Madden 12 Franchise Details

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  • spiker
    Beast mode
    • Apr 2011
    • 1625

    #16
    Regarding the "Read and React System", which was a back of the box feature for Madden 08:

    During a game you'll notice certain players with icons, most of which are icons of weapons. These icons denote the star players and show, at a glance, what type of players they are. The crosshair icon, for instance, denotes a precision passer. You'll be able to see who is a pass blocker, big hitter etc. simply by looking at the player's icon. This is certainly a good idea as it's useful to see what players you can rely on, or exploit, in certain situations.


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    • Rayman
      Spic 'n Spanish
      • Feb 2009
      • 4626

      #17
      @ shit that came out 6 years ago being pimped as new.



      Comment

      • killgod
        OHHHH WHEN THE REDSSSSS
        • Oct 2008
        • 4714

        #18
        Looman tweeted that we've been told barely nothing regarding franchise and that he's typed out a 10 page blog for Monday (including images).

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        • Obst
          RIP West
          • Oct 2008
          • 4182

          #19
          10 pages. That seems very encouraging.

          Comment

          • Rayman
            Spic 'n Spanish
            • Feb 2009
            • 4626

            #20
            Originally posted by killgod
            Looman tweeted that we've been told barely nothing regarding franchise and that he's typed out a 10 page blog for Monday (including images).



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            • hackett
              the dude abides
              • Aug 2009
              • 2062

              #21
              I like the 20 point swing effect. Would really like to see ALL of the attributes actually mean something other than speed.

              Comment

              • Raidersabc123
                Wakka Wakka
                • Dec 2008
                • 5061

                #22
                You fools speed will always be the only thing that matters









                THe MaDDeN GoD

                Comment

                • Bear Pand
                  RIP Indy Colts
                  • Feb 2009
                  • 5945

                  #23
                  I have a question about how these roles work since I didn't play the old gen Maddens that have them.

                  If a player has a role like "fumble prone" is that just an indicator that he has a low carry rating? Or does the game lower his carry rating even more just because he has that role? Basically if I have two running backs both with a carry rating of 60 and one has the the "fumble prone" rating, will one be more likely to fumble?

                  These roles have me skeptical. Some of them seem useful, like the mentor role. Others seem like they just give you attribute bonus or penalty, which I don't really like.

                  Comment

                  • Tengo Juego
                    Posts a lot
                    • Jun 2009
                    • 4289

                    #24
                    Originally posted by killgod
                    Yes and no.

                    Although this seems to be different. The roles from years past basically seemed to open up extra animations for those players (Spectacular catch comes to mind). Where as these are more overall ability based and can be influential to your overall roster.....i think.
                    You've got player weapons confused with player roles, I think. These same type roles that we're getting for '12 were in the PS2/Xbox versions of Madden. Can't remember which Madden they were introduced in, but I think it was somewhere between 05-07.

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                    • OnlyOneBeerLeft
                      Fuck em
                      • Oct 2008
                      • 10430

                      #25
                      Originally posted by jfhennedy
                      Meh, interesting enough. Can players have multiple roles or are they only allowed one? I could see a player like Matt Ryan with "Franchise QB" and "Team Leader" as well as "1st Round Pick"

                      I wanna see the rest of the info on Franchise Mode.
                      From the screenshots I've seen players can have multiple roles... for instance Kris Jenkins for the Jets had "Injury Prone" and "Run Stopper"

                      Originally posted by spiker
                      Wait one fucking second - Madden already had player roles back in 2007 or 2008 and then they took them out. Now they're adding them again as a new feature?
                      Now you're starting to get it lol

                      Originally posted by killgod
                      The big positive to take away is the roles and changing ratings, it's pretty impacting if you think about it.

                      Looking back at TGT, guys would basically draft/sign for speed really and ignore any non starting role. Just taking speed may not work out so well if the player is going to have a drastic hit in ability (20 pts is huge!) some weeks. Seems also like it'll be beneficial to have "leaders" or whatever in depth roles to help bring along the development of your players, so skimping out on the bench wouldn't be wise.

