I didn't say it was good, I just wanted to deal in numbers instead of "I don't like its".
Also the things that take the most XP to increase are things that should basically be impossible to increase in my opinion.
Mostly I see a lot of complaints about how the system works without a lot of concrete details on how people want it to work. I'm just curious what you guys ideal solution is. This is the third iteration of the system since online franchise launched.
The minimum increment of game prep is 10 hrs. In real life if you took a safety and went through ***60*** hours of game prep, call it film study, would you expect his awareness or play recognition to go up in 1 point increments per week or would you think that spending 10 hrs a day aside from game day reviewing film and studying your opponent would warrant a PRC and/or an AWR increase of say 10 points? What if I told you hey that's just for the one guy you spend your prep on for that week and he will come back down when he has to play the next opponent. Wouldn't that be realistic?
Say you spend all your game prep on drills with your left tackle to improve their footwork or hands or whatever, then yeah, that would be a permanent improvement of +1 PBK or RBK or whatever combo of both. Right now it takes me several weeks of game prep with any OL to improve anything that isn't AWR. Do you mean to tell me that there's no way a player can improve over the course of a year? Rookies don't do that?
I've seen TEs improve in their blocking over the course of a year in real life (Jeremy Shockey, Larry Donnell) so I'm not sure it should be an attribute that should be impossible to increase.
So my suggestions would be this:
1) There should be 60 hrs per phase of the game. 60 hrs offense, 60 hours defense, 60 hrs special teams representing the different coaching staffs within the umbrella of the head coach.
2) Break up the attributes into temporary boosts and permanent boosts. Items like PRC and AWR can be boosted temporarily by opponent to represent film study and learning tendencies such as a safety knowing what a QB/WRs favorite route combos are or a QB being able to read a pre-snap defense. For divisional opponents that you play twice, or anyone you see in the playoffs for a second time, there is still a boost but it would have decreased based on the amount of time between the two games.
3) Items such as blocking, catching, tackling, carrying, pass rush techniques etc that are more technique base - those should be able to incrementally improve with the system we are accustomed to.
4) Items such as speed, acceleration should be near impossible to improve
5) Strength, vert jump, and other similar attributes should be able to improve but slowly and have an upper limit. If I dedicated 60 hrs a week to strength training or squats, there would clearly be a progression to my ability to power lift, box jump, whatever. Obviously you can't break world records.
There are 53 players on the team, the current system allows for an absolute maximum of 24k if everyone was a superstar development player. So cool I get to distribute evenly 452 points per player. Good times. The system a few years back was 2000 XP for every player per week for a total of 1,802,000XP per season if you practiced every week. There's a definite middle ground.
W/R/T OL:
http://daddyleagues.com/neogaf/player/4692710/history my first rounder from the first draft, who didn't play much last season, he's gained a whopping 2 points of attributes.
What are you telling me with this? My two guys started all year and pushed out a pro-bowl RB. Do they deserve the same level of XP gain as your backup?