NCAA Football 14

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  • Matt
    No longer a noob
    • Jun 2012
    • 1565

    #31

    Comment

    • ram29jackson
      Noob
      • Nov 2008
      • 0

      #32
      and then all the fun and joy crashes cause the dumb ass kids online want to play a combination of keystone Cops and sonic the hedgehog.

      Comment

      • Fappin Raptor
        I literally know nothing.
        • Jul 2009
        • 6737

        #33
        Originally posted by ram29jackson
        and then all the fun and joy crashes cause the dumb ass kids online want to play a combination of keystone Cops and sonic the hedgehog.
        I hate that.

        Comment

        • ram29jackson
          Noob
          • Nov 2008
          • 0

          #34
          Originally posted by Fappin Raptor
          I hate that.
          LOL

          Comment

          • G-men
            Posts too much
            • Nov 2011
            • 7579

            #35
            When a player is hit and stumbles, but isn't brought down, the right stick will now allow him to do one of two things: Flicking back within a window of time (dependent on a player's rating) will recover his balance and continue the run. Pushing forward is a bailout maneuver that tells him to dive as far as he can. "If you're stumbling, and you see a safety bearing down on you, you'll probably want to dive rather than try to recover you balance and expose yourself to a huge hit," Richart explained. But if you get nicked and you're free in the defensive backfield, this can keep you in the play.
            Just read this. I actually love this idea. The way it's takes the ball carrier forever to recover after breaking a tackle has always irritated me.

            Comment

            • cf24
              WESTBROOK
              • Feb 2009
              • 2705

              #36
              ^I'm really digging the Coach's View camera...I'll probably be using the fuck out of that.

              Comment

              • ram29jackson
                Noob
                • Nov 2008
                • 0

                #37
                Originally posted by G-men
                Just read this. I actually love this idea. The way it's takes the ball carrier forever to recover after breaking a tackle has always irritated me.
                a recent online game of mine

                Comment

                • DJ Rhude
                  #42 G.O.A.T.
                  • Feb 2009
                  • 4359

                  #38
                  Will be getting an interview w/ NCAA developers for an article to run on http://www.xxlmag.com/ shoot me any questions you have on '14' and I will try to get them answered

                  Comment

                  • FirstTimer
                    Freeman Error

                    • Feb 2009
                    • 18729

                    #39
                    Originally posted by ZoneBlitz
                    ^ Nice to have more camera options...but why cant we create our own? We had that feature about 10 years ago on previous-gen.
                    Because they need a "NEW" Feature for NCAA 15

                    Comment

                    • ram29jackson
                      Noob
                      • Nov 2008
                      • 0

                      #40
                      Ben Haumiller on NCAA 14 ultimate team podcast

                      Its Episode 22 of the Press Row Podcast, a special Press Row One-on-One with NCAA Football 14 producer Ben Haumiller (@benhaumiller) and host Richard Grisham (@richgrisham) dedicated to the all-new NCAA Ultimate Team Mode also known as the mode they said couldnt be done. We talk all about how Ultimate Team came about for a college game, the...

                      Comment

                      • jms493
                        Junior Member
                        • Feb 2009
                        • 11248

                        #41
                        Dynasty Improvements

                        NCAA 2014 Dynasty Improvements

                        As you are reading this there are probably numerous articles floating around surrounding the release EA Sports NCAA Football 14 Dynasty Mode’s Playbook. I don’t want to really dwell on a feature list with this article, but rather explain how a lot of these features will change the way you play both dynasty and online dynasty mode.

                        Coaching Skills/Tree
                        Coach progression is something that the NCAA community has been requesting for a long time and it finally makes it’s way into NCAA 14. Essentially there are four difference trees that you can progress through. While the two coordinator trees focus mostly on giving the user rating advantages on their respective side of the ball, the head coach and recruiting trees (think of this is a ‘staff’ tree) can largely influence your dynasty experience. I am positive that there are going to be various perceptions of what these coaching skills are going to do, but one thing I can tell you is that it will effect the way coaches compete in dynasty mode, especially online dynasty mode.

