First, I have to acknowledge CKeppelrun who brought up that there should be some benefit to a diverse playbook in a conversation we were having. He was making the same rookie mistake so many new players do in assuming that there is any resemblance between a real football playbook versus a human who will catch on very quickly to repeated plays, and a simball football playbook where every play is a discrete event.
My suggestion is that every time a play is run, the opposition should be given a small bonus to all awareness checks versus that play. So if the offense is running nothing by HB Slam, the defence will quickly start making all man/zone coverage checks and all blitz awareness checks. Now, this might not be enough to stop a team that executes that play perfectly, but the goal isn't guaranteeing eventual failure, just adding difficulty to repeated plays. The same would happen to a defense that called nothing but Dogs All Go. Eventually the offense would start making all their awareness checks increasing, but not guaranteeing, the chance they'll beat that defense.
To account for the identification issues resulting from multiple plays from the same formation, when an offense or defense runs a different play from the same formation, it should decrease the awareness bonus by about half that running a play increases it. Running any other play should also decrease the awareness, but only by a tiny amount.
So, it'd work something like this:
All plays in the playbook being used for a sim would get a new variable attached to them called RepeatEffect
At the end of a play,
RepeatEffect = RepeatEffect + 8
*.SameFormation.RepeateEffect = RepeatEffect - 2
*.*.RepeatEffect = RepeatEffect - 1
if *.*.RepeatEffect < 0 then RepeatEffect = 0
This bit of pseudocode would leave a 5 point effect in place after a play is run for the play that was just run, decrease plays that are the same formation by 3, and all other plays by 1.
The overall goal should be to encourage diverse playcalling without requiring it.
My suggestion is that every time a play is run, the opposition should be given a small bonus to all awareness checks versus that play. So if the offense is running nothing by HB Slam, the defence will quickly start making all man/zone coverage checks and all blitz awareness checks. Now, this might not be enough to stop a team that executes that play perfectly, but the goal isn't guaranteeing eventual failure, just adding difficulty to repeated plays. The same would happen to a defense that called nothing but Dogs All Go. Eventually the offense would start making all their awareness checks increasing, but not guaranteeing, the chance they'll beat that defense.
To account for the identification issues resulting from multiple plays from the same formation, when an offense or defense runs a different play from the same formation, it should decrease the awareness bonus by about half that running a play increases it. Running any other play should also decrease the awareness, but only by a tiny amount.
So, it'd work something like this:
All plays in the playbook being used for a sim would get a new variable attached to them called RepeatEffect
At the end of a play,
RepeatEffect = RepeatEffect + 8
*.SameFormation.RepeateEffect = RepeatEffect - 2
*.*.RepeatEffect = RepeatEffect - 1
if *.*.RepeatEffect < 0 then RepeatEffect = 0
This bit of pseudocode would leave a 5 point effect in place after a play is run for the play that was just run, decrease plays that are the same formation by 3, and all other plays by 1.
The overall goal should be to encourage diverse playcalling without requiring it.






























