Posted by stingray002 on 5/16/2012 11:41:00 AM (view original):
Posted by katzphang88 on 5/16/2012 11:09:00 AM (view original):Agreed. #2 is not correct. I've won my NCs with an average mix of 55 run to 45 pass.
Posted by mojolad on 5/16/2012 9:47:00 AM (view original):#2 not true - I won a D1AA NC with an all WB offense. Averaged near 300 yds a game running.
2 things I would like to see in update:
1-Lower the randomness factor in wins by about 20 percent
2- Make running more important than it currently is. Right now you can run a terrific All Passing offense. But if you even mix in 50 percent running it is very hard to run an NC contending offense.
I also agree that #2 is not correct. Nothing would drive me out of WIS quicker than a return to the magic offensive formula of "always run". There have been noticeable improvements in the run game in the last 4-5 seasons. I agree that the new engine, when it first came out, was heavily tilted toward pass but in mapping it out, the running game has definitely improved to the point where you are almost forced to run a balanced attack to be successful.
My suggestions would be:
1. Inside own ten setting within the down and distance setting always run/max protect. While it is exciting to now see run losses, it does seem to happen disproportionately inside an opponents 5. One of my DL had four caused safeties this year, which I think it unrealistic.
2. A "prevent" setting inside the down and distance setting. Things aren't as bad as when the engine first came out but there were a bunch of 4th down 20 yard completions and or end of half long pass TD. I am sure this got ratcheted down when passing was ratcheted down but a prevent setting would be nice.
3. SIMs should not beat humans... EVER... Probably controversial but from a business model, why would you ever allow a paying customer (apart from abandonment) lose in that situation? I know it isn't that easy but maybe create a SIM game plan that does always run or always pass with 60% sub rate on the depth chart. Nothing more demoralizing or increasing cries of randomness when a top 30 team loses to a SIM. This has gotten much better but it still does happen and shouldn't.
4. Be able to recruit in season. Either that or stop the emails about recruits my AC has seen and is suggesting. The players are random and I would have to guess similar notes go out to multiple coaches for the same player and no advantage is derived. No one can bank much carryover but those that can should be able to apply to the recruits in season. Maybe run the recruit cycle each 24 hours in season.
5. Player specific practice plans. Nothing pains me more than having my entire WR group at 90 except for one joker at 82 and having to waste practice time on the entire group. Forces me to recruit the same types of players just so that my practice plans are catered to the collective need.
6. Inconsistency in core talent matchups. I simply can't understand how a 80/90/90/75 DL doesn't just completely dominate a 60/80/80/60 OL and visa versa. I am also still trying to figure out how the Ohio RB racked up 200 yards against my Heavy Run game plan. Yes App State beating Michigan was an inspiration to us all and while I do not think the engine is anywhere close to the randomness that others suggest, there are certain outcomes that are just strange. Those usually include a turnover ratio of +7.
7. Allow for 20 individual game plans or at least open up the 5 default settings to be overwritten to accomodate additional game plans to be set.
8. Formation practice plans. Doesn't matter if I invest 10 minutes per or 15 minutes per the end result is always an improvement of between 9 and 11 points in the formation.
9. Alter the "leave for the NFL" setting. Right now it seems like a standard core threshold however, seeing back up QB's leave early for the NFL and not even get drafted, doesn't make sense while a junior redshirt DL has 15 sacks and stays. When a player jumps to the NFL seems more based on position than actual performance.
10. Schools that take on a full compliment of AC recruits should immediately be placed "in jeopardy". No reason to let an owner run a team into the ground for the next owner. One season is enough but i know that life happens but two seasons is unforgiveable.
11. Three different depth charts that would be part of the game planning. One for normal game plan, one "up" a certain amount that an owner can set, and one "down" a certain amount that an owner can set.
12. Either make booster gifts count with an assigned "caught rate" or remove them completely.
13. In the play by play put the game planning assignment in. For example. I have three different 1st and 10 settings. You could have setting one, setting two and setting three listed on the offensive game plan. Then in the play by play it would be offensive: setting One. Nothing that is harder for me to decipher is that if I use ND Box for all three settings, one heavy pass, one heavy run, and one balanced which one the engine actually selected for the play. I also am not sure what the order is of which plan it selects. Sometimes my third setting occurs 70% of the time in the first half yet only 20% of the time in the second half. Not saying that I would change that level of randomness as it could easily conflict with the overall settings but it would be nice to know exactly which play is being run especially with most teams practicing only 2 offensive sets.