                        The Head Coaching tree focuses on skills that affect your team’s ability on the field. For example, being able to motivate your team during a timeout or have them not be ‘rattled’ during a big away game against your rival are very real abilities that elite head coaches possess in real life. It’s neat that they are represented in the game, but good coaches know how to navigate around these sorts of things. However, it is convenient to not have to deal with having players that are ‘cold’, being able to talk your kickers out of being ‘iced’ and even reduce penalties.

                        The most influential tree is going to be the recruiting tree. Any proclaimed dynasty-nut is going to go bananas over the options you can progress your staff in this tree. The recruiting system in NCAA 14 has been completely overhauled and the coaching skills can really separate out the elite recruiters in college football. Being able to unlock skills that increase the percentage chance of an insta-commit, or allocating more points during first or last few weeks of the season offer coaches strategic ways to spend their coach XP in order to strengthen the way they play the game. There are a few very important skills that you can unlock that I will cover later, but I think these are a very exciting addition to dynasty mode.

                        Recruiting
                        Yes, you heard me right. The recruiting system has been redone again and I think fans of the NCAA series that also follow recruiting in real life are going to enjoy the additions.

                        - Point Bank

                        The concept of hours/minutes is gone and replaced with a point bank that you, as a coach, use to allocate towards a recruit. You can think of these points as resources of your recruiting staff and it’s your job to prioritize how much of those resources you are going to spend on say a top target or a position of need. This point bank is universal, meaning that your scouting efforts also come out of the same bank.

                        - Deal Breakers

                        In previous iterations of NCAA Football, a recruit’s interest only really mattered when determining a recruit’s initial interest in a particular school or how effective your pitches were (and whether you needed to sway him – if you believe in all of that nonsense). This year those interests become pivotal with the introduction of deal breakers. For example, if you do not match up well with a recruit’s interest, he may not even want to talk to you. Say he really cares about academics and you are rated a C-, that might not be good enough for him to even entertain your school. It should be noted that dynamic pitches are still very much a part of NCAA 14 and you still have the ability to improve your pitches in order to get above a recruit’s deal breaker rating threshold. Which is nice.

                        The inclusion of Deal Breakers puts a very realistic spin on recruiting. This happens so very often in real life where a school just doesn’t fit what a recruit is looking for and he spends his time on the phone and visits with other schools. This will also prevent users from starting a dynasty with a team like Colorado and dominating the ESPNU150 just because they can get into the conversation with all of the top prospects.

                        - Recruit Interest vs School Ratings Match-Ups (Bonus Points)

                        Speaking of a recruit’s interest, it’s going to be even harder to recruit players to your school who are not interested in your pitches. A very popular tactic in NCAA 13 was to wear recruits down who may have not been initially interested in your program, but because they weren’t being touched by programs they were interested in, you could get them to eventually sign with you by dumping tons of time into them. This year in NCAA 14, schools will get weekly points bonuses based on how well the recruit’s interest aligns with the pitches of a school. A recruits interests are prioritized, so matching up an A+ rating for a program pitch and a Very High recruit interest will yield a healthy bonus of weekly points.

                        There is a very important aspect of bonus points in that there are point caps for how many points a school can allocate towards an individual recruits. However, those points do not include bonus points. So if you are going after a recruit with another school and the point cap is 400 points/week buy your school gets 350 bonus points/week versus the other schools 80 bonus points/week, it is easy to see how quickly you can widen the gap on a recruit. Recruiting players who match up well to your school will be a very effective strategy (which was not even considered a strategy at all in previous NCAA versions). It also should be mentioned that there is a coach skill that allows you to raise the point cap and could help you either deal with a competing bonus point deficit or allow you to position yourself even further in the lead.

                        - Lock Outs

                        Let me ask you a serious question. In previous iterations of NCAA Football, did you ever pay attention to the Top 8, 5 or 3 indications on a recruit’s interest meter? No? Not a lot of people did. Well that’s changed. This year you will need to pay attention to a recruit’s timeline (more on this in a second) as they will eventually cut their list down and could potentially leave you on the outside looking in on signing day. That is, unless you have progressed up the coaching skill tree enough to earn the ability to break the lock and put your program back into contention (you get a varying number of these ‘lock-breakers’ based on what tier you are in the coaching tree).

