Theses ideas may or may not have been suggested already but I'd like to see:
1. No "impact" players with stars above their heads. Ability should be based purely on ratings like FIFA. For example, in Rugby 08, even if you edited a player's kicking power to 99, Jonny Wilkinson or Dan Carter would still be able to kick much much further than them (simply due to them being impact players). I'd like to see ratings actually having an effect in game.
2. Customisable & dynamic set plays. In Rugby 08, set-plays were automatic and the player didn't even have to do anything during it. I'd like to see set plays that are more user-controlled, e.g. the timing of each pass. Also, building your own set play would be a good feature and would make the game much less repetitive.
3. Get rid of the sideways 22-to-22 kicking glitch.
4. Less generic tackling. More variations in tackles would be great. E.g. not every tackle is around the legs in real life, and not every tackle results in the ball-carrier going to ground (mauls formed from tackles that don't go to ground). High tackles should occur occasionally (although not always extreme). In Rugby 08, every single tackle Jerry Collins/Lawrence Dallaglio/Schalk Burger made was huge. Although big tackles should be a part of the game, just because a player is capable of making them, doesn't mean they happen all the time. Also Chris Latham NEVER missed tackles at full-back, which is just stupid and unrealistic. Also, the 08 AI defence would just run towards the ball carrier until the tackle was made. In real life, especially in a 2 on 1 situation, the tackler often backtracks with the ball carrier and times his tackle. This should be included in Rugby 2012.
5.A fallible referee. I think it should be possible to handle the ball in the ruck, it happens all the time and the referees don't always spot it 100% of the time. Also, a referee will miss the occasional offside, especially if its far away from him. Each referee should vary slightly on his interpretation of the laws (e.g. at scrums, mauls etc)
6. More emphasis on forwards' play. Even if your back-line is world-class, if your pack isn't upto scratch, you'll lose the match. I think this should be reflected in the game. E.g. A pack with better rucking ability should win more balls at the breakdown than the other pack, a pack with higher strength should win more mauls than the other pack, a pack with tall players (with good handling ability) should win more lineouts. Also, the rucking animations need heavy remodelling from Rugby 08. Also, it'd be nice to see tacklers getting on their feet & competing (i.e. Richie McCaw, George Smith). Also, PLEASE MAKE AN OPTION FOR FORWARDS TO PICK & DRIVE. In Rugby 08, the only pick & drive you could do was with a scrum-galf. It should be made possible to pick & drive with 2/3 forwards around the fringes (like it happens in real life when close to the try line).
7. Less generic tackle breaking/avoiding. The side-step/handoff/shoulder charge combination of 08 is just too generic and unrealistic. Especially when you have a player like Shane Williams/Habana that can sidestep every tackle. Getting past a tackler should be made more manual (i.e. quick keyboard movement) rather than pressing a button to automatically break a tackle. Also, the dummy pass needs to be made more effective, to reflect its success rate in real life. Also, attacking kicking moves MUST be improved. In Rugby 08, unless it was Habana/Rokocoko, it was impossible to execute a grubber kick without it being a knock-on/being tackled. Also, it should be made possible to chip the ball lightly over the defence (the Q button for the up&under didn't work for chips). Body positions going into tackles should be low without having to press ****+w.
8. Realistic offloads. In rugby 08 it was ridiculously easy to make a chain of 5+ consecutive offloads (even when clearly the ball-carrier is not in a position to). Offloads should only be available in certain circumstances (when the carrier's arms are free), and should always have a chance of failure, i.e. the ball doesn't reach the intended target. Players with better handling, i.e. Dan Carter, should have a higher chance of making a successful offload (also be capable to make one-handed offloads) than a player like Adam Jones.
9. Use of speed. In Rugby 08, if you had a quick player, you could just run sideways and then suddenly run forward (tricking the AI player into diving hopelessly to tackle you). I'd like to see some sort of realism in terms of speed/acceleration. When running at full speed, it should be made harder to change direction (like FIFA kind of) this is where the agility rating would come in. More agile players would be able to change direction much better than less agile players. Also the sprint button should NOT be space, as it is impossible to run diagonally left on a keyboard. Also, in Rugby 08, there are only two speed settings, light jog and full-on sprint. I think the light jog should be kept as a default but i think the players should get gradually faster to reach their full speed (depending obviously on the acceleration rating).
10. Tackling. In Rugby 08, every single tackle Jerry Collins/Lawrence Dallaglio/Schalk Burger made was huge. Although big tackles should be a part of the game, just because a player is capable of making them, doesn't mean they happen all the time.
