MADDEN 2007 NEXT-GEN WISH LIST
Ok where do I start, well first and foremost EA we need way more rating categories this will accomplish so many things. I think you make a game better by design not by anti cheating measures. The V. & P. passing along with progressive fatigue was a HUGE step in the right direction now lets take it further.
In MADDEN right now because of the current systems limitations the SPEED attribute is overcompensated for because of the lack in ratings catigories. Now I'm not saying that speed isn't important, speed can make a second round pick jump to the TOP 10 T.Williamson anyone. Speed is the main reason why R.Moss & M.Vick are so dangerous, but its overused in madden. Because of the lack in diversity in the ratings madden has had to overcompensate for this with speed.
(NONE OF THESE WILL WORK UNLESS THERE IS AN OVERHAUL IN THE RATINGS SYSTEM)
DEFENSE
DL-PASS RUSH-RATING- There must be two new attributes added to DL one there needs to be a PASS-RUSH attribute. There has to be something that separates D.Freeney who is a pass-rushing beast from lets say A.Smith. Something needs to be added to separate these two. Some players get 11 and a half sacks every year and they are not speed rushers. In my humble opinion, I think the current ratings system isn't dynamic enough. Shaun Ellis & Jason Taylor don't have the speed of J.Peppers or D.Freeny but there just as good pass rushers in the NFL. This is not the case in madden right now.
(ALTHOUGH J.P. & D.F. ARE ELITE TALENTS)
DL-RUN SUPPORT-RATING- The second new attribute to DE has to be a RUN-SUPPORT attribute this is more important than than the PASS-RUSH rating. J.Peppers & S.Ellis are monster in run support where D.Freeney is not this also needs to be represented in madden. On running plays the players with a low RUN-SUPPORT should be neutralized and engulfed by blockers. Thus taking them out of the play.
This will make them suspect in the running game the same goes for the RUN-SUPPORT attribute, those players with a high rating like P.Kerney & Freeney should be a beast on passing downs and it should show when you play the game.
Here are some examples of how a couple of plays could run with these new ratings being implemented. For this running play we will use an average LT, the first play involves D.Freeney. So the play starts and its a run since D.Freeney is a none factor in the running game, when ever the other team calls a run this is what will happen he will take a ratings hit accross the board. Thats right because his RUN SUPPORT rating is very low on all running plays his STRENGTH, AGILITY, ACC., & TACKLE will take a ratings hit now his AWARENESS will take a MAJOR ratings hit.
Ok so thats one player lets switch them out and put Shaun Ellis in this play who not only can rush the passer but is a force in the running game so same play here is what happens. Since S.Ellis has a high RUN SUPPORT rating on all running plays he will get a slight ratings boost in STRENGTH, AGILITY, TACKLE, ACC., & a MAJOR AWARENESS boost. (NOT TO HIGH THOUGH 3 TO 6 POINTS)
NOW ON THE OTHER HAND IT COULD BE IMPLEMENTED AS AN ENTIRE NEW RATINGS ATTRIBUTE THATS JUST ONE WAY IT COULD WORK.
This would have a huge effect on the DL play, one could see why you would want players who are sound in all aspects of the game like S.Rice this would make them more valuable. I think this is very realistic now it doesn't mean that D.Freeney and players with a low RUN SUPPORT rating will not make plays in the running game by no means does it mean that. What it does is help level the playing field and give those players with more than one skill more valuable thus adding another dynamic aspect to the game.
Now the PASS RUSH attribute the same thing would happen on pass plays, the J.Abrahams & D.Freeneys of the league will get the ratings boost if those players have decent PASS RUSH ratings like the two players that I mentioned before. Vice versa the players with a low pass rush rating will take the ratings hit the higher the rating the more the players rating will go up or down simple enough.
DT- There really needs to be an overhaul here right now in madden during game play you can't tell the difference between J.Williams, S.Adams & K.Williams, M.Stroud. there also needs to be some new additions to the attributes here.