                        Again, this happens all the time in real life when a recruit trims their list to take their officials or even get more serious about what schools that will take a closer look at. From a gameplay perspective, it means that users can no longer afford to take a large hiatus away from a recruit that they want just because inferior programs are recruiting them. If they are able to progress the recruit to their lock point, you could lose out on him.

                        -Dynamic Recruit Progression

                        Speaking of lock points, recruits will have a designated point total where they will lock out schools. The good news is that the amount of points it takes for each recruit will be different! In NCAA 13 and before, all recruits progressed at approximately the same pace, meaning that it was simply a race to a specific point total and then the recruit would commit. This year that point total is dynamic and represents the different timetables recruits set for making their decisions. This seems like a very small addition to the game but it makes a world of difference when setting up your board and allocating your points. Some recruits may start out lower on your board at the start of the season, but will require additional attention because their point total and lock point are low (meaning that they intend to make a decision quicker).

                        Another point that doesn’t really fit anywhere else, so I’ll stick it here. Making a decision on a school isn’t always easy and if all the schools in contention for a recruit stay within a small percentage of each other, the recruit could drag his decision all the way through the season, regardless if his point total to commit is low or high. This adds such a huge dynamic to recruiting point allocation in online dynasties where recruiting battles are very competitive as highly touted recruits will be absolute dog fights for evenly matched schools (or coaches).

                        - Signing Day (Leap Frogs and Bringing the House)

                        It was not uncommon to see most of the recruits in a dynasty on NCAA 13 (or even before) to be committed to a school before week 10 or even week 8 for that matter. With all the new improvements to recruiting in NCAA 14, that all changes. Off-season recruiting, previously reserved for filling out your class with depth or dog fights over newly added studs to the recruiting pool (stupid and glad it’s gone), is going to be a very nervous time for coaches. As it is in real life, recruiting announcements are often down to the wire. The off-season still functions much like regular season recruiting, except it’s only one week long. The kicker is that point caps are removed and you are able to allocate as many points as you want to an individual player. It’s almost a bidding war (probably an unacceptable use of the word ‘bidding’ in modern NCAA jargon). Again, coaching skill upgrades can play a pivotal role here and allow you close the deal more effectively on uncommitted recruits. Things like a boosted point bank and a higher percentage of stealing or ‘leap frogging’ the #1 team if you are #2 on the list could ultimately swing decisions your way and earn you the crown of Mr. February.

                        - Pipelines

                        Most of you will be happy to know that pipelines have increased to a minimum of 6 players per state. You will not be pleased to learn that there couldn’t be any additional improvements (making it dynamic by state size/quality or broken into regions). Maybe next year. Still, it keeps pipelines from being so easy to acquire and exploit, especially considering that it’s effectiveness or presence in real life is questionable. However, there is a coach skill that allows you to reduce the number of players you need from a state to create a pipeline. So there’s that.

                        Comment

                        • ram29jackson
                          Noob
                          • Nov 2008
                          • 0

                          #42

                          Comment

                          • krulmichael
                            STRAAAAANGE MUSIC!
                            • Feb 2009
                            • 10721

                            #43
                            Source - Coach Skills Deep Dive

                            FLEXING YOUR COACHING MUSCLE

                            New to Dynasty mode this year is the introduction of Coach Skills, which allow you to customize your skills in order to gain an advantage over the competition. Whether it’s locking up recruits early or coming out swinging in big road games, Coach Skills let you tailor your experience and specialize in the areas you believe are most important. Let’s take a look at the various skills you can unlock and how they can help you rise above the rest.


                            THE OLD BALL COACH

                            Most players start their Dynasty as a Head Coach, opting to control all facets of the team. However, a coach’s duties are vast, and require both thorough game-planning and great recruiting. The Head Coach skill tree has been split into two branches: Game Management and Recruiting.


                            THE GAME MANAGER

                            The Game Management skill tree offers on-field boosts, including influencing player abilities, recognizing what sorts of plays the other team is running and keeping players disciplined and poised even in pressure-packed situations One such skill is Coachstradamus, which allows you to see the last play called by your opponent. Upgrade the skill to level 2 and you’ll have a 10% chance of identifying the play type your opponent will run next. Become a true Coachstradamus and you’ll have a 25% chance of correctly guessing the opponent’s upcoming play.


