BrutuStrength
It's time to bring it!
Recruiting this year is definitely different, but seems very cool. Here are a few of my observations (I did one recruiting session on AA without recruiting assistance):
1. Fewer 5-star ratings. It looks as though there are still plenty of highly rated players though. I recruited like the 31st CB and he was a 76 OVR w/ 97 SPD. To put it into perspective, TG2 is a 78 OVR w/ 97 SPD.
2. Scouting- Scouting a player will provide immediate feedback. It will show any changes to their 40 time, bench, squat, etc. You can scout someone and then decide if you want to recruit them during the same turn, very cool. Scouting uses fixed costs: ie. Ohio player = 5 points, PA player 10 points, etc.
3. Pipeline feature appears to be in effect from the start of the dynasty based on the current roster. For instance, since Ira was from NJ, I had interest from several players in NJ, and recruited at least one from there.
4. Point usage is very different. First you have to allocate the points from your budget pool (I think I did 40% recruiting, 35% training, and 25% discipline.) Troy Smith wanted to transfer to Troy (no fooling) to get more PT and I talked him out of it. I could use anywhere from 6 - 90 recruiting points, and selected about 56 and he stayed. I then went into recruiting and only had 144 points left for the first round. My total points per round were maxed out at 200 points, which is a huge drop from the 800 points we got in 2004. You now need to be much more judicious in your allocation of recruiting points. This is a much better setup, IMO.
5. Recruiting athletes is a neat feature. They have many different athlete types. They have big guys that can be OL/DL, LB/DE/FB/DB, and even the QB/WR/DB types. For guys that are potential QB types, they show their arm ratings.
I recruited the #1 ATH and he was a freak. Good size (like 6'2" and 196 lbs), SPD 94, TKL 70, BTK ~80, CAR ~84, CTH ~56, with great STA and INJ ratings. His best position was RB where he was an 84 OVR!
6. I ended up recruiting 13 players and had the # 2 class. I lost like 14-15 players to graduation, so I came up short with my replacements. Many of my recruits were as good or better than players that were on my existing roster. Although it's tougher to recruit players, they seem to have high scores still.
The neat thing is though, that the improvement among players was much more varied. I had Haw gain like 4 points OVR, but Pittman didn't even improve a single point. I had allocated about 35% of my budget to training, so I was surprised that I didn't have many greater improvements. I think my biggest improvement for any player was 7 or 8 points. I think that this change in the process will prove to be better over time, but there is going to be an adjustment period for 2004 players.
Edit: I forgot to mention that the top 11 QBs have "Elite 11" on their screens during the scouting/recruiting process. Nice little touch IMO.
1. Fewer 5-star ratings. It looks as though there are still plenty of highly rated players though. I recruited like the 31st CB and he was a 76 OVR w/ 97 SPD. To put it into perspective, TG2 is a 78 OVR w/ 97 SPD.
2. Scouting- Scouting a player will provide immediate feedback. It will show any changes to their 40 time, bench, squat, etc. You can scout someone and then decide if you want to recruit them during the same turn, very cool. Scouting uses fixed costs: ie. Ohio player = 5 points, PA player 10 points, etc.
3. Pipeline feature appears to be in effect from the start of the dynasty based on the current roster. For instance, since Ira was from NJ, I had interest from several players in NJ, and recruited at least one from there.
4. Point usage is very different. First you have to allocate the points from your budget pool (I think I did 40% recruiting, 35% training, and 25% discipline.) Troy Smith wanted to transfer to Troy (no fooling) to get more PT and I talked him out of it. I could use anywhere from 6 - 90 recruiting points, and selected about 56 and he stayed. I then went into recruiting and only had 144 points left for the first round. My total points per round were maxed out at 200 points, which is a huge drop from the 800 points we got in 2004. You now need to be much more judicious in your allocation of recruiting points. This is a much better setup, IMO.
5. Recruiting athletes is a neat feature. They have many different athlete types. They have big guys that can be OL/DL, LB/DE/FB/DB, and even the QB/WR/DB types. For guys that are potential QB types, they show their arm ratings.
I recruited the #1 ATH and he was a freak. Good size (like 6'2" and 196 lbs), SPD 94, TKL 70, BTK ~80, CAR ~84, CTH ~56, with great STA and INJ ratings. His best position was RB where he was an 84 OVR!
6. I ended up recruiting 13 players and had the # 2 class. I lost like 14-15 players to graduation, so I came up short with my replacements. Many of my recruits were as good or better than players that were on my existing roster. Although it's tougher to recruit players, they seem to have high scores still.
The neat thing is though, that the improvement among players was much more varied. I had Haw gain like 4 points OVR, but Pittman didn't even improve a single point. I had allocated about 35% of my budget to training, so I was surprised that I didn't have many greater improvements. I think my biggest improvement for any player was 7 or 8 points. I think that this change in the process will prove to be better over time, but there is going to be an adjustment period for 2004 players.
Edit: I forgot to mention that the top 11 QBs have "Elite 11" on their screens during the scouting/recruiting process. Nice little touch IMO.
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