After thinking about this forever and playing 8 seasons here, I've figured out the biggest problem with recruiting: No connection to play style. There are 3 things I really wanna see here that would change all aspects of a dynasty with recruiting being the common denominator. Let's delve in. 1: Adding 2 play styles with even more specialized rating values per position. Let's use RB's and WR's as an example. Currently there are the "power", "speed" and "balanced" RB, and the "speed", "possession" and "balanced" WR. Adding a "Breakaway" (DeAnthony Thomas or Lamicheal James of Oregon) and "Bruiser" (Laveon Bell of Mich St) RB type and a "playmaker" and "team player" (WR who would be more likely to improve blocking skills for down the field blocking) WR type would add more depth to creating your team philosophy. This needs to be the case for offense before and more importantly than defense, but both would be preferable and extremely beneficial. With this the current ratings don't necessarily have to change, but I would like to see more discepancy between certain attributes. Also select attributes need to carry more weight towards overall rating. In general I think with added player types you could begin to also seperate player rankings into "player type" rankings, so that we'd have 3 levels, including Overall recruit rating, position rating and player type rating. If you're the #23 receiver but the 3rd best "team player" wr, Stanford would look at you and conversly you should be interested in Stanford. If you're the #5 rank overall and #1 ranked "breakaway" Rb, you shouldn't probably be interested in Washington State. However, a small percentage of recruits are interested in schools that don't fit, for a reason such as in-state ties or something like that, so the chance of a "pipeline" giving you a chance at a recruit that doesn't fit your style needs to be available too. 2: The game needs to classify your play style as it classifies a playbook. The cpu plays (or sims) like their playbook dictates their style to be. But with a user, it needs to track the plays you call and depict what you are doing. If you have a run and shoot pb but run 60% of the time you are a spread run team. If you throw 10-12 times a game and run 40-50 times you are a power run team, and Vise-versa you are a Pass Attack team. This is important for point 3. 3: This is where recruiting brings it all full circle. A very small percentage of the extreme player type (Breakaway RB/Playmaker WR) Will want to play for the opposite extreme play style (Power Run style team). This would be the case consistently regardless of where a team is located in relation to a recruit or any other factor. But as i said, sometimes it does and should happen in the game. THE MAIN SELLING POINT FOR RECRUITING ANY PLAYER IS YOUR PLAY STYLE AND HOW IT RELATES TO THEIR PLAY STYLE. A "Blocking" TE should be more prone to look at a Running offense (unless said Running offense throws the heck out of the ball to its TE's: see Stanford). The main problem with the game as it relates to dynasty is that it's far to easy to stack a team based solely on prestige rating. You should have to stack a team based on your play type regardless of the rating of players vs school. This also means that the second and third tier schools have too much problem catching up, even if they are "better" at recruiting to their style of play and coaching/playing games. This is what would change the game in dynasties, especially for ODs. As long as Cheez and MaxATX34 keep winning, their ratings will always b A+ in all areas because the top 5 recruits at every position are always interested regardless of anything, which makes them impossible to beat. As we all know real life teams fluxuate all the time between winning and losing (or not so winning) seasons. This should be the case in game. It would make a dominant team more worthy and more admirable.