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Forum > Suggestions > Epic Suggestions > Fix up the AI functionality
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InRomoWeTrust
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I understand the need to move forward in bringing in custom play creators on both sides of the ball as well as adding more plays to the game, but the AIs could use a lot more functionality.

With that being said I'll simply start a running list to flesh out some ideas. Anyone that wants to contribute I'll certainly add to the OP if it's reasonable.

- More If/then statements (i.e. input/outputs dependents, such as if yards/rush > 3, then use output etc.)
- Concerning if/then statements. Yards/Rush, Completion percentage, Sacks, Clock is running/stopped etc. http://goallineblitz.com/game/forum_thread.pl?thread_id=2299320
- Drag-able inputs, selectable inputs.
- Error highlighter (i.e. output percentages don't add up to 100, simply mark the percentages with a yellow highlight)
- Allow us to control timeouts if we so choose.
- Be able to "command" players to run out of bounds to stop the clock, some sort of running override where if they're near the sidelines they'll duck out of bounds.
- Add a "if MORE than X seconds left" option in addition to the if LESS than that currently exists.
- Change the ball spot from a drop-down menu to an input field (leave own/opp as drop-down).
- Add a "Timeouts >= 1" since "any number" gets tripped by 0.
- Add a WR depth chart and the ability to use it. I don't know why the offensive AI doesn't allow me to target "WR1" as the primary receiver. Allow us to alter progressions.
- Add a visual for the DAI where we can see what the output would look like based on the formation. Perhaps a separate entity (like the AI tester is) to keep the page loads decent. Basically give us the visual you get in the D-play creator but for our normal DAI play creation.
- Allow us to control some "thinking" involved in blocking. Let us choose if we want the FB/HB/TE to double team a DE, watch for a specific blitzer, etc.
- Group similarities to cut back on the necessary amount of inputs. For example instead of having to to specify timeouts as 1, 2, or 3, give us the ability to say timeouts between 2 and 3.
- Flipping plays (essentially just a mirror, although it's more complicated than that).


I'll keep adding any ideas that people would foresee as a positive for the AIs, since brainstorming is always the most effective way to pull together solid ideas anyways.

http://goallineblitz.com/game/forum_thread.pl?thread_id=2228574 - Cascading Inputs
Edited by Mat McBriar on Feb 5, 2010 19:12:58
Edited by Mat McBriar on May 20, 2009 04:20:27
 
sxewesley
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I can't think right now, a power back looked at me funny from fifty feet away and gave me a concussion.

This is a great suggestion though and I will contribute once I recover.
 
jdbolick
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The I formation thing is a big one, as that can cause problems for people who don't realize the need to put Strong I and Weak I stuff above it.
 
conanfan
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dragable inputs is high on my list as updating with a new input/output right now is a gigantic pain.

Or we could do a multiple page playbook with multiple groupings per page. For example:

One page has Pro Set formation with a tab/link to take me to "Goal Line" Input/Outputs another tab/link to go to "1st Down Input/Outputs" another tab/link to take me to "End of Half Input/Outputs" and so on. Or something similar.
 
Forbin
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Originally posted by conanfan
dragable inputs is high on my list as updating with a new input/output right now is a gigantic pain.

Or we could do a multiple page playbook with multiple groupings per page. For example:

One page has Pro Set formation with a tab/link to take me to "Goal Line" Input/Outputs another tab/link to go to "1st Down Input/Outputs" another tab/link to take me to "End of Half Input/Outputs" and so on. Or something similar.


I don't care how it's organized, just so I don't have to click 50 freaking times to move a new input.
 
InRomoWeTrust
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night time bump
 
InRomoWeTrust
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http://goallineblitz.com/game/forum_thread.pl?thread_id=2228574 - Cascading inputs
 
whitewolf
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I would love an option as OC to have a player run OOB to stop the clock. The clock management is really pretty terrible.
I would love a "if MORE than X seconds left" option in addition to the if LESS than that currently exists.
Clean up the formations, the AI has a bunch of "Big" formations, but those are not in the playbook.
Change the ball spot from a drop-down menu to an input field (leave own/opp as drop-down).
Add a "Timeouts >= 1" since "any number" gets tripped by 0.
Add a WR depth chart and the ability to use it. I don't know why the offensive AI doesn't allow me to target "WR1" as the primary receiver.
+1 to OP ideas as well.
 
calamnet
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I would love to actually see the defense you input vs. possible plays.

I would like to test a specific input exactly how it'd happen in a game to see how my defense reacts based on who I blitz, etc.

Perhaps use your own offensive players vs. your defensive players in those sims. If server load is an issue, put a limit on how many times you can test in an hour or something.
 
InRomoWeTrust
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Originally posted by whitewolf
I would love an option as OC to have a player run OOB to stop the clock. The clock management is really pretty terrible.
I would love a "if MORE than X seconds left" option in addition to the if LESS than that currently exists.
Clean up the formations, the AI has a bunch of "Big" formations, but those are not in the playbook.
Change the ball spot from a drop-down menu to an input field (leave own/opp as drop-down).
Add a "Timeouts >= 1" since "any number" gets tripped by 0.
Add a WR depth chart and the ability to use it. I don't know why the offensive AI doesn't allow me to target "WR1" as the primary receiver.
+1 to OP ideas as well.


added to OP
 
teamriots
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The only thing doesn't make any sense whatsoever is that on Defense you have Any I, Weak I, and Strong I

But on offense you have I, Weak I, Strong I

How stupid is it to have them labeled directly as "I" on offense, but on defense it's different.

Sure, I figured out how to work with this system a long time ago, but it still hasn't ever made one lick of sense.
 
InRomoWeTrust
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Originally posted by calamnet
I would love to actually see the defense you input vs. possible plays.

I would like to test a specific input exactly how it'd happen in a game to see how my defense reacts based on who I blitz, etc.

Perhaps use your own offensive players vs. your defensive players in those sims. If server load is an issue, put a limit on how many times you can test in an hour or something.


Added somewhat.
 
Bones Brigade
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(also its own thread, but maybe this is a good place too)

in the test DPC, you can set a series of commands for your player - for instance:

cover TE, cover HB, cover FB

meaning if the first option doesn't exist, the TE stays in to block, you move down the line.

I think it would help O line blocking, since the logic is flawed currently, to offer a similar set of choices for HBs and FBs (maybe TEs too).

Right next to the tab for "run route, block, default" you could have one that allows you to set who you want that player to focus on blocking, for example:

block LDE, DT, NT, RDE, ROLB, MLB, LOLB, SS, etc

Obviously this would require some kind of vision check, but it would determine the initial direction the HB\FB looks\moves for pass blocking.

THis would allow the OC to actually intentionally double team a big threat pass rusher.

In fact, this logic should be applied to the entire O line - it might fix the issue of Gs double and triple teaming an NT and letting blitzers go free.
 
InRomoWeTrust
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^^^Added. I think.
 
InRomoWeTrust
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Boltz'd
 
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