strength will help your FB break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this FB fast? Speed for your FB will determine his top speed. It is important to make sure your FB is fast enough to stay in front of the RB when lead blocking.
Agility : How agile is this player? Agility will help your FB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction.
Jumping : How high can you jump? Jumping will help your FB avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more time your FB spends running routes or blocking, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this FB see the field and ball? Vision will help your FB see passes coming, find better cutback lanes, avoid tacklers, and find defenders to block more effectively.
Confidence : Does this FB believe in himself? Confidence will help your FB maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : FBs must usually be able to block as well as play offense. Blocking will help your FB engage and hold blocks longer.
Tackling : Did a defender just intercept the ball? Higher tackling skill will help your FB tackle the defender during his return attempt. Not a high priority skill for most FBs.
Throwing : Most FBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your FB's throwing mechanics if he is asked to throw the ball.
Catching : Does this FB have good hands? High catching skill will ensure your FB can catch the ball in stride without bobbling it. One of the most important skills for pass catching FBs.
Carrying : Does your FB fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily.
Kicking : FBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your FB kick the ball more accurately.
Punting : FBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your FB punt the ball more accurately.

WR

Strength : How strong is this player? Strength will help your WR break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this WR a burner? Speed for your WR will determine his top speed. Important for all receivers.
Agility : How agile is this player? Agility will help your WR accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility will also help your WR break tackles using the spin special ability.
Jumping : How high can you jump? Jumping will help your WR avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more your WR carries the ball, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this WR see the field and ball? Vision will help your WR see passes coming, find better cutback lanes, avoid tacklers, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this WR believe in himself? Confidence will help your WR maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : WRs are sometimes asked to block on rushing plays. Blocking will help your WR engage and hold blocks longer.
Tackling : Did the CB just intercept the ball? Higher tackling skill will help your WR tackle the defender during his return attempt. Not a high priority skill for most WRs.
Throwing : Most WRs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your WR's throwing mechanics if he is asked to throw the ball.
Catching : Does this WR have good hands? High catching skill will ensure your WR can catch the ball in stride without bobbling it. One of the most important skills for WRs.
Carrying : Does your WR fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily, and use abilities such as head fake and juke more effectively.
Kicking : WRs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your WR kick the ball more accurately.
Punting : WRs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your WR punt the ball more accurately.

TE

Strength : How strong is this player? Strength will help your TE break tackles, fight off defenders during catch attempts, and hold his ground when blocking.
Speed : Is this TE fast? Speed for your TE will determine his top speed. Important for all receivers.
Agility : How agile is this player? Agility will help your TE accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction.
Jumping : How high can you jump? Jumping will help your TE avoid diving tackles, allow him to catch passes that are thrown too high, and will help him outjump defenders when fighting for a pass.
Stamina : How quickly does this player get winded? The more time your TE spends running routes or blocking, the more tired he will get. Also, he will get tired after long runs or when using his top speed. More stamina will keep him fresh longer.
Vision : How well does this TE see the field and ball? Vision will help your TE see passes coming, find better cutback lanes, avoid tacklers, pick up blitzers when blocking, and use fake abilities such as head fake and juke more effectively.
Confidence : Does this TE believe in himself? Confidence will help your TE maintain his composure after hard hits from snarling tacklers, after dropping or fumbling the ball, or when his team gives up a score.
Blocking : TEs must often be able to block as well as catch passes. Blocking will help your TE engage and hold blocks longer.
Tackling : Did a defender just intercept the ball? Higher tackling skill will help your TE tackle the defender during his return attempt. Not a high priority skill for most TEs.
Throwing : Most TEs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your TE's throwing mechanics if he is asked to throw the ball.
Catching : Does this TE have good hands? High catching skill will ensure your TE can catch the ball in stride without bobbling it. One of the most important skills for offense oriented TEs.
Carrying : Does your TE fumble a lot or have trouble holding on to passes when getting hit? Higher carrying skill will help him hold on to the ball when hit hard, including during a catch attempt. Higher carrying will also help him break tackles more easily.
Kicking : TEs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your TE kick the ball more accurately.
Punting : TEs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your TE punt the ball more accurately.

