Originally posted by bhall43
holy shit...in a time where they are trying to make coordinating simpler...you come out with brilliant ideas like this.
Not to mention they aren't going to put overrides on the QB's tactics. As described by Catch and Bort several times now...the players tactics are the players tactics...they aren't going to take that away from them. Not that I agree with that...but I also don't agree with making the OAI even more advanced for new users. Progressions were far enough in that respect...and many people still have a hard enough time figuring those out.Yeah, because a slider underneath the custom checkdowns is a hugely onerous and difficult to manage change/addition.
Also, DC's can override coverage cushions. You have it set for -100, DC just sets the cushion for the play at 2 yards. There goes your slider setting. Allowing an OC to have input into the players settings by combining the two/averaging the two is not a bad ting that will destroy players. If the coach tells you to throw to the underneath guy and you hold on to the ball and keep lobbing it to the streak route you get benched. OC can already use custom progressions for all his plays and if he wanted to, never put a long ball into the progressions and screw with a players 'route distance' slider preference.
Point is, the OC really needs to have a bit more control over the sim, the sim logic shouldn't be determining what the valid target is as much as the OC should. By default likely it should favour distance. But if you set anything in your AI, like you use custom progressions, then if the first read is open, it should be thrown to him, the sim shouldn't decide he's not open enough and wait for the next person in the progression to see if they are more open by the sims logic which IS including route distance as part of the calcs.