11. Competitive scrums/line-outs. In Rugby 08, even if you were New Zealand playing Portugal, i was practically impossible to turnover opposition scrums. I'd like to see more realistic scrummaging based on ratings. Scrums should be MUCH messier, not nice and tidy formations moving in a straight line. There should also be penalties for collapsed scrums if a team's scrums is too weak and also penalties for binding on the arm, feeding etc. It was also much too easy to turnover opposition line outs in 08, all you had to do was wait for the hooker's hand to twitch and then press S (the first pod shouldn't be able to reach a ball going to the second pod. Also it should be possible to hold a lifted position in a line-out. It'd also be great to hear line-out codes from the hooker, so that codes can be deciphered if you're clever enough. So more competition in scrums & line-outs!
12. Controlling forwards. In Rugby 08, flankers do not break off the scrums which is incredibly unrealistic (and incredibly easy for fly-halves to clear the ball). Also, the pick & go from the back of a scrum by a No. 8 was too ineffective. It should be possible to control a player in a ruck/maul, in 08 these 2 important parts of the garm were largely neglected. Greater player involvement with forwards & forward play is much needed. Forwards should also be more involved in set-plays & attacking moves, think players like Pierre Spies that love tu run at defences. The AI should also utilise forwards more in attack rather than passing out to the backs every time.
13. Held-up tries should definitely be included, video replay could be useful here.
14. Drift Defence. Rather than 15 defenders chasing the ball-carrier like a bunch of headless chickens, AI & player defences should be more intelligent, by drifting and covering players. E.g. if a prop has just made a tackle on one side of the pitch, and by the time he's got up the ball has been passed to the other side of the pitch, the prop in real life won't just run to the breakdown, instead he'll join the defensive line with the backs.
15. Use of running angles. Outside of set-plays & skill moves, Rugby 2012 should use some basic form of physics in the game engine so that running angles are taken into account. If a defence is drifting as the ball is moving laterally, and suddenly the ball's given to a player running straight (via a switch or something), even if the receiving player isn't quick or strong, his chances of breaking through a tackle is much better as the defence is flat-footed in its attempt to cope with the change in direction.
16. GET RID of unrealistic knock-ons if a player is playing out of position. Just because a winger is playing as a fly-half, doesn't mean he'll suddenly drop every single ball that comes to him.
17. Wind should affect kicking. In Rugby 08, wind only affected goal-kicking but not kicking in normal play.
18. Customisable controls.
19. Fatigue. In Rugby 08, as a game went on, players stamina bar went down, which meant that the players could only sprint shorter distances. Instead of this, i think players' top speeds/acceleration should decrease as a match goes on (Higher stamina players would obviously be able to maintain higher top speeds than players with lower stamina). For example, Habana is quicker than Ashley-Cooper, but 75 minutes into a game, if Habana has been playing for the whole of it and Ashley-Cooper has just come on off the bench, Ashley-Cooper could very well outrun him, simply because he's fresh. This featuer would make substitutions much more tactical (i.e. a quick player with poor stamina would be tactically useful as an impact substitute late into a game where stamina wouldn't be an issue and speed would be a valuable attribute). This could also be applied to strength & handling (both depreciating as a game goes on, rate of depreciation dependent on stamina). Out of all the features this is one of the most important ones as it adds so much more realism into the game.
20. Passing variety. Whilst the odd interception did occur in Rugby 08, passes were generally generic & perfect. A varied passing system would be much more realistic and interesting to play with. E.g. a scrum half might sometimes pass the ball too low or too high resulting in the fly half having very little time to do anything. Deep passes, long passes (missing more than one man), flat passes are all neglected in 08. Also players with poorer handling will take longer to shift the ball down the line (e.g. a prop). These variations in passing would create much less predictable outcomes, e.g. an interception try (Jean de Villiers???), loss of possession, knock-ons, forward passes. All of this would be dependent of passing & handling ability, hence backs making less handling errors than forwards (who's more likely to successfully catch a long bullet pass, a front=row forward or a back?). Weather should also DEFINITELY have an effect on handling. Rain = slippery ball = more knock-ons & errors.
21. Full backs should join the back line in attack (even if its not a set play). Full backs were also neglected in 08, rarely getting the ball, never scoring tries and rarely making any real contribution, in 08 having a world class full back made very little difference (which is highly unrealistic). Think of Jason Robinson, Mils Muliaina, Christian Cullen, all great attacking full backs who constantly got involved in attack, always wanted the ball and always scored tries. In real life full backs join the line and provide an extra man in attack, this should be the case in Rugby 2012.
If all these suggestions are implemented, I think Rugby 2012 would be a must-have for any rugby fan (like FIFA to a football fan). Hopefully, some of the 21 changes I've suggested can be applied in the game. I'm just sick and tired of rugby games playing second fiddle to more commercial sports like football (FIFA), golf (PGA Tour) etc.
Come on EA & Therugbyforum, let's do rugby justice with this game.