                            Another example is the Big Game skill, which lets your team start off HOT in rivalry games. When a team is HOT, the players get a dynamic ratings boost that allows them to play above and beyond their typical skills. Upgrade it once and you’ll also come out HOT in bowl and championship games. Put in another skill point and you’ll come charging onto the field VERY HOT and ready to jump all over the other team.


                            Here is a full listing of the Game Management skills and an idea of what they offer at their base level. Each skill can be upgraded to level 3, but you’ll have to wait until the game launches to see what the higher level skills can do!

                            Antifreeze- Nothing gets to your kickers. Nothing.

                            Level 1: Ice the Kicker is ineffective 50% of the time.

                            Road Warrior- Your quarterbacks shine on the road and don’t get rattled by Home Field Advantage.

                            Level 1: No controller vibration.

                            Matchup- Find the best mismatch and then attack. All matchups are shown from the offensive point of view.

                            Level 1: Passing Matchups appear in Preplay Coach Cam. (Coach Cam + Right Stick to the right)

                            Setup Artist- Successful run plays will set up the play action pass plays faster and vice-versa.

                            Level 1: Decreases the yardage needed for Setup Plays by 10%. Choose plays that are in the same formation type (pass or run).

                            Clean Laundry- Play disciplined and avoid costly penalties. Caution: Increasing team aggressiveness will cancel this skill.

                            Level 1: CPU is 50% less likely to cause penalties.

                            Light a Fire- Players can get HOT and COLD. Call a timeout to fire up your team when they need it. HOT players get performance bonuses.

                            Level 1: Call a timeout to get all COLD or lower players back up to NORMAL.

                            Big Game- The bigger the game, the HOTTER your team starts. HOT players get performance bonuses.

                            Level 1: Your team starts off HOT in rivalry games.

                            Coachstradamus- Learn which plays and play types your opponent callsso you can be a step ahead.

                            Level 1: You are shown your opponent's previously-called play. This can be seen in the upper-right of the play select menu.

                            Clutch- Your team always seems to get HOT in high-pressure situations and perform better. HOT players get performance bonuses.

                            Level 1: You start the fourth quarter HOT if the score difference is 14 or less.


                            THE RECRUITER

                            Some say that a football game is won or lost before the players even set foot on the field, and those individuals will likely gravitate toward Recruiting skills. These abilities provide you more recruiting points in certain situations or at specific points in the calendar.


                            One Recruiting skill you may want to unlock quickly is Kitchen Sink, which provides you with 50 extra points to assign to EVERY recruit, EVERY week at its base levels. At level 2, you get 100 extra points, and at the max level you get 200 extra points. And 200 extra points per recruit per week really adds up over the course of the season. Kitchen Sink is a high-level skill that unlocks after you put 10 points into your Recruiting skill tree, and it’s definitely worth the investment.


                            Another option is The Closer, which boosts the number of recruiting points available in the last half of the season. When unlocked, the skill provides 500 bonus points a week for weeks 8-15, and that number jumps to 1000 bonus points at level 2 and 1500 at level 3. If you’re the type of coach that backloads your recruiting, then this skill will give you that extra oomph late in the season.


                            Here’s the full list of Recruiting skills, with a first-level description of the benefits.

                            Locksmith - Get back into locked-out recruiting battles. You can unlock up to five prospects in a year, but you must be in the prospect's top 10 and have offered a scholarship.

                            Level 1: Open one locked recruit per season. You need to be within 2000 points of the last place team to use this skill.

                            Scouting- You have a knack for discovering some of the best high school talent in America. You can scout more efficiently and for less.

                            Level 1: Increased scouting efficiency allows you to uncover around 25% of a prospect’s true skills each week for 50 points.

                            Royal Treatment- Your entire staff goes the extra mile to make sure prospects have great visits.

                            Level 1: you will receive a bonus of +250 points the week a recruit visits your school,

                            The Opener- You have an early edge on your competition during recruiting.

                            Level 1: Increase your recruiting points total by +500 points in weeks 1-7.

                            The Closer- You have an edge on your competition late in the season during recruiting.

                            Level 1: Increase your recruiting points total by +500 points in weeks 8 through 15.

                            Letter of Intent- You really know how to close out the deal on signing day.

                            Level 1: You gain +1500 extra recruiting points for the off-season and a 5% chance you will steal a prospect from their top school.

