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Forum > Suggestions > Option Offense?
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KingPB
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Originally posted by bhall43


Can we get a mod in here that actually understands football and not just simulators?
 
bhall43
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wat
 
KingPB
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Originally posted by bhall43
wat


All you've said to me so far is facepalms and its too hard without any reasoning at all
 
bhall43
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Apparently sentences that make sense are too hard for you.
 
Xavori
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Originally posted by KingPB
All you've said to me so far is facepalms and its too hard without any reasoning at all


I'll try to explain what the problem is, but with the HUGE caveat I'm coming from the perspective of someone who used to break game AI for a living (ie. wrote strategy guides) and not as someone actually programming this game.

First big problem: the defense cheats. It has to.

What I mean is that when the ball is snapped, the defense is running their play respective to what the offense is. If it's a run play, the defense "knows" that at the snap, but only some of the positions are allowed to react to that knowledge. For example, a blitzing linebacker still has to make an awareness check to quit blitzing and play the run, but the game knows to make those checks.

In any run/pass option, the sim would need a lot of reworking to deal with the fact that it could no longer be told in advance if a play was a run or a pass or which possible ball carrier will end up with the ball.

Second big problem: the defense can't play assignments vs offensive positions.

In defending against the option, normally you assign specific tasks to specific positions that then read their specific offensive player. For example, in a 3-4 defense the play side outside linebacker is supposed to take the outside and then read the QB. If the QB is holding the ball, the OLB crashes down on them. If the QB pitches early, the OLB needs to get upfield and turn the HB back inside. But the OLB's entire job is related to reading the QB, and it's not a simple spy job.

Oh, and nobody would actually be reading the HB prior to the pitch, which is also a pretty important job in beating an option.

Third problem (aka why option would always be the best play): defenders in the game are always a half beat behind the offense

Let me start by saying if you have any doubts about that claim, you haven't watched enough replays. Even though I'm pretty sure the secondary knows the route the WR's is running, and you'll even see them run the route ahead of the WR if they're fast enough, you never see the secondary react to a pass as quickly as the WR. Not. Ever.

Same thing happens on pitches when a defensive player is nearby. The defensive player NEVER reacts to the pitch. They will react to the new runner, but again, it's always at least a half beat behind the pitch point. And, if they fail their awareness check, it can be worse.

So with an option play, the defense is doomed. If there is a defender ready to pounce on the QB, he pitches it to the HB, and there won't be anyone there, and nobody on the defense will react until after the pitch is made.

Just imagine how much worse it'd be trying to stop Doinitin if you gave them those advantages...

Now, I think it's possible to build a defensive sim that can handle all that. But it's almost certainly a total rebuild. Given how many other things need to get fixed first, adding new features that require such a major overhaul is not something I'd expect for a long time and/or a serious increase in budget to bring in more coders.
 
NiborRis
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Originally posted by KingPB
Than you mark the QB and blitz and spy when hes in. Problem solved


That's exactly the level of defensive work they're trying to avoid in this game, by design.

Presumably the team running this would be a 1 QB system and you'd have a gameplan for that team, though. But there won't be any "marking" or "tagging" of offensive players, I don't think.
 
KingPB
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Originally posted by bhall43
Apparently sentences that make sense are too hard for you.


Did they strip you of your mod power yet? Go back to prison

Thanks X and Nibor for your input
 
bhall43
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Originally posted by KingPB
Did they strip you of your mod power yet? Go back to prison

Thanks X and Nibor for your input


wat
 
TDiddy8701
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for fun, I'm already building a pure-running QB... if I can use him in a few seasons on a real team running an option/pure running team, great! he will absolutely kill, if not, no biggie
 
Xavori
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Originally posted by TDiddy8701
for fun, I'm already building a pure-running QB... if I can use him in a few seasons on a real team running an option/pure running team, great! he will absolutely kill, if not, no biggie


If I talk Corndog in the single wing, I'll absolutely be making a pure run QB for my team. It's pretty much a necessity since there is no such thing as "tailback" in GLB2, and I don't want to ask for changes to the sim in order to add one.
 
bhall43
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Single wing won't be much different than big I or SB big in terms of qb running. Fb running will be the most interesting part of that formation.
 
Jampy2.0
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Originally posted by Xavori
If I talk Corndog in the single wing


lol
 
Xavori
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Originally posted by Jampy2.0
lol


In...Into...

toe-may-toe...toe-mah-toe

Seriously, what's a preposition or two amongst friends.
 
Xavori
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Originally posted by bhall43
Single wing won't be much different than big I or SB big in terms of qb running. Fb running will be the most interesting part of that formation.


Um. Neither of those formations has any QB runs. But I kinda think I know what you mean anyway. And, on inside runs with the QB, you're right.

However, outside runs out of the single wing are a nightmare to defend because ALL the other backs are lead blockers for the QB (tailback).

Oh, and if the sim can handle unbalanced lines without any logic adjustments, then it gets even worse for the D
 
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