Up Front I totally get why we don't have specific offensive depth charts for every formation, we'd have too many wonky gameplanning aspects like guys running in rushing QBs, having an O-line for pass blocking, and 1 for run blocking etc....
However a minor wrinkle that's easily policed:
3rd Down Back: Lots of teams have 1 Runningback whose primary jobs are pass catching and blitz pickup both at the college and pro level. So add a depth chart feature for that. Simple check box on the playcalling tactics screen for offense, IE let teams decide to use it or not use it. Activation would be on say 3rd and 5 or longer.
Short Yardage Back: Plenty of real life teams with pile movers for short yardage situations. Same thing as the 3rd down back but set the activation condition for 3rd and 2 or 4th and 2 or shorter. If you wanted to get ambitious you could also add a slot here for the chosen TE which is real life fairly common, every pro team carries that 3rd TE who plays special teams and blocks in short yardage.
I think both would add some diversity and wrinkles to game play, should be fairly easy to code, and would result in a pretty good wrinkles for gameplanning and execution.
However a minor wrinkle that's easily policed:
3rd Down Back: Lots of teams have 1 Runningback whose primary jobs are pass catching and blitz pickup both at the college and pro level. So add a depth chart feature for that. Simple check box on the playcalling tactics screen for offense, IE let teams decide to use it or not use it. Activation would be on say 3rd and 5 or longer.
Short Yardage Back: Plenty of real life teams with pile movers for short yardage situations. Same thing as the 3rd down back but set the activation condition for 3rd and 2 or 4th and 2 or shorter. If you wanted to get ambitious you could also add a slot here for the chosen TE which is real life fairly common, every pro team carries that 3rd TE who plays special teams and blocks in short yardage.
I think both would add some diversity and wrinkles to game play, should be fairly easy to code, and would result in a pretty good wrinkles for gameplanning and execution.






