                            Pipelines- You specialize in getting to know high school coaches.

                            Level 1: You only need five players minimum, from a state, to declare it a Pipeline (six is default).

                            Kitchen Sink- Your work ethic is second to none and it pays dividends on the recruiting trail. You can assign even more points to a prospect each week.

                            Level 1: Each recruit can have +50 extra points assigned to them each week.

                            Insta-Commit- You've got the gift. Nobody makes a better first impression or closes a deal faster. You must be that prospect's top school.

                            Level 1: You gain a +5% chance of an instant commitment, when you offer a scholarship.


                            COORDINATING RESPONSIBILITIES

                            While many fans may choose to immediately opt for head coaching glory, others like to start off as a coordinator and work their way up the ranks. These individuals will also have specific Coach Skills, as both coordinators have their own skill trees. Each coordinator gets nine unique skills whichcan be upgraded up to level 3. Here’s a sneak peek of what’s available:


                            Offensive Coordinator

                            Up Tempo- Stay healthy, fatigue more slowly and prevent injuries. This skill is perfect for up-tempo teams.

                            Level 1: Players gain +2 to Injury and 10% increase in Stamina for games.

                            Ball Security- Stress the importance of protecting the football.

                            Level 1: Players gain +1 to Carrying for games.

                            Cannon- Be ahead in the arms race. Train your players to be better passers.

                            Level 1: QBs gain +1 to both Throw Power and Throw Accuracy for games.

                            Air Traffic Control- Never underestimate the importance of solid receiving mechanics. Get your HB, FB, TE and WRs ready for games.

                            Level 1: Players gain +1 Catching +2 Spectacular Catch and +2 Catch in Traffic for games.

                            Daylight- Everyone has to carry the rock sometime. Condition your players to be able to run with the ball at game time.

                            Level 1: Players gain +1 Break Tackle, +2 Spin Move and +3 Elusiveness for games.

                            Bulldozer- Your O-Line knows how to open up the gaps and control the line of scrimmage. Your run blocking is stellar.

                            Level 1: Your offensive line gains +2 Impact Blocking for games.

                            Great Wall- The best offense is behind a great wall. You develop good pass blocking technique.

                            Level 1: Your offensive line gains +1 Pass Blocking for games.

                            Mathlete- You believe football is a game of brains.

                            Level 1: Players gain +1 Awareness for games.

                            Athlete- Physical conditioning is the core to any star player.

                            Level 1: Players gain +2 Agility, +1 Strength and +1 Acceleration for games.


                            Defensive Coordinator

                            Road Closed- Your players get off their blocks quickly to stop the run.

                            Level 1: Your defensive players gain +1 Block Shedding for games.

                            Recharge- Stay healthy, fatigue slower and prevent injuries. Perfect against up-tempo teams.

                            Level 1: Your defensive players gain +2 Injury for games and 10% increase to Stamina.

                            Charge- Your tenacious pass rush causes fits for the opposition.

                            Level 1: Your defensive players gain +1 Power Moves and +1 Finesse Moves for games.

                            No Fly Zone- Your players are very disciplined with their zone coverage assignments.

                            Level 1: Your OLB, MLB, CB, SS, and FS gain +1 Zone Coverage for games.

                            Shutdown- Lock on a WR and shut him down.

                            Level 1: Your CB, SS, and FS gain +1 Man Coverage and +2 Press Coverage for games.

                            Tackling- Nobody gets away from your defenders.

                            Level 1: Your defensive players gain +1 Tackle, +1 Pursuit and +1 Hit Power for games.

                            Ball Burglar- You play a very aggressive style of defense, always Going after the ball.

                            Level 1: Your defensive players gain +1 Catching, +2 Spectacular Catch, +2 Catch in Traffic for games.

                            Pure Instinct- You believe that defense runs on instincts.

                            Level 1: Players gain +1 Awareness for games and +2 Play Recognition for games.

                            Athlete- You know the best way to channel and focus raw talent.

                            Level 1: Your defensive players gain +1 Speed, +2 Agility, +2 Acceleration and +1 Strength for games.


