For me the main stuff up is:
Player acceleration from a standing position..
It seems to have the Madden acceleration from a stop start rather than the Fifa one.
I have 3 theories why they chose this.
1. Lazy copying from Madden.
2. Trying to make it look "simulated"
3. Wanting to give the defence a chance to tackle
Whatever the reason all three are not justified. I suspect the main argument the programmers had AGAINST using the Fifa player acceleration would be because they may have feared the ball carrier having too much agility and movement. However this would have been easily anulled by the DEFENDER ALSO having the same agility and movement. Therefore at this speed of Fifa acceleration there would have been more interesting individual dodging skills on show. The current Madden acceleration we see in R2006 has a stupid looking player movement of slow unrealistic acceleration for BOTH attacker and defender.......which kills the fun factor of sklillful agility in its application.
Then they could have also implemented the turbo button with the same dynamics of Fifa where if the turbo was pressed.........the ball carrier could not "swerve" as good as he could if it were not pressed. This in fact is a real sim of what happens in real life as well as cancelling out the unrealistic high speed dodging which makes the game look space invader like. So if a player wanted to dodge and do agile moves (not talking about the step which should be there at high speed regardless) he would have to slow down...which is....real life.
Animation for turbo...ball under one arm...animation for non turbo....ball carried in both hands. The ball carrying animation for the two speeds are vital for my next section.
The aforementioned accelaration system brings me to my
offload system. My offloads are systematically dependant on the use or non use of the turbo button. A basic offload takes place if two factors are present. 1) the tackle is low and 2) the player is carrying it in
two hands (
non turbo running). All that is required is that when a player is tackled low and the ball is being carried in both hands (non turbo running) the human player just needs to push pass again in the direction they choose. Of course offload dynamics are all subjective to the way the tackled player is falling coupled with the direction of the pass the human chooses, those factors combined determining the characteristics of the offload being positive or negative (JLR already had this...offloads under pressure went up in the air). Offloads are not possible
if the player tackled is in "turbo mode" as the turbo animation has the turbo player holding the ball in
one hand, which supports what normally happens in real life to most players (not talking about the skillful ones) who find it difficult to pass when sprinting and carrying it under their wing. This would balance out the game as having offloads unlimited fullstop at any speed or situation would be plain stupid. In this system if a player was turboing and was about to be tackled and you wanted to offload, you would need to slow down for a split second to put the ball in both hands (which is actually what happens a lot in real life when players hold it with two hands), take the tackle....and if it was a low tackle you offloaded as both your arms are free. Of course if they chose to go high with a smother tackle then both hands are tied up preventing the offload (its all about balance).
Going off my topic (I was meant to be talking about acceleration) it is possible under my system to offload if you were being tackled high. If you were "fending" and a player tackled high and the animation due to player strength stats went into "stand off mode" (fend outstretched to separate players but still held in the tackle) for a split second before both players went to ground......in that split second as the free arm has the ball...that arm can execute the offload but only in the direction
opposite to
the side the ball is being held in (basically an
inside pass). A pass attempted in the same direction of the hand holding the ball will result in the ball NOT going directly to the next player....but going to the ground for a free for all.
If of course the tackler went low on you when you were trying to fend then you would be tackled as in my system the fends only work (if your stats are right) against the smother tackles that go high. Therefore in this tackle situation there would be no option to offload (to balance the game...otherwise people would fend hardout) which in a way also supports a sim as most offloads from low tackles are from players having the ball in two hands, not from players having it in one hand while mis-fending the air. By the time they get the ball back in two hands to pass they have hit the deck.
For those people worried about my fend not working on low tackles I have a "jump out" animation (Rokococo running away from Drew Mitchell to score in an aussie bledisloe game did this...the one where he recieved the ball from Umaga in NZ's half....chipped past Turunui, chased, regathered, and jumped out of Mitchells desperate from behind diving tackle) where if it is timed right is able to sometimes beat those diving tackles from the side or behind (so both attacker and defender has options to beat a tackler or get tackled that are fair).
don't get me started on my sidestep system...thats another story
Man I could go on and on about this game and what it needs. Basically it needs to cut down more on the early interuption animations