C

Strength : How strong is this player? Strength will help your C hold his ground when blocking, and possibly even pancake the defender he is blocking. A very important skill if matched up against strong DTs.
Speed : Is this C fast? Speed for your C will determine his top speed. Most Cs do not need to be fast, but it can be helpful to have some speed. Speed will help the C get to the second level and block if he pancakes his man.
Agility : How agile is this player? Agility will help your C accelerate more quickly and lose less speed when changing direction. Agility will also help your C hold his ground vs high agility defenders on the line.
Jumping : How high can you jump? Jumping will help your C avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your C quickly. More stamina will keep him fresh longer.
Vision : How well does this C see the field and ball? Vision will help your C pick up blitzers and find players to block when lead blocking.
Confidence : Does this C believe in himself? Confidence will help your C maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your C engage and hold blocks longer.
Tackling : Cs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your C make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Cs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your C's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a C, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a C, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Cs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your G kick the ball more accurately.
Punting : Cs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your G punt the ball more accurately.

G

Strength : How strong is this player? Strength will help your G hold his ground when blocking, and possibly even pancake the defender he is blocking. A very important skill if matched up against strong DTs.
Speed : Is this G fast? Speed for your G will determine his top speed. Most Gs do not need to be fast, but some plays call for the G to pull and block outside. Speed will help the G get out in front and block.
Agility : How agile is this player? Agility will help your G accelerate more quickly and lose less speed when changing direction. Agility will also help your G hold his ground vs high agility defenders on the line.
Jumping : How high can you jump? Jumping will help your G avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your G quickly. More stamina will keep him fresh longer.
Vision : How well does this G see the field and ball? Vision will help your G pick up blitzers and find players to block when lead blocking.
Confidence : Does this G believe in himself? Confidence will help your G maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your G engage and hold blocks longer.
Tackling : Gs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your G make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Gs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your G's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a G, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a G, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Gs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your G kick the ball more accurately.
Punting : Gs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your G punt the ball more accurately.

OT

Strength : How strong is this player? Strength will help your OT hold his ground when blocking, and possibly even pancake the defender he is blocking. Many DEs focus on speed and agility, so strength is less important for an OT than other linemen.
Speed : Is this OT fast? Speed for your OT will determine his top speed. OTs need to have a decent amount of speed to keep up with fast DEs. Otherwise, they may get blown by on the line.
Agility : How agile is this player? Agility will help your OT accelerate more quickly and lose less speed when changing direction. Agility will help your OT hold his ground vs high agility defenders on the line. A very important skill for OTs.
Jumping : How high can you jump? Jumping will help your OT avoid diving tackles if he happens to get the ball. Not a high priority skill.
Stamina : How quickly does this player get winded? Blocking high strength and agility players will tire out your OT quickly. More stamina will keep him fresh longer.
Vision : How well does this OT see the field and ball? Vision will help your OT pick up blitzers and find players to block when lead blocking.
Confidence : Does this OT believe in himself? Confidence will help your OT maintain his composure after giving up a sack or being knocked down, or when his team gives up a score.
Blocking : Blocking is an important skill for all linemen. Blocking will help your OT engage and hold blocks longer.
Tackling : OTs do not often find themselves needing to tackle, so this is not a high priority skill. If he does however, high tackling skill will help your OT make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most OTs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your OT's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a OT, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a OT, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : OTs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your OT kick the ball more accurately.
Punting : OTs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your OT punt the ball more accurately.

DT

Strength : How strong is this player? Strength will help your DT drag down the ball carrier, force fumbles, and fight for position on the line. Strength is a very important attribute for DTs.
Speed : Is this DT fast? Speed for your DT will determine his top speed. DTs do not usually need to be exceptionally fast, but some speed can help turn hurries into sacks, or help chase down the ball carrier.
Agility : How agile is this player? Agility will help your DT accelerate more quickly and lose less speed when changing direction. Agility will also help your DT spin and rip his way off of blocks.
Jumping : How high can you jump? Jumping will help your DT bat down passes at the line and dive for tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and chasing the QB around will tire out your DT quickly. More stamina will keep him fresh longer.
Vision : How well does this DT see the field and ball? Vision will help your DT read plays more quickly, get off the line sooner at the snap, and find better angles to the ball carrier.
Confidence : Does this DT believe in himself? Confidence will help your DT maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident DT is also more likely to make tackles.
Blocking : DTs are not frequently called on to block, so this is not a high priority skill. However, if your DT finds himself in a blocking situation, blocking will help him engage and hold his blocks longer. Also, knowing how to block will help your DT shed blocks a bit easier.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your DT make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most DTs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your DT's throwing mechanics if he is asked to throw the ball.
Catching : Does this DT have good hands? High catching skill will improve your DT's chances of turning pass deflections into interceptions.
Carrying : Does your DT fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most DTs.
Kicking : DTs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your DT kick the ball more accurately.
Punting : DTs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your DT punt the ball more accurately.