                            MAKING THE MOST OF YOUR SKILLS

                            Perform well in games to earn XP, and when you secure enough XP, you’ll level up and earn a skill point. Head coaches gain XP for accomplishing a variety of goals, both in-game and over the course of a season. Head coaches can also assign the skills of their CPU coordinators, so you’ll still have full control over how your program is run.


                            For coordinators, the XP is tied to their unit’s on-field performance and recruiting. Offensive coordinators will earn points for gaining yards and scoring touchdowns, while defensive coordinators gain XP from shutting down the opposing offense and forcing turnovers. User-controlled coordinators will also be able to recruit, and can utilize their head coach’s recruiting bonuses for their benefit, and reap the XP benefit for signing prospects.

                            Coordinators can transfer all their skill points when they make the jump to head coach. So if you upgrade all nine of a coordinator’s skills to their max level, you’d start off your head coaching career with 27 skill points to allocate on the various Game Management and Recruiting skills. Not a bad reward for paying your dues.

                            What happens if you go through a season and realize you’re not happy with your skill point allocation? You can reallocate your points and focus on other areas once the offseason hits. Make sure you’re comfortable with the adjustments though, because you won’t be able to make sweeping changes again until the year is over.

                            When starting up your Dynasty you’re able to determine how many points coaches are given at the start (on a scale of 1-20), as well as how quickly you level up. Start mapping your path to coaching stardom now, and decide which skills you just can’t live without. Be forewarned though, the CPU coaches in your Dynasty will also be developing their skills, and they’ll change their tactics every time you start up a new Dynasty. Being a coach has never been so rewarding.

                            Twitch Channel
                            http://www.twitch.tv/krulmichael20


                            Season I: 10-6 (NFC North Champions)
                            Season II: 9-7 (NFC North Champions)
                            Season III: 13-3 (NFC Champions)
                            Season IV: 11-5 (NFC North Champions)
                            Season V: 2-1

                            Comment

                            • Matt
                              No longer a noob
                              • Jun 2012
                              • 1565

                              #44
                              Power Recruiting Deep Dive

                              Recruiting is the lifeblood of any college football program, and the process has long been a part of the NCAA Football franchise. This year, recruiting takes a big leap forward with the new Power Recruiting system, a streamlined process that maintains the depth that fans have come to expect. It’s the fastest, easiest, most rewarding way ever to sign those coveted players.
                              RECRUITING 101
                              Power Recruiting is that it’s a points-based system that allows coaches to assign a number of points to each targeted recruit every week. At a base level, coaches are given 5,000 points each week during the season to distribute amongst their targeted recruits, with each player having a cap of 500 points. There is one pool of points for scouting, as well as recruiting and offering scholarships, so you’ll have to carefully manage your resources and choose wisely.

                              During the offseason coaches are given 10,000 points with no player cap, so coaches can allocate points however they want. If there’s that one player that you feel can take you all the way, then you can pump in ALL your offseason points in the hopes of making a big splash. It’s probably not a strategy you’ll want to employ every year, but it can be worth it in those seasons when you see a once-in-a-generation talent that is a perfect fit for your system.
                              These numbers are all based on the assumption that you have no Coach Skill bonuses which can boost your Recruiting abilities. Skills like “Kitchen Sink” can significantly enhance your point totals week-to-week, while “Letter of Intent” will provide help in the offseason. For a full explanation of the ways to enhance your recruiting abilities, check out the Coach Skills blog.

                              Point allocation carries over from week-to-week, so the only time you have to dive in and make changes are when you want to adjust point allocations or plan something extra like schedule a visit.

                              You’ll also be able to get constant feedback on targeted players, with weekly updates on gains and losses, as well as how close they are to signing with a school. Players can be filtered to show who needs the most attention and where you may be dropping off a player’s radar. Sometimes you’ll see two schools locked at the top of a prospect’s board, at which point a recruiting battle will break out as both schools go all-out to land the player. These competitions can be fierce, and will sometimes rage all the way up to Signing Day.

                              BONUSES AND DEAL BREAKERS
                              Last year marked the introduction of Dynamic Pitch Grades, which allowed you to improve your school’s stock in the eyes of recruits with strong play and consistent excellence. Those grades return this year in the form of Top Interests, which breaks down the top three factors a recruit takes into consideration.
                              The cool thing about Top Interests is that if your school’s strengths align with the prospect’s interests, you’ll be automatically granted bonus recruiting points for that player. The bonus is pretty significant, as you can gain up to 410 extra points for a given player if there is a fit. You can still add more points out of your pool if you want, but the bonuses gained can help you spread your resources around to target more prospects.