DL-GAP CONTROL-RATING- The first new attribute will separate NT from DT its been along time coming. Im sorry in madden when you play with the steelers C.Hampton does not command double teams but in real life he does. In real life he controls his gap thus letting LB stay clean and make plays. This is the single most important part of running a 3-4 defense a two-gap DT that takes up blockers so the LB's can run free. So how can we change this maybe with a GAP-CONTROL attribute for a player to be a true two-gap tackle in madden a NT would have this rating in the mid 80's the higher the rating the better and longer they can control the gap. GAP CONTROL would also pertain to if a player commands double teams, if a player had a high GAP CONTROL rating like lets say J.Williams he would command double teams in madden either the LG or RG would help double team him.
This way a two-gap NT can be an 84 overall like lets say V.Wilfork, but he can control the gaps in the game and take up blockers if this attribute is high enough. This would also given to DE as well. For example A.Smith & R.Seymour don't put up big sack numbers or anything like that, but they take up blockers and disrupt the pocket. While R.Seymour GAP-CONTROL attribute would be pretty high this would also separate him further from other DT. Now weight would also be taken into consideration but I will get into that later on.
This rating will also be very important for those DE who play in a 3-4 defense there really DT lol. Players like A.Smith of the Steelers would have a GAP CONTROL rating out of this world he constantly controls his gap and stands his ground thus letting the LB make plays. This is key for a 3-4 defense.
DT-POCKET DIRUPTION-RATING- The second new rating is called POCKET DISRUPTION this pertains to how a D-lineman disrupts the pocket if you don't think this is important. Just look at the tape from the last SUPER BOWL and ask D.McNabb about R.Seymour he was in the back field damn near every play. They couldn't do anything to stop him he made that OL look like a pop warner squad. Now if a player has a high P.D. rating it doesn't mean that they will get allot of sacks or tackles it just means that they will get into the backfield more often and disrupt the pocket just what the rating says. Thus making life for the QB & OL hell.
That's
4 TOTAL NEW ATTRIBUTES for the DL, I think this would solve so many problems. Here is what some of the players would look like with these new attributes.
R.Seymour-PASS RUSH=85, RUN SUPPORT=85, GAP CONTROL=99, POCKET DISRUPTION=98
K.Williams---P.R.=90, R.S.=88, G.C.=72, P.D.=70
M.Stroud----P.R.=85, R.S.=79, G.C.=82, P.D.=75
J.Williams---P.R.=60, R.S.=80, G.C.=95, P.D.=82
C.Hampton--P.R.=60, R.S.=62, G.C.=96, P.D.=80
J.Peepers---P.R.=90, R.S.=85, G.C.=42, P.D.=50
D.Freeney--P.R.=99, R.S.=58, G.C.=30, P.D.=40
P.Kerney---P.R.=89, R.S.=80, G.C.=50, P.D.=52
A.Smith----P.R.=59, R.S.=78, G.C.=92, P.D.=79
S.Rice-----P.R.=90, R.S.=90, G.C.=43, P.D.=52
S.Ellis-----P.R.=88, R.S.=90, G.C.=59, P.D.=66
That's kind of how I think it would look ,now couple that with SPEED, AWARENESS, STRENGTH, ACC. & TACKLING ABILITY and I think we would have an accurate representation of the DL in MADDEN. Just look at how we would have more ratings separtion none of the DE have decent gap control except A.Smith cause thats his role in the defense and he does it so well. D.Freeney is a pass rushing beast but his run support well it just leaves much to be desired.
With these new ratings you could see that some of the overalls would change. It also shows you the importance of having players that are sound in multiple catorgories like S.Rice who is not only an elite pass rusher but he is a force in the running game also just like the real NFL.