DE

Strength : How strong is this player? Strength will help your DE drag down the ball carrier, force fumbles, and fight for position on the line.
Speed : Is this DE fast? Speed for your DE will determine his top speed. Being fast will help your DE turn hurries into sacks and chase down the ball carrier.
Agility : How agile is this player? Agility will help your DE accelerate more quickly and lose less speed when changing direction. Agility will also help your DE spin and rip his way off of blocks.
Jumping : How high can you jump? Jumping will help your DE bat down passes at the line and dive for tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and chasing the QB around will tire out your DE quickly. More stamina will keep him fresh longer.
Vision : How well does this DE see the field and ball? Vision will help your DE read plays more quickly, get off the line sooner at the snap, and find better angles to the ball carrier.
Confidence : Does this DE believe in himself? Confidence will help your DE maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident DE is also more likely to make tackles.
Blocking : DEs are not frequently called on to block, so this is not a high priority skill. However, if your DE finds himself in a blocking situation, blocking will help him engage and hold his blocks longer. Also, knowing how to block will help your DE shed blocks a bit easier.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your DE make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most DEs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your DE's throwing mechanics if he is asked to throw the ball.
Catching : Does this DE have good hands? High catching skill will improve your DE's chances of turning pass deflections into interceptions.
Carrying : Does your DE fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most DEs.
Kicking : DEs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your DE kick the ball more accurately.
Punting : DEs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your DE punt the ball more accurately.

LB

Strength : How strong is this player? Strength will help your LB drag down the ball carrier, force fumbles, break blocks, and fight for contested passes.
Speed : Is this LB fast? Speed for your LB will determine his top speed. A LB must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your LB accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your LB outjump receivers to deflect or intercept passes, or to perform diving tackles. When the LB has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your LB quickly. More stamina will keep him fresh longer.
Vision : How well does this LB see the field and ball? Vision will help your LB read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for LBs.
Confidence : Does this LB believe in himself? Confidence will help your LB maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident LB is also more likely to make tackles.
Blocking : LBs are not frequently called on to block, so this is not a high priority skill. However, if your LB finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your LB make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most LBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your LB's throwing mechanics if he is asked to throw the ball.
Catching : Does this LB have good hands? High catching skill will improve your LB's chances of turning pass deflections into interceptions.
Carrying : Does your LB fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most LBs.
Kicking : LBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your LB kick the ball more accurately.
Punting : LBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your LB punt the ball more accurately.

CB

Strength : How strong is this player? Strength will help your CB drag down the ball carrier, force fumbles, break blocks, and fight for contested passes.
Speed : Is this CB fast? Speed for your CB will determine his top speed. A CB must make sure he is fast enough to keep up with the receivers he is attempting to cover.
Agility : How agile is this player? Agility will help your CB accelerate more quickly, perform cuts and fake outs better, and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your CB outjump receivers to deflect or intercept passes, or to perform diving tackles. When the CB has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Playing close coverage versus speedy receivers will drain a CB's energy very quickly. More stamina will keep him fresh longer.
Vision : How well does this CB see the field and ball? Vision will help your CB read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier.
Confidence : Does this CB believe in himself? Confidence will help your CB maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident CB is also more likely to make tackles.
Blocking : CBs are not frequently called on to block, so this is not a high priority skill. However, if your CB finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your CB make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most CBs do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your CB's throwing mechanics if he is asked to throw the ball.
Catching : Does this CB have good hands? High catching skill will improve your CB's chances of turning pass deflections into interceptions.
Carrying : Does your CB fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most CBs.
Kicking : CBs are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your CB kick the ball more accurately.
Punting : CBs are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your CB punt the ball more accurately.

SS

Strength : How strong is this player? Strength will help your SS drag down the ball carrier, force fumbles, break blocks, and fight for contested passes. An important skill when playing run support.
Speed : Is this SS fast? Speed for your SS will determine his top speed. A SS must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your SS accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your SS outjump receivers to deflect or intercept passes, or to perform diving tackles. When the SS has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your SS quickly. More stamina will keep him fresh longer.
Vision : How well does this SS see the field and ball? Vision will help your SS read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for SS.
Confidence : Does this SS believe in himself? Confidence will help your SS maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident SS is also more likely to make tackles.
Blocking : SS are not frequently called on to block, so this is not a high priority skill. However, if your SS finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense. High tackling skill will help your SS make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most SS do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your SS's throwing mechanics if he is asked to throw the ball.
Catching : Does this SS have good hands? High catching skill will improve your SS's chances of turning pass deflections into interceptions.
Carrying : Does your SS fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most SSs.
Kicking : SS are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your SS kick the ball more accurately.
Punting : SS are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your SS punt the ball more accurately.

