It's difficult to Madden 22 coins
capture the game-planning elements of football in an accurate manner.
This is why it's difficult to justify Madden creators for selecting the
system that includes in-game attribute boosters for specific types of
play.
A good game plan does not always make a player better at
particular aspects of their game. Instead, it puts the player in
situations which help him perform his job better , through better
play-calling. If my top corner can't protect their top receiver, it
doesn't matter what we do to focus on man coverage this week, it's not
going to be able perform a great amount of Cover 1.
To make this
more real the players may have to limit the number options for
formations and plays in each game. If, for instance, you're up against a
team well-versed in defending within zone runs it could be a good idea
to choose more outside zone runs in the game plan.
This could be
another way to enhance the role of the coaching staff. A coordinator
with a higher rating could allow you to incorporate more plays in your
game plan every week. If your assistant isn't rated, it could hinder
your play-calling possibilities.
I like the idea of halftime adjustments. this concept could easily be carried over to my proposed system.
Based
on the defensive plays during the first half, you could alter your
choices. Your coaching staff may affect the number of plays that you can
alter.
Jon Gruden is your head coach and you will be able to put
together a great selection of plays for the week, however you won't
have the ability to modify them throughout the game. If you've got Bill
Belichick -- or the fake version of him that's playingyou could pretty
much take your entire plan of attack and create another cheap Mut 22 coins in the halftime.