LB-SHED BLOCK-RATING- The LB's should have a SHED BLOCK attribute, as you all know some LB can shed blocks better than others. This is a very simple attribute to add and implement it would just pertain to how a LB gets of his blocks the higher the rating the more efficient he is at getting of blocks.
The PASS-RUSH attribute should also apply to LB as well especially OLB in a 3-4 defense since there are the main pass-rushers in the formation.
CB RATING OVERHAUL
CB-RUN SUPPORT-RATING- The RUN SUPPORT rating should apply to them as well C.McAlister & A.Winfield are monsters in run-support and they make allot of tackles in the running game. This should be portrayed as well. While those two would have high RUN-SUPPORT ratings CB like L.Sheppard and T.Newman would not cause they are really not involved in making plays in the running game. The higher the rating the more likely it is that the CB would notice that is a running play and try and make the tackles awareness would also be tied into this as well.
CB-ZONE COVERAGE-RATING- I hate that in madden all CB play the same way in zone coverage this is so far from the truth some CB excel in zone while others are lost in space. Heres what I propose a ZONE-AWARENESS, its just what it sounds a CB ability to diagnose plays in zone coverage and his ability to react to plays in his zone. At the play calling screen if you would call a zone play the CB with good zone awareness there assignments would be green the lower the zone awareness the more closer to the color of red it would be. If a player didn't have good zone awareness he would be slow to react to plays in his zone thus making him suspect in zone coverage.
CB-PRESS COVERAGE-RATING- Gone would be the days of playing bump & run every play. There are some elite Corners who excel in press coverage size also takes into account for this players like C.McAlister, C.Tillman, & G.Baxter are just some of the CB that excel in press coverage if a CB has a low P.C. rating he will get beat if he the person calls bump and run coverage while the CB who do well in press coverage will hold the WR at the line longer and disrupt there routes. Now 90% of CB'S that excel in press coverage are 6'0 tall and taller so their height and weight should also be taken into account when bump and run is called. Just because a CB was big and had a high P.C. rating doesn't mean he would do a good job at bumping the WR every play. Take into account the WR he is bumping at the line also. I'm tired of seeing people play press coverage on T.Owens with a 5'10 185 pound CB and having success.
For instance D.Bly & A.Winfield are 5'9 and under 190 pounds and there P.C. attribute would be very low if you called that type of play against a big WR like T.Owens or a C.Johnson you would get burned and get burned often. Now on the other hand C.McAlister & N.Clements are over 6'0 feet tall and over 200 pounds so calling a bump and run with them most likely would result in the WR being held at the line and his route being altered.
CB-MAN COVERAGE RATING-- This is C.Baileys home man coverage, now he did have an off year but when you play man much as the broncos do your going to get beat deep from time to time. (THEY ALSO DIDN'T HAVE ANYTHING THAT LOOKED LIKE A PASS RUSH LOL) Although there isn't a better corner in the league when it comes to man coverage. This is how it could be implement when in one on one coverage a CB with good M.C. skills will run closer to the WR and blanket him in the route that he is running thus making it hard for the QB to throw to him. While a CB that's suspect in one on one situations would not follow the WR as closely and give up ground when the WR is making his cuts (A.Carroll anyone lol) thus its easier for the QB to pass to that WR. Therefore a CB with elite M.C. skills and a higher MAN COVERAGE rating would make more plays being able to get the pass deflection as well as be in better place for the INT. Again this doesn't mean that you can't pass on Champ and C-Mac it just means that since there MAN COVERAGE rating would be substancially high they would do a better job a covering WR in man coverage than most.
FS & SS-RUN SUPPORT-RATING- This is also very important this would help R.Williams and other in the box Safety's stand out. While Roy, M.Lewis & W.Demps may be suspect in pass coverage there monsters in the run support the higher the rating the better there chance to make plays in the box and in the running game, this would also work in reverse if a Safety has a low run support he will be lost on running plays and if you bring him down into the box he would'nt be as effective as he would be playing in space. The MAN COVERAGE & ZONE COVERAGE would also apply the the safety's as well this would help distinguish the B.Dawkins form the W.Demps.
