I just whipped this together and posted it in the Experience forums cause we've been discussing how user teams have been built up to upper 90's teams through 7 seasons while there isn't one remaining 6 star CPU team and they are losing talent fast. We've been discussing potential ways to correct this and one of the ideas is roster limits for user players given there really is no season wear down in NCAA `12 like there is in real life. I think this shows a pretty crazy difference between what real college programs experience during a season and what we as gamers experience in NCAA in an OD. Feel free to provide input if you think this is off base. Consider Madden and NCAA, in Madden you get a 53 man roster to play 16 games + playoffs. In NCAA you get a 70 man roster to play 12 games + championship and bowl games. In both games however, there is a lack of in game fatigue as well as season long fatigue requiring heavy rotation of players. Consider most college programs rotate a whole batch of defensive linemen every game and must have ample reserves in place to cover for in game injuries, fatigue, as well as various packages. However, in the NCAA video game none of this is applicable. So essentially in NCAA you have a 70 man roster that players 53 - 70 are just left overs and really shouldn't be there. Consider the average college football team's depth chart for every game is filled out close to this with players that likely get playing time or are ready in case of an injury: 2 QBs 4 RBs 8 WR's (Could be 10 if a spread team) 2-3 TEs 12-15 OL 5-6 DE 3-5 DTs (3-4 defense) 4-6 DT's (4-3 defense) 8 LBs 5 CBs at least 4-6 safeties K P Long snapper That's a total of 66 players likely seeing game action every Saturday. Programs dress 70 guys on their traveling rosters and I'm not arguing that all 70 play every game, I am arguing that probably 60 - 65 of these guys play over the course of the season. Now college programs sign 80 (or 85) players and basically redshirt something in the range of 10 - 15 guys per season, some schools less, some more I'm sure. By comparison however, in the video game user team depth charts are likely much closer to this breakdown of non-redshirted players assuming a 2 deep redshirt rule: 2 QBs 3 RBs 6 WRs 2-3 TE's 10 OL 4 DEs 4 DTs 6 LBs 4 CBs 4 safeties K P (no long snapper as in NCAA that isn't a specialist position) Astoundingly, that's 48 players. That's a difference of 18 players! Essentially, user teams are able to redshirt 18 players w/o even sacrificing their depth charts. Consider the lack of injuries, fatigue, etc. and that number gets even higher. Basically, what this tells me is two things; 1 - the obvious thing, NCAA really needs to increase fatigue and injuries in this game. This is especially true when it comes to season long wear downs. And 2 - With the current game, if we wanted to replicate "SIM" roster management, user teams should have a roster cap in the neighborhood of about 55 players. This would drastically decrease redshirting and the ability for user teams to hoard talent. Thoughts? Do any OD's here have something like this implemented? Anybody think this could help keep the CPU competitive over the duration of an OD w/o requiring drastic slider changes?