FS

Strength : How strong is this player? Strength will help your FS drag down the ball carrier, force fumbles, break blocks, and fight for contested passes. An important skill if playing run support.
Speed : Is this FS fast? Speed for your FS will determine his top speed. A FS must make sure he is fast enough to keep up with the receivers or backs he is attempting to cover.
Agility : How agile is this player? Agility will help your FS accelerate more quickly and lose less speed when changing direction. Agility is very important when playing zone defense.
Jumping : How high can you jump? Jumping will help your FS outjump receivers to deflect or intercept passes, or to perform diving tackles. When the FS has the ball, jumping can help him avoid diving tackles.
Stamina : How quickly does this player get winded? Blitzing a lot, getting pancaked, and covering speedy receivers will tire out your FS quickly. More stamina will keep him fresh longer.
Vision : How well does this FS see the field and ball? Vision will help your FS read plays more quickly, react to incoming passes sooner, and find better angles to the ball carrier. One of the most important skills for FS.
Confidence : Does this FS believe in himself? Confidence will help your FS maintain his composure after missing tackles or giving up big plays, or when his team gives up a score. A confident FS is also more likely to make tackles.
Blocking : FS are not frequently called on to block, so this is not a high priority skill. However, if your SS finds himself in a blocking situation, blocking will help him engage and hold his blocks longer.
Tackling : Missed tackles can be devastating for a defense, especially by the FS. High tackling skill will help your FS make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most FS do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your FS's throwing mechanics if he is asked to throw the ball.
Catching : Does this FS have good hands? High catching skill will improve your FS's chances of turning pass deflections into interceptions.
Carrying : Does your FS fumble a lot when returning the ball? Higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily. Not a high priority for most FS.
Kicking : FS are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your FS kick the ball more accurately.
Punting : FS are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your FS punt the ball more accurately.

K

Strength : How strong is this player? Strength will help your K kick the ball longer distances.
Speed : Is this K fast? Speed is not a high priority skill for most Ks. However, some amount of speed will help your K address the ball quicker on kickoffs and give it a bit more distance, and chase down the return man.
Agility : How agile is this player? Agility will help your K accelerate more quickly and lose less speed when changing direction. When kicking, agility will help improve your K's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your K perform diving tackles vs a kick returner, and may add a bit of distance to kicks.
Stamina : How quickly does this player get winded? Playing on a lot of kickoffs or kicking a lot of long field goals will tire out your K quickly. More stamina will keep him fresh longer.
Vision : How well does this K see the field and ball? Vision will help your K improve his accuracy on field goals and extra points.
Confidence : Does this K believe in himself? Confidence will help your K maintain his composure after missing a kick, and will help him calm his nerves in pressure situations.
Blocking : Blocking is not a high priority for most Ks. Blocking will help your K engage and hold blocks longer.
Tackling : Ks only need to tackle on kickoffs, so this is not a high priority skill, but it should not be completely neglected. High tackling skill will help your K make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Ks do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your K's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a K, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a K, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Kicking is the most important skill for most Ks. Kicking will improve your K's kicking mechanics, improving his accuracy even as the kick distance increases.
Punting : Ks are not frequently asked to punt the ball, so this is not an important skill. If playing out of position as a punter, punting will help your K punt the ball more accurately.

P

Strength : How strong is this player? Strength will help your P punt the ball longer distances.
Speed : Is this P fast? Speed is not a high priority skill for most Ps. However, some amount of speed will help your P address the ball quicker on punts and give it a bit more distance, and chase down the return man.
Agility : How agile is this player? Agility will help your P accelerate more quickly and lose less speed when changing direction. When punting, agility will help improve your P's mechanics a bit, improving his accuracy.
Jumping : How high can you jump? Jumping will help your P perform diving tackles vs a punt returner, and will add a bit of distance to punts.
Stamina : How quickly does this player get winded? Punting a lot will tire out your P quickly. More stamina will keep him fresh longer.
Vision : How well does this P see the field and ball? Vision will help your P improve his accuracy on coffin corner attempts.
Confidence : Does this P believe in himself? Confidence will help your P maintain his composure after a long punt return, and will help him calm his nerves in pressure situations.
Blocking : Blocking is not a high priority for most Ps. Blocking will help your P engage and hold blocks longer.
Tackling : Ps have ten other men to tackle the returner, so this is not a high priority skill, but it should not be completely neglected. High tackling skill will help your P make tackles, keep the ball carrier from fighting out extra yards, and even force some fumbles.
Throwing : Most Ps do not throw the ball often, unless they are playing out of position, so this is not a high priority skill. Throwing will help your P's throwing mechanics if he is asked to throw the ball.
Catching : Not a high priority skill for a P, unless he is asked to play out of position. If playing as a receiver, catching will help him catch passes more easily.
Carrying : Not a high priority skill for a P, unless he is asked to play out of position. If running with the ball, higher carrying skill will help him hold on to the ball when hit hard. Higher carrying will also help him break tackles more easily.
Kicking : Ks are not frequently asked to kick the ball, so this is not an important skill. If playing out of position as a kicker, kicking will help your P kick the ball more accurately.
Punting : Punting is the most important skill for most Ps. Punting will improve your P's punting mechanics, improving his coffin corner accuracy even as his punt distance increases.