Lets take a look at what some players would look like with these new ratings
RUN SUPPORT-ZONE COVERAGE-PRESS COVERAGE-MAN COVERAGE
C.Bailey-----R.S.=88, Z.C.=70, P.C.=98, M.C.=98
C.McAlister--R.S.=85, Z.C.=68, P.C.=90, M.C.=99
A.Winfield---R.S.=94, Z.C.=89, P.C.=63, M.C.=81
T.Law-------R.S.=73, Z.C.=97, P.C.=89, M.C.=90
M.Trufant---R.S.=84, Z.C.=73, P.C.=64, M.C.=91
B.Dawkins--R.S.=86, Z.C.=93, M.C.=93
R.Harrison--R.S.=98, Z.C.=95, M.C.=78
T.Polamalu-R.S.=94, Z.C.=88, M.C.=82
E.Reed-----R.S.=88, Z.C.=99, M.C.=95
R.Williams--R.S.=99, Z.C.=83, M.C.=68
SEE HOW THE RATINGS ARE MUCH MORE INDEPTH AND YOU CAN SEE WHO PLAYS GOOD MAN COVERAGE & WHAT NOT.
Now for some general things for all defensive players
INSTINCTS-RATING- All defensive players posses this just some more than others. For example R.Barber, E.Reed, R.Lewis, D.Brooks, Z.Thomas, W.McGinest, M.Strahan, R.Harrison and C.Bailey all these players have ELITE instincts there able to diagnosis plays read routes and know what's going down on the football field at all times. While I love awareness I think it open to interpretation, so I propose this an INSTINCTS rating. This rating would be tied directly into the awareness rating they would work together. This isn't awareness its how a CB recognizes a WR route and gets into the right position, it's how a LB diagnosis a play before it happens and knows where the running play is going. It's when a person on defense doesn't bite on a pump fake, its when a DL gets his hand up to knock down a ball.
You get the picture this would help allot in franchise mode having veterans on your team would be precedent. Also just because a player has 99 awareness doesn't mean he would have a 99 INSTINCT rating. Case in point D.Brooks 99 awareness, 95 instincts, E.Reed 88 awareness, 96 instincts and R.Barber 93 awareness 92 instincts. I think the best way for this to work would be that it would tie into awareness heres what I propose, AWARENESS + INSTINCTS = TOTAL AWARENESS. This would make the awareness rating much more dynamic and give it much needed depth. Awareness is something that comes with game experience and film study INSTINCTS on the other hand can't be taught it can't be gained with experience its just something some football players on the defense side of the ball have.
HEAD TRACKING OVERHAUL
V. & P. Passing was a step in the right direction now lets take it further. This new feature separates P.Manning from J.Plummer and it doesn't let the human controller with stick skills turn average QB's into Field Generals and vice versa with CPU. So why can't this be done with DB heres how. I'll do two scenarios, on how this would work, it really makes head tracking important. The QB throws a deep ball in this play the CB is A.Carroll I switch to him at the last moment and hit the swat button he's not looking for the ball so he does a basic swat that's not very good and the WR catches the ball.
Here's the second scenario this time the CB is C.Bailey who's AWARENESS is very high. The QB throws deep C.Bailey starts looking for the ball while it is in the air, he head tracks the pass until the ball comes down I switch to him and hit the swat button. This time because he has a high awareness and therefore is looking for the ball when I hit the swat button he does a totally different swat animation and is able to make the play. I think this would revolutionize the DB play that way you can't take a suspect CB who is fast take control of him and turn him into D.Sanders. This does the same thing for DB's as the Cone does for the QB's in my opinion.
