Having combine numbers would give you the effect you want It is how the real world measures the guys up on a level playing field....jdb has actually broken each player down to create independently acting entities. His display is a representation which I think creates hard minimums for guys to succeed in there scheme.
Still, I believe his ideal of a complete functioning game would have the default values being the hard maximums a user would desire in order to have the best chance of success. To me it is all creates minimums, but from a code development stand point all of my critiques are focused on driving importance of those skill ratings toward what some of the defaults are....only to match his ideal he started with in the first place.
Before the big switch in ratings I believe nobody actually timed how fast these players moved and desired 100s everywhere in order to succeed. Before 40 speed late rounder are a waste due to the value of skill ratings . ....now 60 speed are the same, but not as much as a waste.
Still, the most important part is that upping the talent pool has not only deprecated elite player values, but narrowed the gap in order to succeed. Exasperating other code functions blowing up certain stats...or maybe even making these deception plays results swing from too effective to nada . .. When IMO it would be the truly fast guys who could turn the corner, but not that there is too many now.....it's just jdb's desired values are off right now.
Still, all this is up for debate as once you change one thing alittle you could always adjust another. The big problem I see is the weights I have created pull out plenty of great players....it is just sometimes my rating is a good 20 points different. That really muddles the C grade players. I think it is easy for everybody to pick the elite ones, but now there are close to 1000 players in each league that fall in to the low A to high C range. It ok cause I and a few can pick them out with consistently but not with out my weights.
I am OK with dropping talent again , but really think is a waste....why go back it will take over 2 real years for leagues to balance, but like I said it might normalize some stats where speed is key.
As jdb adds something that is tied into frame (body mass index).....or better yet fat : muscle: bone body compisitions ( my dream) I expect an even more defined player would be created. This would separate alot of the players true speed and help define player speed across the board.
I see lower physical numbers being more effective with this change as these ratings are independent from each other, but when a 100's virtual player faces another 100's there will bigger differences cause not only will the physical weight be factored in , but his height will be also.
Simply said the stockier a player is the slower and stronger he is in general and he will fatigue quicker.
Saying right now the only difference is his weight. 5 foot 9 @200 pounds is the same speed as 6 foot 4 @ 200 pounds. Saying both are all 100s .
Using a players frame would differentiate these two drastically . Think Randy Moss and Barry Sanders....both worthy of 100s , but in real life those two were different speeds. What causes this is explained in physics and kinesiology combined but is rediculous complicated. Using frame would simulate this quite easily and differentiate all players at all positions making the game very real.
Other side effects would nerf these extreme position changes. As you would now need a correct build....not just put on or lose 40 pounds over a few years I order to perform .
Tackles would be taller just like the nfl, cause it would make them a bit faster that a shorter guard or center.
WRs would need to be taller for a bit more speed than a RB and a RB would be a bit more stronger cause they are shorter.
Same as DBS ..and LBS ...you are going to want the correct height and that is static IRL, but not even factored in right now.
A tall qb out running a short DT.....sideline sack. This will help everthing and differentiate all players.