Wednesday, August 10, 2005

NCAA 2006 Sliders

I'm still working on the NCAA 2006 column, but I've developed some sliders (no project this time, just manually adjusting as I played) that I'd like to share with you. No slider set is going to work for all skill levels in this game, and no slider set is going to get rid of the deep ball, but these sliders are very challenging, they're fair, and they're as balanced as I can make them.

Here they are:
Difficulty: Heisman

Slider..(Offense)...............Human..............CPU
QB Accuracy.........................0........................0
Pass Blocking........................0.......................30
WR Catching........................99......................90
RB Ability.............................99......................70
Run Blocking........................99......................40

Slider..(Defense)..............Human..............CPU
Awareness............................80.....................80
Knockdowns........................99......................99
Interceptions.......................99......................99
Break Block.........................80......................80
Tackling..............................99......................99

Slider..(SpecTeam).........Human..............CPU
FG Length............................55...................70
FG Accuracy.........................99....................0
Punt Length.........................40...................40
Punt Accuracy......................99...................80
Kickoff Length.....................40....................40

Here are a couple of notes on how these developed.
--The game is just unplayable on All-American. The defenses are absolutely horrible on that difficulty setting, hence the bump to Heisman difficulty.
--The game is so offensively minded this year that these sliders really focus on enabling the defense to compete.
--Quarterback accuracy is off the charts this year. Even at a zero setting, quarterbacks are far too accurate when throwing the deep ball.
--The weak Human pass blocking is designed to increase the CPU rush, thus reducing the opportunities to throw deep without a corresponding risk.
--99 knockdowns and interceptions are also to reduce deep balls, and to generally increase risk in the passing game.
--There are still plenty of broken tackles, even with a 99 tackle setting.
--FG Accuracy at 0 for the CPU still results in the CPU being far too accurate when kicking. I almost never see a missed field goal.
--FG Accuracy is set to 99 for Human because the kicking meter is insanely fast on Heisman.

I've been fortunate enough to have a few games with these sliders that I can only categorize as "smashmouth"--hard-fought defensive battles with plenty of big hits and standout defensive play. Overall, given the game engine, I'm very pleased with how these sliders make the game play--about as strong as possible given the limitations of the game engine.

Ratings make a huge, huge difference this year. Be warned that if you play with a weak team against a Top Twenty team with these settings, you are almost guaranteed to get your ass kicked (as you probably should, given the disparity in talent levels).

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