Now when I'm playing against average DB's I can pick on them, cause I know that they won't make allot of plays and give up catches and big yards. This is the same thing that happens in the NFL, remember the playoff game last year against the Packers and Vikings D.Culpeeper picked on those corners early and often why cause they didn't have good coverage skills & didn't posses good awareness. On the other hand those CB with high awareness even though they don't posses elite speed can still be effective. Gone are the days of being able to do well with fast DB's who have little or no awareness the same goes for the safety's. Having this really level's the playing field when speed is concerened.
If they have low awareness they won't look for the ball and will give up those big plays, even if I take control of them I can't make them look for the ball. Thus they have don't have access to the more advanced DB swat animations. I can't use K.Boller and turn him into T.Brady because now there is a vision cone, thus I wouldn't be able to take T.Newman who has blazing speed and turn him into C.McAlister.
Because he doesn't posses good awareness, this will make it so you could pass on those DB's with 4.20 speed and suspect awareness and not have to worry about some one switching at the last minute and swat the ball down. In no way does this take away from the human element its just another step into making players play to theri abilities. This in my eyes would lvl the playing field so much in the DB play, this would really make you think when calling blitzes. Things of that nature and such.
You know why J.Johnson calls those crazy blitzes all the time it has alot to with the CB's that he has who can cover WR one on one some times.
Now just because a DB doesn't have very good awarness it doesn't mean he would not be able to make plays. It just means its harder for him to make plays as it would be for a DB with good awarness. The higher the awarness the longer the DB would head track the ball, thus giving him more options on how to play the pass thats in the air, this would do for DB play what the passing cone has done for QB play.
OFFENSE
Well lets start with the OL I would love for there to be some type of technique rating but I just don't see how that could accurately be displayed in a video game. So heres my idea an ATHLETISIM rating this would be a combination of things footwork, technique and other intagible things that are hard as hell to implement in a video game. So heres how it would work this rating would help distingush W.Jones from L.Jones in the game. A Offensive Lineman with a high ATHLETISM rating would be more likely to sell of the edge of that speed DE. He would be more likely to excute pull plays more often, and things of that nature the NFL teams who run a lot of traps and pulls must have athletic Offensive Lineman this would help distinguish the two having high athletism rating would also help the J.Ogden and A.Fenaca stand out from the nobodys.
I'm tired of seeing the best LT in the game getting beat early and often in madden. No longer would O.Pace get beat for 3 and 4 sacks a game. Since he would have a high overall rating plus a high athletism rating he would clearly show his ELITE status amoung LT during gameplay. Now this doens't mean that an 80 Offensive Lineman with a 90 ATHLETISM rating would dominate all game long. Overall rating here would still take president over that rating it just means that he would more likely be able to excute his assignment but only up to his overall rating.
QB- THROW ACCURACY- I think it needs to be broken down into to fases. Short & MEDIUM pass accuracy 5 to 40 yards. Then you have deep pass accuracy 40 to 60+ yards. Very simple on deep passes the deep ball accuracy takes over the short pass accracy. K.Collins may not be the most accurate passers in the short to meduim game, but he throws one of the best deep balls in the league. While D.McNabb is just as accurate short and deep this would futher help seprate the ELITE QB's from the rest of the pack. Here is what it could look like; (REMEMBER JUST BECAUSE A QB HAS A CANNON FOR AN ARM DOESN'T'T'T MEAN HE THROWS A GOOD DEEP BALL.)
P.Manning-S. & M. ACCURACY=99, DEEP ACCURACY=99
K.Collins-----S. & M. ACCURACY=80, DEEP ACCURACY=98
D.McNabb---S. & M. ACCURACY=88, DEEP ACCURACY=97
T.Brady-----S. & M. ACCURACY=96, DEEP ACCURACY=97
D.Carr------S. & M. ACCURACY=84, DEEP ACCURACY=80
C.Palmer----S. & M. ACCURACY=84, DEEP ACCURACY=83
M.Vick------S. & M. ACCURACY=80, DEEP ACCURACY=75
WR- ROUTE RUNNING- Overall I think the WR play is ok but there's been a rating that's long due in this part of the game ROUTE RUNNING. We need this attribute bad, so how would it be implemented. (AWARENESS IS NOT ROUTE RUNNING/ Awareness: Overall ability to recognize what is going on around him and react.)