♦ ♦ ♦ Original Attribute Definitions (as written by DigitalDaggers January of 2008) ♦ ♦ ♦
This section is incomplete and out-of-date, but as it was written by an admin I decided to leave it in case you wanted to read it anyway.

Strength - Important for all lineman. Helps you break tackles and hit hard. Also helps you to throw, kick, and punt a little farther.

Speed - How fast you move. If you want to score, speed is recommended. Helps Defenders catch up for tackles too!

Vision - Did you see that hole open to the left? Can you see the goalposts? Vision helps ALL players know what is going on around them. It is very important for QBs "threading the needle" with passes. It's also sort of the "6th sense" of predicting what your opponent is going to do when blocking or trying to break blocks. It also plays a role in avoiding penalties like false start and offsides.

Kicking - How well you can kick the ball for field goals and point after attempts. Helps determine accuracy and distance.

Throwing - If you want to hit your receivers in stride and not throw picks you'll want a high throwing value.

Punting - How well you can punt the ball to your opponents. If you want good field position you'll want a good punter. Having a good punting skill will help punts go further with more hang time.

Stamina - The better your stamina the more you'll get on the field. Higher stamina players get tired more slowly, and will play better as a result.

Catching - You'll need this if you are planning on catching any touchdowns or snagging any picks. "Hands of stone" syndrome? Up your catching.

Jumping - Need to lay out for a pass? Want to gain an couple extra yards on defense? Plan on swatting that ball away? Jumping is crucial to all of those things. It is also important when making diving tackles and diving for yardage when carrying the ball.
Agility - How fast your player can adjust their movement. If you want to dodge a tackle or head past a blocker you'll want high agility. Important for any player who needs to turn quickly...Lineman as well as speedsters. Agility also determines acceleration. You can have all the speed in the world, but without agility, you won't ever reach that top speed.

Confidence - Just throw 3 interceptions in a row? Missed a tackle? It doesn't matter if you have enough confidence to dust yourself off and keep going. Helps your player's will bend but not break.

Blocking - If you plan running any kind of offense you're going to need plenty of good blockers. Blocking helps your player to keep his target occupied longer. For defensive players, knowing how to block helps you know how to shed blocks a little easier.
Carrying - Don't want to fumble the ball? You better practice your holding ability. The better your Carrying skill, the less you will lose the ball from a good hit. Carrying will also help you make moves to avoid or break tackles.

Tackling - Tired of sloppy arm tackles? Well boost your tackling skill and wrap those ball carriers up! Tackling is a solid foundation for any defender.
 
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Contract FAQ - Authored by Bort

Originally posted by Bort
I've seen a lot of questions about the new contracts, so here you go:

Q: What does each type of contract do, and how should I use them?
A: There are three types of contracts:

1) 40 Day contract - these are the contracts you are all used to. It starts on the day you sign and ends on the same day after 1-3 seasons.

2) Season contract (ends on day 40) - this type of contract ends on day 40 of the season, no matter when you sign it. If you sign a 1-year seasonal contract, it will end on day 40 of The current season. A 2 year contract will end on day 40 of the next season. This is for owners who want all of their contracts to end on the same day for organizational reasons.

3) Short term contract - this type of contract is for level 10 and under players ONLY. This contract can last for 10, 15, or 20 days. This is a good contract for new players who are not sure if they want to stay with the team or not. Chemistry will be hit less by expiring contracts, so use these contracts as a feeling out period.

Q: What's with the minimum signing bonus?
A: All players over level 10 have a minimum signing bonus of 5 * minimum salary when signing them as free agents.

Q: Do I have to pay the bonus when I renegotiate with my existing players?
A: No. It is only for new free agent signings.
 
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World League FAQ - Authored by Bort


Originally posted by Bort
What is the World League?
The World League is the top league in Goal Line Blitz. The best teams from the Pro Leagues compete there, to see who is truly the best team in all of Goal Line Blitz.

Is the World League different from other leagues in the game?
The World League is similar, but has a few differences: Demotion rules, higher minimum fan support levels (80/80/70), and a higher minimum level requirement (35).

