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KnocksvilleTN's avatar
KnocksvilleTN
Seasoned Veteran
2 days ago

New Difficulty Level Idea: Simulation (Pacing, Rules & Logic)

Right now, College Football features four standard difficulty levels: Freshman, Varsity, All-American, and Heisman. While these adjust CPU reaction times and ratings execution, they don't fully address realistic pacing, game flow, or football logic.

I propose a new difficulty profile designed specifically for realism enthusiasts: Simulation.

Core Concept

Simulation Difficulty slows down the game pace, incentivizes realistic clock management, and enforces true-to-life college football decision-making through mandatory or preset gameplay logic rules.

Menu Layout & Settings Breakdown

To seamlessly fit into the current settings and dynasty creation menus, here is how the options could look:

1. General Game Settings

  • Difficulty Level: Freshman | Varsity | All-American | Heisman | Simulation
  • Quarter Length: 8 Minutes Minimum (Locked/Recommended default for accurate stats)
  • Play Call Cooldown: On (Default) | Off

2. Custom Logic & House Rules (Toggleable Sub-Menu)

To keep gameplay authentic, players can enable predefined logic rules for both the user and the CPU:

Setting OptionSub-Option / RangeDescription
4th Down LogicStrict / Custom / OffRestricts non-situational 4th down attempts.
Max 4th Down Distance1 to 10 YardsMax distance allowed to go for it past the opponent's 50-yard line (outside 4th quarter).
Own-Territory 4th DownRestricted / AllowedPrevents going for 4th downs in own territory unless trailing in the 4th Quarter.
Onside Kick LogicSituational Only / AnytimeRestricts onside kicks to the 4th Quarter when trailing (unless executing a surprise attempt).
No-Huddle Limit1 Per Drive / Disabled / UnlimitedPrevents constant no-huddle spam to preserve realistic game tempo and player stamina.

Why Add This Feature?

  1. Realistic Dynasty Stats: Longer quarters paired with disciplined play calling prevent artificially high scores (e.g., 70-65 games with 3-minute quarters) while maintaining realistic end of season stat leaderboards.
  2. Fair Online / User Dynasty Play: Having a built-in "Simulation" preset eliminates the need for commissioners to manually monitor house rules regarding 4th down attempts and play call spamming.
  3. Immersive Gameplay: Enforces real world coaching trade offs punting for field position, playing for field goals, and managing the clock like a real Saturday afternoon game.     
  4.  This paired with the sliders we can already adjust I think would create a fun option for those of us who enjoy the chess match of real football.

Go Vols!

 

1 Reply

  • It's always great to have options the more the better for the user. But what is simulation? I've watched and listened to so many people on what "sim" is and learned it's no such thing because it's subjective to the user. I get having house rules for yourself playing against the cpu because they can only do so much, but against a user is crazy. What coach in real life would ever stop running a play that is working? It's the opponents job to figure out how to stop such play. 

    Not attacking your ideas, I just want people to think when they throw out the word simulation. I can only imagine what goes through a developers mind when making these simulation games.