Well lets look at M.Harrison arguably the best route running WR in the league today. Not only is he fast and very aware of his surroundings but his route running puts him in the ELITE categories of WR's so how can we portray this in Madden. Here's one way lets look at two WR M.Harrison and M.Robinson.
In this play they both run a post corner route M.Harrison runs a crisp straight line then at 10 yards deep M.Harrison makes a hard turn to the outside almost flawless (note this is different depending on the CB but for this scenario we will use an average CB) thus CB can't turn as quick as he could this will give M.Harrison the space he needs and now he is open and its very evident as the QB puts the ball in only a place that he can get it. (V. & P. anyone lol) Thanks in part to M.Harrison's route running the CB is out of position, and he can't make a play on the ball.
The only thing he can do is try and make the tackle. Now lets look at M.Robinson who is a deep threat but he doesn't run the best routes. So same play a post corner route M.Robinson runs the ten yards but when he makes his cut its no where as near as crisp as when M.Harrison does it. Thus the CB is able to stay with him during the pass play. The QB throws the ball but since he isn't open as M.Harrison was, one the QB can't put the ball in the perfect spot. On top of that since his cut was rounded off and not crisp the CB is able to make a play on the ball and swat it down.
So the higher the ROUTE RUNNING attribute the more crisp and defined a WR or TE route is thus making it harder for the LB or DB to stay with him during the play. For those receivers who don't have a high route running rating even though they may posses blazing speed on slants, curls, hitch's, and post routes. When they make their cuts there not defined and there rounded off, the lower the rating the more rounded of a route is.
This meaning that he can't get the separation that they need to get open. Even though they have good speed because that rating is low the CB has a better chance at staying with that WR in the particular play. Now this doesn't happen with go routes since there are no cuts or turns just go deep, but this is realistic. M.Robinson is not known for his route running ability he only has on route go deep lol. So this balances out everything in my eyes rookies with blazing speed like T.Williamson will be able to go deep and provide that deep threat. While another rookie WR like M.Clayton who is know for running very well routes will be more effective in the short passing game just like the real NFL.
I think this gives WR play a much needed addition, also whoever the CB is in the particular play will matter as well C.Bailey will be able to stay with M.Harrison much better than J.Thomas. This will turn WR & DB play into a true chess match. It also makes having a veteran WR more valuable than in previous years no longer will people just want to have WR with a 99 speed rating.
Players like H.Ward, R.Smith, and E.Moulds will be more effective because they have superior route running ability, than some of the speedsters like S.Moss and L.Coles. Even though speed is a great dynamic in football this evens the playing field out allot. Thus EA wouldn't have to over compensate the elite WR by making them to fast.
WR- DEEP BALL CATCH RATING- Every WR with good speed can't consistently come down with the deep balL. Some WR can catch the deep ball better than short passes like T.Pinkston and P.Burress. This should be portrayed here's how it would work. This rating would take over the catch rating when a pass is thrown for more than 40+ yards. Example of how this would work when a pass is thrown for more than 40 yards.
The D.B.C. attribute takes over the catch attribute so you WR may have an 88 catch his D.B.C. may only be 75 thus bringing another dynamic side the the deep ball. So lets say you send M.Clayton on a fly route his catch rating is a 84 but his D.B.C. is only a 72 so on that deep pass his catch rating goes from an 85 to a 72 simple enough. So here are some player ratings and what they could look like with this new attribute.