How do the demotion rules differ for the World League?
The World League is a "make the playoffs or go home" league. At the end of the season, the bottom 8 teams from each conference will be sent back down to the Pro league they came from, and replaced with the conference champions from each Pro league.

What if a conference champion becomes CPU or empties their roster?
The next best eligible team from that region's Pro League will be promoted instead.

What if one region sends down more than two teams at the end of the season?
We will remove CPU teams first, to allow room for them. If there are not enough CPU teams, additional teams will be demoted from the Pro league to AAA, and on down the line from AAA to AA, and/or AA to Minor Leagues. There are usually enough CPU teams along the way down to make up for the extra demotions, and once we reach those CPUs, extra demotions will stop.

Will teams end up in the same conference when they are sent back down?

We will try our best to put the teams back in the same conference. Sometimes, however, there may be instances where that is impossible, so a team may have to switch conferences.

Does the World League get Media Revenue?
Yes. The World League receives the same amount of media revenue as Pro Leagues.

Does the World League have higher ticket prices?

No. The World League has the same ticket prices as Pro Leagues.
 
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Promotion/Demotion FAQ - Authored by Bort

Originally posted by Bort

What is Promotion and Demotion?
At the end of every season, teams from every league can move up or down in levels, in order to find more suitable competition.

Pro/AAA/AA Leagues

How does promotion and demotion work in the Pro, AAA, and AA leagues?

The two teams reaching the championship game will always be promoted to the next tier up. The two teams who finished 15th and 16th in each conference will be demoted to a lower league.

What about teams that have been sold or requested demotion in Pro/AAA/AA? Will they be replaced by lower tier teams moving up?
Yes, all CPU teams will be removed from the league and replaced by teams moving up from lower tiers.

Minor Leagues


How does promotion and demotion work in the Minor Leagues?

The minor leagues are set up in a level capped system, which is designed to grow with the normal level progression of players. There is no forced demotion in the minor leagues.

- All teams who make the playoffs are promoted up by 2 level caps.
- The two teams who made the championship game may request to move up 3 level caps by selecting the option via their team's "edit profile" page.
- The bottom two teams in each conference remain in the same level cap, unless the players on the team are above that cap, in which case the will go up by 1 level cap.
- The rest of the teams in the league move up 1 level cap.

There are players over the level cap on a team in my league. Is this allowed?

Yes. The level cap is simply a signing cap. Players already on the team are not penalized. Teams who are naturally promoted through the above outlined promotion system will not be forced to remove any players.

I don't think I can manage if I move up two tiers. Can I request only a single tier promotion or to remain at the same tier?
Possibly, if your entire roster's levels are under the next level cap. The general rules are as follows:

- If you finished 12-4 or better or made it to the 3rd round of the playoffs, you are going to move up two levels. This preempts all the below. it does not matter if you have all your players below the cap, you are not eligible for an exception.
- If you made the playoffs and did not make it past the 2nd round and were 11-5 or worse, you can request to move up one level if all of your players are below the cap.
- If you didn't make the playoffs and everyone is below the cap, you can remain at the same level. However, choosing to do this will result in having your team's cash and stadium reset to the tier you are staying at, unless you are a 15th/16th place team.
- Some exceptions will be made - for example if you only made the playoffs because 8 teams in your league were CPU (this means CPU not lower level owned human teams), then we will evaluate that and you could possibly remain at the same level if all of your players are below the cap.
- Requests for single tier promotion may still be denied if we deem your team to be unsuited to the tier you are requesting based on effective level.

How do I request a demotion?
After day 32 of each season, an option to request demotion will become available to the team owner on the team's profile page. Owners should use this form to request demotion, instead of requesting it via Support.

What is required to request a demotion?

Your team roster must have players who all fit under the level you are requesting. For instance, if you want to demote to level cap 18, all players on the team must be at or under level 18. Keep in mind that you cannot boost past your level cap during the offseason, so riding the level cap line on your demotion may make you miss out on some boosts!

