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NCAA09 PS3 BP Online Dynasty

I think that "House Rules" would be the way to go. If we are using an arbitrary number generator to determine the limit, I would be more inclined to go with Whobe's (original) suggestion of 92, with an absolute max (after years of training) being 94 or 95. A 40 time of 4.3ish coming out of High school is still ridiculous, but slightly more realistic than the amount of 4.16 and 4.18 40s that this game puts out. One problem with doing this is if we have to go offline to make the changes. Assuming we were going to start doing that for the players leaving portion, that would mean going offline twice every offseason, and it seems like a shitload more work for the commish to go through.

I don't like the idea of moving all speed players to defense, but would rather limit speed ratings across the board. Moving them to defense now would create massive depth problems on offense for at least two seasons for me, and I would have to cut a lot of good players that don't have good defensive attributes, or clog up my defensive depth chart with a bunch of fast guys that can't tackle, play zone, or cover man to man.Another problem would be that the game has CB at WR and similar types of substitutions...completely bypassing whatever system we put into place.




As for evening out the human vs. human games. I've wanted to play more than my mandatory 2 games anyway, but think that if we are truly going to go this route. We might want to consider having people that are currently the only ones in their conferences move to a different team, and get two per conference whenever we can. If that means that I leave UK to go to the Big East, Big Ten, or other conference then I'm ok with that. If it means that someone else moves to the SEC, then that's cool too.
 
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I guess I'll throw my name in the hat of people who want to cap the speed. If I had a vote (:wink2:) I would say cap it at 94 or 95. As for not controlling the player until the CPU catches the ball, that wouldn't work. 9/10 times, the CPU wouldn't catch it. Sometimes you have to make your WR or CB fight for the ball. It wouldn't be fun to try to throw a deep pass only to see it hit the WR in the back of the helmet.

If we cap the speed and everyone is equal in that department, it would just come down to skill and who's just the best player. As for HvH games, I think we need more, but hopefully that wouldn't slow down the dynasty that much. If possible I would like all my non-conference games be against humans. More of a challenge, and it would eliminate one or two undefeated teams a year. I have an easy path to the NCG every year, playin' in the weak Big Televen and all. :biggrin:
 
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buchtelgrad04;1385422; said:
If we cap the speed and everyone is equal in that department, it would just come down to skill and who's just the best player. As for HvH games, I think we need more, but hopefully that wouldn't slow down the dynasty that much. If possible I would like all my non-conference games be against humans. More of a challenge, and it would eliminate one or two undefeated teams a year. I have an easy path to the NCG every year, playin' in the weak Big Televen and all. :biggrin:

Yeah, I think the first move would be to cap the speed of each player and then if that still doesn't work then we might have to look at 'house rules'. I really prefer not to do that though as you say, it allows the players skill to come out. As I think if we cap speed it will prevent the outside and burn down the sideline TD runs and makes it slightly harder to just have your WR just outrun the coverage.

And yes, this would lead to me taking the dynasty offline twice. But I think once the first year is done (getting everyone under the speed threshold) then all I would have to tweak is any incoming recruits. Will have to determine when it would be best to take the dynasty down too, it might be after the training results are done before people cut players.

And I think recruiting would be interesting cuz now there would be no different between the 4.18 guy and 4.29/4.31 guy, so you might recruit the 'slower' guy since he might have better attributes versus just getting the faster guy.

Didn't think of progression of players getting faster. I think I will let that slide then if your guy gets 1-2 pts faster. But who knows, with an edit it might revert back to their original speed? But we won't know about that til later and that would be an easy fix since I am already editing the freshman if all of the sudden a guy goes from 92 speed to 96. (or we can cap progression at like 95 to allow a player to go up by 3 points over 4/5 years)


Ok, seems like most everyone likes the idea of capping the speed numbers. The next step is... do we keep the same sliders? (maybe a little tweak) to keep it at All-American. Or I can post some varsity/heisman sliders for people to give them a try to see if we still switch that.
 
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With speed being capped, I like the sliders where they are. Definitely don't want to do Heisman for reasons that have already been brought up by others.

I would suggest capping any QB speed at 89 or 90, but don't think that going any lower than that would be fair to someone that wants to run option as their primary offense. I haven't run into any player, in our leagues, that have cheese dicked the system by frequently scrambling from passing plays. If there are players in this league that like to do that, then I would say that an 85 speed cap on QBs would be fine.
 
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Smooth Olaf;1385575; said:
How in the hell do you know what your speed rating of your recruit is going to be? When I look at my prospects, I see letter grades. What's the conversion?
40 times. 4.16=99 spd; 4.18=98 spd; 4.20=97spd. It's not necessarily .02 for each point, but it's a pretty good guideline to go from. Just count backward from 99 for each .02 of time added to 4.16, and you'll have a pretty good idea of what that player's speed will be.
 
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THEWOOD;1385641; said:
Im against capping speed or any type of house rules. I think if you are good enough to recruit the best players you should be rewarded. they dont cap speed in real life.

I would agree with this if we were playing more user vs. user games. The problem is the user vs. CPU games are rediculous when someone is above 95 speed
 
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IronBuckI;1385583; said:
40 times. 4.16=99 spd; 4.18=98 spd; 4.20=97spd. It's not necessarily .02 for each point, but it's a pretty good guideline to go from. Just count backward from 99 for each .02 of time added to 4.16, and you'll have a pretty good idea of what that player's speed will be.

But where are the 40 times? All I see is A+, A, A-, etc.
 
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Holy hell, I never knew this. I just went off the letter grades. I learn something new every day.

Speaking of speed, in my offline Ohio State Dynasty, I signed the #1 ranked receiver in the nation. He was listed as a Possession receiver. I never looked at his rankings because I assumed being #1 in the nation would mean he's awesome. Turned out, he had 80 Speed. 80. Freaking 80. But he had 97 Jump.
 
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