M.Harrison-ROUTE RUNNING=99, CATCH=99, DEEP BALL CATCH=94
T.Owens-----ROUTE RUNNING=90, CATCH=94, DEEP BALL CATCH=97
R.Moss-------ROUTE RUNNING=94, CATCH=97, DEEP BALL CATCH=99
P.Burress-----ROUTE RUNNING=84, CATCH=85, DEEP BALL CATCH=90
T.Holt--------ROUTE RUNNING=98, CATCH=98 DEEP BALL CATCH=93
M.Robinson---ROUTE RUNNING=73, CATCH=79, DEEP BALL CATCH=91
Now add SPEED, AWARENESS, AGILITY, AND JUMPING into the mix and I think that's a great formula.
Well that's all for the position specific attributes no for some general ones that apply for every player.
UPPER BODY STRENGTH & LOWER BODY STRENGTH- Taking a page from the 2K series adding this would further increase the dynamic of strength and power especially in the trenches. Where some DE have poor upper body strength etc...
SEASON STAMINA-RATING- We always here NFL analysts talking about the importance of depth in the DL as such. In the NFL the teams with good depth in the DL do better and you will notice that the teams with very good running games seem to win more games late in the season because the DL gets worn out late in the season. Case in point New England has the most depth at DL more than any other team in football in the NFL.
They have won 3 rings in four years that depth in the DL has allot to do with it. So here's what this rating pertains to the effectiveness of a player as the season wears down the higher the rating the more effective a person is late in the season. This is dynamic for RB since players like J.Lewis, C.Martin, and J.Bettis will have high season stamina ratings. While the DL will not this brings depth into play late in the season.
Here's a scenario week 11 Patriots against the Bengal's first quarter in the game you will notice that the starting DL gets very tired very early and they have to be subbed out a often. This possess a problem for the bengals because there 2nd string Lineman have low ratings while the Pats on the other hand have a plethora of good DL to sub in thus making them more effective. This also applies to RB while B.Westbrook can only do a few plays at a time, C.Dillion stay in the game and wear down that defense.
What this rating does is take progressive fatigue to a whole new level. So players will have 2 fatigue ratings one for game by game fatigue and another for late season fatigue called SEASON STAMINA.
LEADERSHIP-RATING- This would make having veteran leaders on your team more valuable instead of trading older players to fill your team up with rookies. (WE ALL DO IT LOL) The higher the rating the more likely it is for the other players that aren't that good even the ones that are play better and progress better for example. Look at the impact that R.Harrison and T.Bruschi had on that New England defense for the past 2 years. Even when the CB started getting hurt R.Harrison leadership skills demanded that the new CB'S play to a certain level. Harrison brought an unshakeable confidence to a young secondary able to survive injuries to veterans Ty Law and Tyrone Poole.
This is no more evident than the impact that R.Lewis has on the entire team not just the defense when he went down the team failed to make the playoffs or even win more than 6 games. He makes everyone around him better and play up to an elite standard. Having a couple of players on your team with high leadership ratings would truly prove to be an asset on your team. Some players would develop more and in some in game situations they would get a small ratings boost when the leader of the team gets fired up and makes a big play.
I think that's it for the new attributes I'm sure that EA will redo them all on the NEXT-GEN systems so I left some minor things out. I do think that those new attributes would bring an entire new level of realism to the franchise. Most of the things that I talked about would be done in the game code and would'nt take the human player to actually press something to get it to work. Since we hardcore fans are the minority its hard to get more things that the human has to due during the game.
I know some of you are like that's a lot of stuff to do but actually its not. Every new rating I mentioned is something that would be in the code the only thing the human player has to do. Is have a little knowledge of his team (WHO DOESN'T) If your playing MADDEN you know your favorite team. There aren't any more button presses or anything like, all of this stuff would be in the game engine.
Now for the 10 and 13 year olds who can't understand yet what the difference in MAN & ZONE coverage is, there will be the option to turn it off. Just like the passing cone, maybe like an advanced attributes option to turn off the extra attributes that I have touched on above. Most of it is along the lines of the in-game player progression in NCAA it doesn't require you to learn anything new just to pay MORE attention to what's going on in the game.
