Paul On Mars wrote:I want to play the coach. Get better jobs. Get fired. That sort of thing. Start with a crappy school and try to work my way up.
Full Disclosure: I have not bought the game.
I wanted to support this game and play, but after the demo and initial reviews like the above, I just could not. That is what I want from a text-based college football sim. I would imagine most players loved loading up EA Sports NCAA Football, starting a dynasty, and working their way up --- but wanted more. That's what this sim should have offered.
It is also great for online league play with friends. Everyone can start at a small school and/or as an Assistant. Everyone works their way up. Also, in really large leagues the hiring/firing allows for movement up/down of its players.
One additional item I would love to see but unsure of how feasible it is: Once you were to become the head coach, you gain the ability to hire a staff. I don't know how detailed you would want to make it without getting too in the weeds, but the ability to at least hire an OC, DC, ST coach. Then that also adds a bit with trying to retain those coaches or watching them leave for other jobs.
Going through some of the other suggestions:
Playoff flexibility to create an 8-16 team playoff options
This would be fun. Also, the option to re-institute the BCS system. The formula was fairly simple and should be easy (relatively speaking) to implement. It also would allow for historical mods to be built.
Edit: An additional thing that would be fun for online leagues is if there were a manual override one could do so that these leagues could have their own CFP Councils.
Would like to move teams from one conference to another.
This seems like an obvious choice and easy fix. Allowing players more control over custom conferences. However, perhaps there does need to be some parameters, ie. a minimum number of teams. And perhaps not just ability for users, but the potential for conference re-alignment from the AI when playing a game. It should be lower, but we've seen over the past decade how it does happen.
- More Staff (Scouts, Medical staff, Strength/Condition Coaches, etc.)
As previously mentioned, this could potentially get too "inside baseball" for some, but there may be a way to increase the staffing options.
- More authentic signing day stuff. Right now people commit and that's it. But I'd like to see the drama of a recruit decommiting and going elsewhere on signing day.
De-committing perhaps should be in at some point, especially if it's a positional battle. Example: You currently have a Senior QB, Junior QB, Freshman QB on the roster and you're recruiting two highly touted QBs. The first gives you a verbal commitment, but then later the more highly rated QB commits so the first de-commits seeing he may be in an uphill battle. Or, vice versa, after the first commits you begin to lose interest from the other and you have to double-down on your efforts.
That may be very difficult to program, but if something to that effect could go in then it adds a bit something extra to the process.
- Spring Ball ... personally I'd like to have this opportunity to test out new recruits to see who is great and what not, since there is no pre season.
A spring game would be excellent for the development of players as the graduating/NFL Draft class leaves. You get position battles and early enrollees on the field.
- Independents: Right now this is considered an own conference. I think this needs a rework to be accurate.
I'm big on accuracy and if this part isn't accurate then it should be addressed just for realism. However, it is a game so it ultimately depends on how it's working within the game itself.
It appears this game as a long way to go, which is fine as its the first iteration. I would love to see an edition come out sooner rather than later to fill the void of EA NCAA Football still being MIA and no other option for playing a Dynasty as a coach. If that simple step could move in the right direction, this could be one of the premiere sport sims on the market.