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Ideas for Player Progression In Madden

Discussion in 'Madden NFL Football' started by Roggie, May 28, 2015.

  1. Roggie

    Roggie Back 2 Back

    Jun 14, 2011
    Featured Threads:
    Just to open up on the ideas brought up in the chat box on player progression:

    Player progression, right now, isn't a very realistic adaptation of how players improve. In game, a player can increase their skills in one attribute while never once working on anything else in their game. This isn't very realistic.

    We started with the idea of grouping for progression instead of just individual ratings, but football has too many specific talents for grouping progression to work like it does in other sports like basketball or baseball. If this idea was implemented, though, my vision would be something like, as an example, grouping catching, spectacular catch, and catch in traffic together. One attribute would be the "focus" attribute that would get a guaranteed increase. The other attributes in the grouping would have a percentage chance of improving as well.

    The idea that seemed most liked by the group was player types actually mattering for progression. For a few examples:

    QBs would have types such as accurate, balanced, rocket arm where an accurate QB would be able to upgrade ratings involving accuracy like short passing, QBA, and medium passing cheaper but things like throw power and deep ball would cost more, and vice versa for a rocket arm. A balanced QB would have their costs be in the middle for those attributes.

    WRs could have types such as red zone, possession, balanced, and speedster. Red zone guys would have an easier time progressing in catch in traffic, spectacular catch, and jumping, possession guys would be better at catching, catch in traffic (yes, some types could intertwine for ratings and be cheaper for both), agility, and route running, while a speedster would get speed and acceleration cheaper. You could also make secondary ratings like run blocking be cheaper for a red zone guy than a speedster.

    Going to the defensive side:

    Linebackers would be run stuffing, balanced, coverage. Run stuffing guys would be better at d line moves, block shedding, and hit power, while coverage guys would be more athletic and better in man/zone coverage.

    Cornerbacks would be man to man, balanced, zone, run stuffing. (Safeties could keep these but add in something like hard hitting now and probably swap out man to man.) Man to man guys would be better at man defense and speed, zone guys would be better at zone and agility, run stuffers would be better tacklers and at block shedding.

    Another one would be punters and kickers with accurate, balanced, power, like they are now. Pretty simple for those guys.

    Obviously this is a rough sketch of what it could be, and it could probably go much more in-depth than this.

    Another idea with this is taken from EA's NHL series, where player types have caps for attributes, so, for an example with football, an accurate QB like Drew Brees would have a higher cap on the ratings posted earlier for accurate QBs while a guy like Jay Cutler would have higher caps for throw power and deep ball but lower ones for accuracy. The same concept with XP would work in this system, where each player type has cheaper/more expensive attributes.
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  2. Freakskull

    Freakskull Lobsters are mermaids to scorpions.

    Sep 10, 2014
    I like the idea, and I offer the "prototype" style player. Their physical attributes would have the higher caps/lower costs, but Awareness, play recognition, etc. would be more difficult/lower maximums.

    My initial example would be Plaxico Burress. He was a physical monster, big size and speed. What does he do after his first NFL catch? He spike the ball in triumph... before he was downed. Fumble. I'm sure you could suggest a few that might fit the role.
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