If I request demotion for my team, do I lose anything?
Yes. All teams who request demotion will have their stadium, team cash, and fan support reset based on the tier they are demoting to. The starting stadium and cash values are listed below:

- AA - Fan Support 40/20/10, no stadium/cash reset

- Lv 46 - Stadium: All 100 Level, Both 200 sidelines; Cash: 16,000,000; Fan Support: 30/10/0

- Lv 42 - Stadium: All 100 Level, Both 200 sidelines; Cash: 14,000,000; Fan Support: 30/10/0

- Lv 38 - Stadium: All 100 Level, Both 200 sidelines; Cash: 12,000,000; Fan Support: 30/10/0

- Lv 34 - Stadium: All 100 Level, Both 200 sidelines; Cash: 10,000,000; Fan Support: 30/10/0

- Lv 30 - Stadium: All 100 Level, 200 level home sideline; Cash: 8,000,000; Fan Support: 30/10/0

- Lv 26 - Stadium: All 100 Level except right endzone; Cash: 6,000,000; Fan Support: 30/10/0

- Lv 22 - Stadium: Three 100 level corners; Cash: 4,000,000; Fan Support: 30/10/0

- Lv 18 - Stadium: One 100 level corner; Cash: 2,000,000; Fan Support: 30/10/0

- Lv 14 - Stadium: No Additional Sections; Cash: 1,500,000; Fan Support: 30/10/0

- Lv 4 - Stadium: No Additional Sections; Cash: 1,500,000; Fan Support: 30/10/0

Does "requesting demotion" include requesting to stay at the same level cap tier?

Yes, unless you were a non-playoff team fitting under the rules listed above.

Do I lose anything if I only go up one tier, instead of 2?
No. As long as you are moving up, you do not lose anything.

I don't want to lose my stadium and money. What's to stop me or anyone else from hanging out in higher tier leagues?
Failing to field a competitive team for too long will end up costing a team in cash, fan support, and stadium sections:

- Media revenue at higher tiers is not awarded to uncompetitive teams.
- Fan Support can decrease below the normal minimum 30/10/0 threshold. Ticket sales at these levels will be extremely difficult. Once fan support reaches 0/0/0, no tickets will be sold.
- The stadium will lose one section per season (at the end of the season) until the stadium is at the default value for that level. The order in which sections are lost begins at the 300 level, goes to the 200 level, and then the 100 level (minus the normal 100 level sidelines) with the section that has the most seats at that level being the one that would be lost first.
- No stadium construction or expansion is allowed until the team meets league minimums.

How do I know if I meet the league minimums for a competitive team? What do I need to make sure I do?

Teams are required to field at least 30 human players and the level of those players must be at least at 30% less than the league's median player level (which is shown by the recommended levels listed on the league page). This should be easy to meet for any team that is trying, and the league minimum level requirements should guide in you in meeting that minimum. If your team misses these guidelines on game day, the owner will receive an alert. Stadium deterioration is determined by meeting these minimums for the final 3 weeks of the season.

Do the above rules apply to casual leagues as well?
Yes.

Do the above rules apply to pee wee leagues?

No.
 
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Aging/Decline FAQ - Authored by Bort


Originally posted by Bort

What does Aging and Decline mean in Goal Line Blitz?
Players in Goal Line Blitz get old, become less effective, and you will eventually want to have them retire. This is to ensure newer players can have a chance at the upper tiers (Pro, AAA, etc) of the game, and to build up a hall of fame of retired players, just like real life.

When does my player begin aging?
Players begin the aging process when they reach 400 days old, a full ten seasons.

How do I know how old my player is?
Your player's age is listed on his profile page, near his height and weight.

What happens when my player reaches 400 days old?
Once a player is over 400 days old, he will no longer gain XP from games or daily training. Once he is over 440 days old, his skills will begin to decline over time.

Every 8 days, the player will lose a percentage of his stats. Strength, Speed, Agility, and Jumping all decline at the following rate:

- 441 days old to 480 days old (player's 12th season): 1% every 8 days (net loss of -5%)
- 481 days old to 520 days old (player's 13th season): 2% (net of -15%)
- 521 days old to 560 days old (player's 14th season): 3% (net of -30%)
- 561 days old to 600 days old (player's 15th season): 4% (net of -50%)
- 601 days old to 640 days old (player's 16th season): 5% (net of -75%)

The player's other attributes (football skills and mental abilities) decline at half the rate listed above, until they reach a net of -75% as well.

Do Special Abilities or Veteran Abilities decline over time?
No, only attributes.

Do my attributes actually decrease, or is the decline applied as a penalty? Where can I see the loss my player has incurred?
The attributes themselves will not decline. Once your player begins to decline, a new line entitiled "age" will show up under the "bonuses" section on your player's profile page, listing his current percentage losses.

So I stop getting XP after 400 days. Do I still gain Training Points and Veteran Points?
Yes, your player will still receive Training and Veteran Points.

Can I still turn in Bonus Tokens for a Skill Point after my player is 400 days old?
Yes.

Can I still boost every season after my player is 400 days old?

You can boost a player until the player is over 440 days old. At that point, the boost option will not be available for that player.

Will I ever be forced to retire my player?
No, you can keep playing with him as long as you want, even as he ages. When to press the retire button is entirely up to you.