SOME OTHER WISHES
1. Make all uniforms available for online play.
2. Even if games aren't ranked at least count the wins and losses.
3. Make the teams that play in a dome more effective in their home games, the Colts, Rams, and Vikings all benefit from playing on that field turf and most games are turned into track meets. So incorporate this in the game some how.
4. Some type of home field advantage it doesn't need to as elaborate as NCAA but it needs to be in there. Having home field advantage in the playoffs is priceless this needs to be represented maybe by giving the players a slight ratings boost. For teams that play in the dome they could get an acceleration boost and maybe a small speed boost. For teams like New England & the Steelers maybe they get a boost in tackling and Break Tackle for the running backs since those are smash mouth teams. ( Just a thought)
5. EA stop letting us change a players HEIGHT & WEIGHT players since I'm sure that you will make height and weight play more of a factor in next-gen. When I draft I don't have to worry about a CB being 5'9 with 99 speed cause I can just change his height. Stop this please you can't change a players height and weight in real life so stop letting us do it. This will also make drafting deeper since we now have to take into consideration a players height and weight when drafting.
6. Speaking of weight make it play more of a factor in the overall ratings and the performance of a player in game. This is a must when it comes to the DL, big S.Adams is a hog and it shows in the NFL bring this to Madden. ( If and when you do make height & weight a factor please put something in franchise mode where I can ask a player to gain or lose weight if I plan on using him in a different way. For example if I go from a 4-3 front to a 3-4 front, at the end of the year. Just like the Cowboys did this year and 49ers, Ravens, and Dolphins are doing this year. I'm going to need my NT to get his weight up to 300 pounds plus etc..)
7. Make the ratings mean more especially awareness, jumping and agility.
8. We want to see football teams with DOMINANT OL & DL show when some one plays the steelers with a suspect DL they should be blown off the ball early and often. Just look at game film from the second RAVENS vs. STEELERS game that was ugly. This could also be fixed by the new additions to the ratings like I stated earlier.
9. I know this will be addressed but more player models I want J.Lewis to look different than a lighter back like T.Bell. The big DL should be just that big V.Wilfork is huge and so is W.Shields let this show lol.
10. Well I think that's it I would put in there to redo the trade logic and franchise but I already know that's going to happen, and add every single helmet in the NFL etc....
11. Give us more options in online set up save my playbook audible and substitution packages for online play.
12. I think this goes without saying that franchise mode needs an overhaul but if I know anything about EA I'm sure you already no this and are drooling over these next-gen systems with all that power and memory.
13. Taking a page from ZIPPER and socom 3. I know that we will most likely have to pay for online on both systems this time around. How about something like "LEAGUE DADDY" be implemented in online so we don't have to use a 3rd party site to set up LEAGUES. This way we don't have to right down all of our own stats everything is done in the server etc...
14. Use more motion capture EA please. Heres an idea lets say you want to overhaul DB play and you don't know how to do it in a realistic way. Bring in a damn good corner like C.Bailey or some one and then a DB who isn't no where near as good as Champ have a WR run routes. At the same time have the CB play coverage motion capture this then compare the two. I'm very sure that this would lead to some nice findings.
15. How about giving players that are rated high in some areas more animations specific animations. Let C.McAlister do some things that D.Barrett can't do same things goes for ELITE RB, TE, DE, LB & DB's. RATING SPECIFIC ANIMATIONS
16. Heres another Idea for SS mode before the draft you take your player to Indy and do the combine drills everything for that position even if you import your player from RFTH. You still would have to do the drills to get your ranking and ratings.
17. More special moves for the D-Line.
Well I'm done I didn't want to make a list full of things that need changing without giving EA some sort of direction on how they would work, or be implemented like so may people do. THX 4 READING
RUSSELL05