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Forum > Goal Line Blitz 2 > *Top 3 Offseason Wish List*
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Originally posted by Dee.
C'mon guys. This thread is super srs. Go take your butt drop convo elsewhere.


Fine.............

Cheerleaders?
 
DeeVee8
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Originally posted by mutleyddmc DTD
Fine.............

Cheerleaders?


Bingo!
 
DeeVee8
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Originally posted by TxSteve
1: I'm afraid that gets too much like tagging and they ain't going to go for it. Won't be confusing - just put the primary in the play name: BI TE Crosses TE1 / BI TE Crosses TE2 / BI TE Crosses WR1



I guess that could work. Anything would be better than It is right now.
 
Cuivienen
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1) Ability to offer/sign multi season contracts.

2) Update chem (rookies start at 100, vet level teams get high chem slots to replace retiring Legends).

3) Build preview when you are on the attribute/trait/height/weight selection screen.

Bonus) Review the 10 worst performing plays (or whatever number) every offseason and tweak them to not be so terrible, mostly just to generate some regular play turnover to keep things fresh. Maybe even the 10 best performing plays and tweak them as well to be less OP.

Super Bonus) Penalize play spam by allowing defense to auto adjust as the sim progresses. Basically, if team A runs the same play X number of times, team B's defense "recognizes" it and runs the best defense they have called all game against it every time team A runs it. Especially if they are only running 1 play out of a specific formation.
 
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Originally posted by Dee.

·Update QB Scrambling 1


 
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Originally posted by Cuivienen
1) Ability to offer/sign multi season contracts.



Give incentive to signing long term contracts. Long term contracts give bonuses to chemistry.
 
Lokiness
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1. Penalize play spam by allowing defense to auto adjust as the sim progresses. Basically, if team A runs the same play X number of times, team B's defense "recognizes" it and runs the best defense they have called all game against it every time team A runs it. Especially if they are only running 1 play out of a specific formation.

2. Scale Catch in Traffic/Coverage based on play length (< 4 yards buff CiT, 4-9 yards CiT/Coverage unchanged, 9-15 yards Coverage buffed to slightly increase failure to secure plays, 16+ yards CiT Coverage buffed to significantly increase failure to secure plays).

3. Slight buff to Rec Hands when wide open.
 
AirMcMVP
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Originally posted by Cuivienen
Super Bonus) Penalize play spam by allowing defense to auto adjust as the sim progresses. Basically, if team A runs the same play X number of times, team B's defense "recognizes" it and runs the best defense they have called all game against it every time team A runs it. Especially if they are only running 1 play out of a specific formation.


So you want the defense to auto-adjust but don't offer the same of the offense? Defensive play spam is worse in rookie than offensive, imo.

Originally posted by Cuivienen
1) Ability to offer/sign multi season contracts.


I believe this is NGTH. Allowing only single season contracts was a carefully considered design decision.
Edited by AirMcMVP on Sep 29, 2015 11:46:22
 
Cuivienen
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Originally posted by AirMcMVP
So you want the defense to auto-adjust but don't offer the same of the offense?


Not to be rude, but that is a fantastically stupid assumption. Sure, offer the same to the offense.


Originally posted by AirMcMVP
I believe this is NGTH. Allowing only single season contracts was a carefully considered design decision.


I don't think you know what a wish list is.
 
Cuivienen
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Originally posted by Dee.
·Build preview when you are on the attribute/trait/height/weight selection screen 2 *****

***** - 5star Suggestion


Thanks mate.

You know what would be cool? Those old Tecmo Bowl animations that come up after a TD. I wonder if they are public domain and you could just straight lift them into the sim? We already have skin tone on dots and uniforms to make them dynamic.

You could even do the championship ones at the end of the league final.
 
Cuivienen
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Originally posted by AirMcMVP
So you want the defense to auto-adjust but don't offer the same of the offense? Defensive play spam is worse in rookie than offensive, imo.


BTW, thinking about this a bit more, if you wanted to add it to the sim and allow offense to have it too, you would have to rethink how it works on that side of the ball.

The way the sim works, offense dictates play. To simplify, they pick their play based on down and distance. Then defense picks their play based on the formation the offense trots out, among other things.

So it is relatively easy/simple to allow the defense to react to offense spam, because they already react to the offense. The offense does not however.

