Custom Personnel for Special Teams Units & Game Option Penalty Settings Request
I was wanting to give you guys my modded 'customplaybooks' raw database file and/or the raw Excel .csv files (whichever is easier for you to implement) to consider using for the future Madden NFL games. The reason being is that specials teams play in Madden is horrible for the most part because the default player positions assigned for the special teams formations aren't great matches for the situational football scenarios that take place during special teams plays. In the file I want to give you. I modified player personnel for every special teams formation except the onside kick off/onside kick return & punt/max punt protection formations. Those player personnel selections are by default pretty solid.
This modded database file specifically uses more of the backups and less of the starters (for most special teams plays) on team rosters for the tasks of tackling, blocking and block shedding, which are the most core fundamentals of special teams. These slight changes in player personnel also greatly improve the logic of play seen during special teams plays. These player personnel changes also reward the player & CPU teams for signing select backup players to low-cost longer-term contracts in Franchise/Superstar Mode for development as special team demons.
This can lead to those players becoming viable starters for later in the Franchise/Superstar Mode because they're gaining adequate game XP because of regular good play on special teams, similar to what is seen in real life. This strategic use of backups can give special teams players an increased ability to impact a special teams play besides just the kickers/punters, kick/punt returners and the pre-designated kick blocking defender.
Lastly, these changes I'd like to see require minimal programming of the game. I'm an adult too who deals in cyber security professionally. So, I get EA developers have lives outside of this game. Oh, and lastly again. Please retore the 0-100 scale option for ALL the Game Option Penalty settings. The reason I'm asking for this is because I've triggered what was supposed to be a successful blocked kick in Franchise Mode against the CPU. But the game glitches instead by literally forcefully breaking the kick blocking defenders leading arm around his back to allow the ball to sail past him, which always results in a 'roughing the kicker' penalty. When that setting is set to 'on,' the defender always crashes into the kicker after, simply because, no contact was made with the ball. I did test on your previous Maddens that use the FrostBite Engine, which still had the 0-100 scale, and as long as the setting for 'roughing the kicker' was set to the value of '1' between the scale of 0-100.
The game doesn't glitch to prevent a block that was correctly timed. This is pretty much the case as well for all the other 'on/off' Game Option Penalty settings. Those settings affect how cooperative your assisting teammates will/won't be on the field. Restoring the scale of 0-100 for the Penalty settings seems to tell the CPU a logical parameter to allow an animation/multiple animations to playout or not. The 'on/off' setting currently limits whether or not animations happen at all, when they logically should.
I noticed when these settings are set to on or off, the CPU will only select the animation most favorable to it, instead of rewarding the correct animation based on player ratings and leverage between the offenders and defenders in respect to winning/loosing on a said play/rep. If I made a compelling argument and you want to check out the file. Tell me where I can upload it so you can grab a copy. I can put it on my Google Drive for download or email it directly if you like. If you want to verify who I am before doing so, that's fine. I get the need for cyber security protocol. Thanks for reading this far, if you did.