                              On the other end of the spectrum are Deal Breakers, which some prospects use as an absolute determination of whether or not they’ll even consider a school. If a player has a Deal Breaker and your school rates at a C+ or worse in that category, you won’t be able to add that player to your board or spend any points on scouting or recruiting. However, if you can get your grade above a C+, the prospect will unlock and you can continue with the process.
                              For example, if your team is in need of a wide receiver, the “Playing Time” factor will display as an “A” grade. If a wideout prospect has a “Deal Breaker” for Playing Time you can add him to your board and recruit as normal. However, if you start targeting and offering scholarships to other receivers, the Playing Time grade may drop and you’ll be locked out of further recruiting that original player.

                              SCHOLARSHIPS AND VISITS
                              Power Recruiting places a renewed emphasis on offering scholarships and scheduling campus visits. Now, recruits will expect to see scholarship offers earlier in the year to prove your interest, and waiting too long can result in recruiting penalties or even being locked out entirely. Perhaps you’ll want to get a good scouting report on your targets before offering, but don’t put it off too long or you may get locked out.

                              Things are quite different for campus visits, as you actually get more of a boost by waiting later in the year to schedule a visit. So while you may get a 100 point boost by scheduling an early visit, holding off until the last few weeks can net a bump of 700-800 points or more. There’s a risk-reward element since each prospect can only make 5 visits a season, and other teams will be jockeying to schedule their own visits.

                              There are several other elements that factor into deciding when to invite someone for a campus visit, and many of them will grant bonuses. Scheduling a visit for a rivalry game or big matchup against a ranked opponent will give you a points boost, as will planning complementary visits. An example of a complementary visit is bringing in a quarterback, wide receiver and offensive lineman all in the same week so the guys can get to know each other a bit as potential teammates.
                              The flip side of the coin is competitive visits, which can harm your bonus if you bring in multiple players at the same position. The players will view each other as rivals, and will likely spend so much time looking over their shoulder that they don’t really enjoy the trip. For that reason, you’ll want to minimize competitive visits whenever possible. Here’s the breakdown of the number of players that can visit in a given week without any negative repercussions:
                              • QBs, HBs and FBs – More than 1 per position, per week, triggers competitive visit
                              • WRs, TEs and Safeties – More than 2 per position, per week, triggers competitive visit
                              • All other positions – No limit, no competitive visits


                              When you’re scheduling visits, the screen will show you if it creates a complementary or competitive visit, so you can see at a glance what the repercussions of your decision will be.
                              Bonuses can also be earned with a strong in-game performance. Beating a rival or Top 25 team will make a good impression, as will meeting specific yardage goals. If you manage to schedule a complementary visit late in the season against a rival or ranked school, you can make those visiting players take notice with a strong performance. Add in the Royal Treatment Coach Skill and it’ll be hard for anyone to say no to you after you show them around campus.
                              Power Recruiting streamlines the art of recruiting, while adding new, deep wrinkles as well. It’s easy to jump in and set your board, but true masterminds will love diving in to account for Top Interests, schedule visits at the perfect time, and truly squeeze the most value out of every week. No matter your strategy, Power Recruiting has something to offer everyone.

                              Did you miss the earlier talks about NCAA Football 14 Dynasty Mode? Check out Part 1 and Part 2 here.
                              NCAA Football will be available on Tuesday, July 9, for Xbox 360 and PS3, and fans can learn more at the NCAA Football website. Pre-order today to receive exclusive Conference Packs.
                              Fans can keep up to date by visiting the NCAA Football website, Facebook, and Twitter for exclusive assets and unique insights into all of this year’s new features. College football enthusiasts can also get involved in the conversation by tweeting with the hashtag #PLAYTRUE.

                              Comment

                              • Sharkweather
                                Senior Member
                                • Jul 2009
                                • 8906

                                #45
                                Some of the on-the-field coaching skills are a little gimmicky and probably going to be overpowered. But I think it will be fun to make an all-recruiting coach.

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