Additionally, theoretically the defense could spam play A, and the best counter to that is play 1. But when you trot out play 1, defensive tactics could dictate that play B is run, and you're not auto exploiting the play A spam at all.

Also, in my original suggestion, I did not want defense to just be auto good against spam. The DC would still have had to run a good defense against the spam play during the game, rather than the sim knowing the best defense and selecting it for the DC. I wouldn't want it to auto bailout a terrible DC who was selected totally wrong plays to defend with. It's really just a way for the DC to run a defense for a balanced offense and still be able to protect themselves against unexpected spam (as opposed to an unexpected diverse offensive strategy).

I'm not sure I have a good idea on how to get around those obstacles. Perhaps the only way to really beat a spam defense is to scout it beforehand and select plays to beat it? Perhaps not.

You would need toggles on both for OCs and DCs to control whether they what an auto adjust to control their tactics or not, as it might just end up messing up a very nuanced strategy if it is always on.
 
Fumblerooski
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1) Chemistry - There are several good proposals to fix it on these forums

2) Morale - Death spirals happen constantly and aren't fun.

3) 4th down / end of half logic - 99.999% of football games allow you to control this, even old school arcade style games, it's really weird that you can't do it in a management game like GLB2.
Edited by Fumblerooski on Sep 29, 2015 15:12:42
 
USC_Trojans
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adjust double coverage to be more effective.
 
Nyria
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1) Let defensive plays be categorized by the person setting up the defensive playbook. If I want a 5-2 when I think an inside run is coming, let me classify the basic 5-2 plays as inside run plays. Let it be different in different WR sets, so if I see a 4-3 2-deep zone defense as a short pass defense against 2 WR but a run defense against 4 WR, let me categorize it as such through drop-downs in the playbooks by # of WR's.

2) Definitely penalize play spam. Automatic playcalling adjustment is one way, but better is to give the defense bonuses on all "awareness" based skills (usually "X awareness" but pursuit would count also) and confidence-based skills (defensive consistency, heart, toughness, and intimidation) on a play after the offense runs a play X times in a game. The defense figures it out and how to react to it, so they both react better and are more confident. Very similar plays (like Shotgun TE Drive and Singleback TE Drive) count as one play. Make the bonuses get really big for any play run more than about 1 in 4 plays.

Do similar things against defensive plays that are spammed, although allow defensive plays to be used somewhat more often before the penalty hits them...but no one should be able to run ZEB all the time (or even half the time) in a game, even if the opponent didn't see it coming before the game, without a significant penalty. This is kind of necessary if doing the first part so the O/D balance isn't badly destroyed.

3) Buff zone defense significantly more (I know some was done before this season) and nerf man defense slightly. Make players in zones (deep ones, especially) able to react very, very fast to start moving to where a pass is going. How good the buff is for a given player would have to do with Zone Awareness. Meanwhile, make it a little harder to keep up with players man to man, especially when they make cuts.

Honorable mention:

Much faster chem regaining and rookies start at 100 (though it seems unlikely).

Buff FG kicking a lot; nerf punt distance a little.
Edited by Nyria on Sep 29, 2015 22:37:44
 
_OSIRIS_
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1. Chemistry, 7-5 starts get old and seem completely unnecessary. The penalty seems too stiff just for replacing legends which is unavoidable.

2. Defensive system, just make it more workable. I would be ok with just a play tester like in GLB 1 because a new system is extremely unlikely.


Originally posted by TxSteve
Mine:

1: Copy every passing play 2 times (so there will be 3 iterations of every passing play) -- the two "new ones" will have different primary receiver and progression. Which primary and progression? Doesn't matter...would allow passing offenses to now finally 'game plan' by trying to exploit based on defensive play calls rather than just using the 5-10 'statistically proven best passing plays'.

3: Implement a mirror image for every running play (double the playbook).



I would file this under the be careful what you wish for category. Seems reasonable until you try to defend it. If it was done moderately in the form of a few new plays a season it wouldn't be that bad.

Originally posted by AirMcMVP
So you want the defense to auto-adjust but don't offer the same of the offense? Defensive play spam is worse in rookie than offensive, imo.


I'm not familiar with rookie, but I don't see how defensive play spam hurts the offense globally.
Edited by _OSIRIS_ on Sep 29, 2015 18:02:31
 
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