Infinity on Trial wrote:
I've been leading the charge for a mass correction in the distribution of speed. No CB should have speed below 77 or so, for instance, and DL should be much, much slower.
Speed (imo) should be based around average player speeds at each position at the NFL combine. I'm not sure if the data is readily available but taking fastest, slowest and average for each position (over a five year period) should give a realistic speed for each position ie a 100 rated speed WR would be clocking around 4 seconds, whereas a 100 rated speed DT would be around 5+ seconds.
We used to have scales of a 100 speed for each position. Some users had difficulty understanding an olineman had the same speed(on the player card) as a Db but they traveled at different speeds, so it was cahnged to factor in the weight of a player. This was only a display change.
This game uses thrust formulas with fatigue calculated each frame to make a players speed and its slightly different all the time due to these factors. Speed Ranges are made but they are different than the nfls . The athletic freaks are just not in this game. Our ranges are 4.5 to 8 or more secs. My main issue is that IF a player is playing out of position and rated 34/66 he should be prone to running the wrong route, jumping offside, pass interference calls (both Offensive and Defensive, holding calls etc (ie learning the position) - basically any played whose current rating for a position is less than 50 he should be a liability, but also show flashes of potential of the player he could be. They should also be more injury prone eg a lightweight speedy WR getting pancaked by a 300lbs Lineman should quickly slow him down.
I am pretty sure stuff like this is coded in already. Perhaps the values are too low right now, but alot of factors are at play here. I think those smaller guys are a bit more injury prone if you overload them, but they have to be weak in order to be pushed around. Big dline are are just too slow to catch them in the first place.Does the sim take into account a gradual slowing of speed during a game (conditioning/stamina) to represent the physical punishment taken on each play
I had a play years ago where a 73 speed TE out run my 90 speed DB. The only factor was the TE broke his tackle earlier in the play. So something is going on, but if your lucky you can stiil get a back over 300 carries in a season and play guys 100 snaps a game.. There is season long fatigue and the factor of weight effecting speed each frame so it depends on how much of a work load a guy is getting at any given time. I just think it a bit too strong for heavy guys or the scale there is expanded a bit due to the fact we use only wieght and not height . I think that some players have too many listed positions, yes there are areas where you can have 'hybrid' players, but they should be more specific eg RB/FB, RB/WR, FB/TE, LT/RT, LG/RG, LT/LG, RT/RG, C/LG/RG, DE/OLB, FS/SS/MLB. I would also like to see a couple of 'Jack-of-all-trades' positions ie OL (can play all OL positions), DL (can play all DL positions), DB (Can play all secondary positions).
There are also position combos I don't think are realistic ie any DL playing in the secondary