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wiphyz's avatar
wiphyz
Newcomer
8 days ago

More love for the Dynasty simulation group <3

Would love to see more love for those who enjoy more of the "team manager" role of running a team rather than playing every single game. The recruiting, the strategy, tracking team performance, running different playbooks and strategies to yield better results in simulation over the years, that's the fun for some of us. I remember the older games had features that were more supportive of that and I feel would also apply positively to how the dynasty engine functions.

  1. Bring back the run / pass sliders, which decided how much your team utilized the run or the pass in simulated games (coach mode as well could apply in the newer game). Pre-2014, you could set two sets of sliders. A run/pass slider and a conservative/aggressiveness slider. I could set the run ratio to 85, which made it a very heavy run team in simulated games, with a cons/agg slider set to 40 leaning conservative to influence how the plays were ran. It was fun to experiment with run heavy teams, balanced teams, pass heavy teams, etc. It created endless possibilities.
  2. Adjust recruitment to allow adjustment for the kind of player that gets scouted/recruited if you utilize CPU through some of it. If you're a very run heavy team, you can change your recruiting settings to prioritize bigger lineman with run blocking tendencies over smaller, faster lineman for pass protection. If you want a bigger, bruiser running back rather than a smaller, more agile running back, you would be able to do that. 

These offer unparalleled customization within the dynasty mode that I believe would bring a lot of depth into the game for everyone, especially those who enjoy the team management part of the game. 

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