joel
New Member
Posts: 7
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Post by joel on Sept 28, 2018 21:20:11 GMT -5
If I were to expand on my #4 choice, this is what I would do, and why I want that draft experience implemented: Finding, and spotting that stud QB in a draft class is far too obvious, and I think everyone would love to find that gem. I think a cool premise would be that you see a a bar which has the prospect width of 50, and with your scouting points, can narrow it weekly. But to expand on the idea, if we had player stats, we would scoure through them, in order to find the best players, and then use scouting points on them. But in my head, the cooler part would be that the players with the best stats are already 30-40% developed, and their bars look like they have a ceiling of a 60 rated QB, however in the same class there is only a 4% developed QB, who because of this put up awful stats, and most gloss over scouting him because of that, but those that did scout him would see he has the potential to be a 70-80 rated QB, possibly meaning he slips and becomes a serious steal later on, most likely still in the 1st round.
Pipe dream though
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Post by garion333 on Oct 8, 2018 8:58:50 GMT -5
3. Control on QB reads. What is the point of Primary and secondary, would like to be able to say that's 1,2,3 on your progression. But guess what, its actually a play action read, where you may even hand it off. I'm with you on this one for sure. The game is currently in a weird middle ground where you have two reads and then everyone else is fair game based on a die roll. I think I'd like either less or more granularity here. Give me three possible reads (since 113 is popular and all) then fair game, or only give me the primary. Having two reads we can set is okay-ish, but creates weird scenarios when trying to construct plays with wider sets of four or five receivers on the field. There is no progression is what it comes down to. In real life you can create plays to simplify a QBs reads, but none of that factors into FOF atm. It's a more general "throw to this person first, this person second, and whoever else third" and entirely dependent on dice rolls against route running. Play design and play-calling is window dressing on the underneath engine that likely didn't change much from prior iterations.
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