Will I be able to see my retired players?
Yes, there will be a retired players tab added to your home page where you can see your old retired players.

Will my player be able to do anything else after he retires?
As long as your player reached the age of 440 days, he will have to option to become a new class for the game: a coach. More information on the coach class is forthcoming.
 
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Fame FAQ - Authored by Bort

Originally posted by Bort

What is Fame?
Fame is an overall measure of the amount of notoriety your player has received during his career.

How do I earn fame?
You will earn fame points for each game your player plays, as long as he as at an appropriate level for the league he is in. Fame points are also accumulated by winning trophies, and performing exceptionally well in closely matched games.

How do I know if my player is at an appropriate level for the league he is in?
Check out the Leagues page (http://goallineblitz.com/game/leagues.pl ). Recommended levels are listed there.

How are the recommended levels calculated?

Recommended levels are updated every few days, and are based on the median levels of players currently in the league.

How much fame do I lose out on by not being at the right level?
The further you are outside of the recommended levels, the less fame you will receive, up to and including receiving zero fame. It is much worse to be too high than too low of a level, however.

What does fame get me?
Certain veteran abilities require a minimum fame level to unlock, higher amounts of fame will raise your minimum salary requirement, and at various times throughout the season, players from each team will be awarded endorsement deals. Higher fame increases your chances of getting a local endorsement deal.

Will there be more that can fame get me, or more ways to earn fame in the future?

Possibly. The current version of fame is the base idea we have come up with. We're always up for suggestions you think might be cool, and we have a few other things we'd like to do as well.
 
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MVP FAQ - Authored by Bort

Originally posted by Bort
What is MVP?
It is a calculation of Most Valuable Player.

How are MVP rankings calculated?
They are based on a variety of calculations involving player statistics. Overall stats, contribution to the team's output, and comparison to other players at the same position are all taken into account to arrive at a final ranking.

My global rank is higher than another player in my league, but I am still behind him in my league's race. Why?
Global ranking is based only on your overall stats. Since league MVP calculations are based on a combination of different factors, it is possible to see this happen from time to time.

I just scored a bunch of points in a blowout game vs a CPU team, but I didn't go up much in the rankings. Why?

Stats gained from blowout wins vs underleveled and CPU teams are given reduced weighting in MVP ranking calculations.

What does winning the MVP race get me?
Your player will get an MVP trophy, and will be awarded a Corporate level endorsement at the end of the season.

 
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Endorsements FAQ - Authored by Bort

Originally posted by Bort
Endorsement deals? What's up with that?
Every few in-game weeks, sponsors will award endorsement deals via a sort of lottery to players on each team. The size and type of deal depends on what level the league is.

What do I get out of an endorsement deal?
You get a cash bonus, and will be awarded a unique piece of equipment designed for your position, bearing the name of the company who awarded it. This piece of equipment goes in a special "endorsement" slot, and is removed when your endorsement period expires.

How do I know if I got an endorsement?
You will receive a PM alert that your player has received an endorsement deal.

What types of endorsements are there, and when do they get awarded? How many are there?
There are three types of endorsements:

- Corporate: These endorsements are from the cream of the crop top companies in the region. These endorsements will be awarded to the winners of each conference's MVP race, at the end of the season on day 40. They will remain awarded to these players until the next season's day 40.
- National: These are endorsements from national companies. They are awarded on day 16 of each season to one player per team, selected randomly amongst the top 5 players on the team, ranked by MVP standings. They last until season end.
- Local: These are endorsements from local companies. They are awarded every 8 days (day 8, day 16, day 24, day 32) to two players on each team (one if they already have a Corporate endorsed player), selected randomly via a lottery based on fame earned so far that season. Higher fame earned gives a higher chance of being selected in the lottery.

Do I keep the special item after my endorsement period runs out?

No, it will be removed. The cash is yours to keep, however.

How many endorsements can a player have at once? What if I am eligible for more than one?
A player may only have one endorsement deal at a time. The highest level endorsements outrank the lower level endorsements, so you will not lose out on a Corporate endorsement for a Local endorsement, for instance.

How many endorsements can a team have at once? What if they have too many?
A team can only have 3 endorsements active at a time. If a team has more than 3 when a game simulation is run, 3 endorsements will be chosen at random to be active, and the others will be disabled. If you would like to make sure the endorsements you want are active, make sure extra players remove their endorsement items.

What happens if a team already has some endorsements active when they are awarded?

When endorsements are processed, a team will be skipped over if it already has 3 endorsements, or its players will be awarded endorsements until the team reaches the limit of 3. More than 3 will never be awarded to a single team.

 
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