                      Still has to apply to online and of course, needs to actually work properly.
                      KG You know you are absolutely out of your fucking mind if you believe any of this will go over to Online Franchise lol

                      Originally posted by killgod
                      Looman tweeted that we've been told barely nothing regarding franchise and that he's typed out a 10 page blog for Monday (including images).
                      Looman is good for it, he does majority of Ultimate Team work, he's the type that actually answers people, takes feedback, I've actually had some online conversations with him, giving him more responsibility can only be an upgrade.

                      Originally posted by Based Pand
                      I have a question about how these roles work since I didn't play the old gen Maddens that have them.

                      If a player has a role like "fumble prone" is that just an indicator that he has a low carry rating? Or does the game lower his carry rating even more just because he has that role? Basically if I have two running backs both with a carry rating of 60 and one has the the "fumble prone" rating, will one be more likely to fumble?

                      These roles have me skeptical. Some of them seem useful, like the mentor role. Others seem like they just give you attribute bonus or penalty, which I don't really like.
                      I know it said something like if you have a WR with the role of "Mentor" then younger WR's will benefit, prob small boosts to awareness or something. Defensive playmaker, fumble prone, etc prob are just things that boost in late game situations maybe? There is playoff performer or something along those lines, that must mean they get a stat boost in the playoffs

                      Comment

                      • dave
                        Go the fuck outside
                        • Oct 2008
                        • 15489

                        #26
                        Gotta admit, I like what I've seen so far ... and don't care if it was something that was there before. I just want a great or near-great Madden.
                        My Twitch video link: http://www.twitch.tv/dave374000

                        Twitch archived games link: http://www.twitch.tv/dave374000/profile/past_broadcasts

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                        • OnlyOneBeerLeft
                          Fuck em
                          • Oct 2008
                          • 10430

                          #27
                          Originally posted by dave
                          Gotta admit, I like what I've seen so far ... and don't care if it was something that was there before. I just want a great or near-great Madden.
                          I actually prefer it to have what was there before, we all loved the older versions right? The more old shit that they market as new the better the game... hopefully

                          Comment

                          • TeflonDonny
                            Deal....No Deal
                            • Mar 2009
                            • 2038

                            #28
                            Yeah buddy!!!

                            • Dynamic Player Performance: Player ratings fluctuate based on consistency and confidence.
                            • Player Roles: More than 20 roles (Playoff Performer, Trench Warrior) affect player and team stats throughout the season.
                            • The Pre-Season Matters: Start with 75-player roster and need to make cuts each week. Playing pre-season games reveals player ratings.
                            • Scouting Reworked: Tiered scouting system reveals ratings tied to different events (college season, combine, pro day, individual workout).
                            • Draft Class Improvements: Robust set of draftees built for 30 seasons of franchise. Teams draft based on their real tendencies.
                            • Free Agent Bidding Wars: eBay style bidding against other GMs creates intense, rapid-fire free agent period that takes only a few minutes to complete.
                            • Smarter General Managers: Better re-sign and cut logic. GMs make trades and sign free agents who fit their needs, with player roles factored in.
                            • Coaches Matter: Coaches have small positive and negative impact on how players perform on the field based on their style.
                            • Edit Any Player: Alter the ratings of any player -- rookie, created player, or established veteran.
                            • Change Teams: In any offseason, change control of which teams you run in Franchise mode.
                            • Numerous Tweaks: Many other small tuning and additions are coming, including retirement logic, a more accurate salary system, fixes to the injured reserve system, better simulation stats, and more.




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                            • Rush
                              vsn has rizzen

                              • Oct 2008
                              • 15931

                              #29
                              Draft Class Improvements: Robust set of draftees built for 30 seasons of franchise. Teams draft based on their real tendencies.
                              Good, so now Minnesota won't draft a new QB every season, only to release their 1st round pick.

                              Comment

                              • Rayman
                                Spic 'n Spanish
                                • Feb 2009
                                • 4626

                                #30
                                Edit Any Player: Alter the ratings of any player -- rookie, created player, or established veteran.
                                I really hope that includes the draft classes themselves.



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