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Forum > Goal Line Blitz > Q&A Archives > GLB Question and Answer Thread #6
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Originally posted by Bukowski
Do Head Fake and Juke look the exact same visually?

Would someone Head Faked recover quicker than someone that was Juked?

Does the higher a RBs fake score contribute to how long a defender would be faked? Or does the fake score only contribute to actually activating the SA?


Originally posted by Bort
Yes, sorta. Juke actually has extra chances to affect defenders, however, whenever the RB makes a large enough cut on his own. Juke fake duration is also longer. Fake duration is mostly affected by the level of the SA involved and the vision (and agility to recover in the proper direction) of the defender.
 
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Originally posted by Bukowski
If a dot has both Power Through and Spin, how does the SIM decide which one to attempt first?

Basically, which one does the dot get to activate first?


Originally posted by Bort
Power through is actually a bit more powerful as to breaking tackles, so it gets first crack, then spin, then the other abilities.
 
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Originally posted by oaklandraider

Given the same attribute levels, will a taller, heavier QB have better vision and strength than a shorter, lighter one ?


Originally posted by Bort
Doesn't really matter except that the taller one might be able to throw over defenders slightly better, and the lighter one will be more nimble.
 
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Originally posted by MileHighShoes
Does the Wrap up Tackle SA give a bonus towards making Fumbles?
Same question about the Diving Tackle SA.
Same question for Gang Tackle SA.

Can a defender force a fumble through tackling score alone?
I. e. If a defender scores a high enough tackling score is there a threshold where the dots will skip the fumble roll and the defender just automatically forces a fumble?

Can a good enough tackling score provide a boost to forcing a fumble??



Originally posted by Bort
A good tackling score improves the chance for a fumble no matter how you get there. However, the big and monster hit skills give a far larger bonus to causing a fumble than any of the other tackle related skills can give just by increasing your tackling score.

There is always a roll to check if there's going to be a fumble, no matter what skills or abilities are going on. There's never an auto-fumble situation.
 
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Originally posted by Thunder66
What ever happened to that HOF vote users did for the first class? Is that ever going to be implemented, or has a decision been made to abandon the idea.


Originally posted by Bort
The data is still sitting around. I was sorta waiting for tpat to make a call on voting being done, etc. and it sorta just lost steam and fizzled. I'm not opposed to resurrecting it at all, but the users involved in the selection and voting process would need to make sure everything gets followed through on. I can get whatever list is given to me put up on a page somewhere.

 
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Originally posted by 5STAR
Taking into account these VAs and their descriptions

Awe Inspiring
This player inspires awe in younger players. Each level of Awe Inspiring gives a +5% chance to cause a -20% vision penalty to less famous defenders who line up to cover him man to man.

Underdog
Nobody gives this player any respect. Sometimes they don't even pay attention to him! Each level of Underdog gives a +5% chance to cause a -20% vision penalty to more famous defenders who line up to cover him man to man.


Now if a WR2 has one of those and say CB2 is given the -20% vision penalty. Does the penalty apply if the play is a rush or only if the play is a pass. What if SS is HB/WR2...now HB is blocking so SS is man on WR2 does he also get a chance at -20% vision?

What if multiple people are set to man cover the HB and he has Awe inspiring or Underdog...will all of them have a chance to get hit with -20% vision penalty? Does it matter if run or pass?

Thanks!



Originally posted by Bort
Doesn't matter if it's a run or pass or if there are multiple players. If a player is set to cover an awe inspiring/underdog guy he gets the penalty or bonus.
 
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Originally posted by tsherr
Maybe this has been asked before, but without a search feature I can't find out.

1)Do players get a First Step roll every time they come to a complete stop (assuming he has points in FS)? So will a DT get a FS roll when he recognizes the ball has been snapped and again if he is brought to a complete stop with a block and then breaks it?

2)How slow does a player have to be moving to get a FS roll again (1/10th full speed, 1/5th)? If a WR slows to almost a stop to catch a pass, does it get a FS roll when it starts to accelerate again?

T


Originally posted by Bort
First step requires a player to be going .1 ft/tick or slower to have a chance to activate, which is very slow. Doesn't matter what they are doing or how they got going that slow. It can help a player take off after a big change in direction, after stopping in the middle of his zone, or any instance where he's slowed down that much.
 
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Originally posted by Fumanchuchu
Lower the Shoulder, Stiff Arm, and Power Thru

What's the difference, mechanically, between them?

Lower the Shoulder seems like it's the same thing as Power Thru only weaker. Are they both flat bonuses to the Break Tackle score who's size depends largely on Strength?

Stiff arm is confusing, what is the difference between "avoiding" a tackle and "breaking" one? Is this also strength based, or is Carrying a bigger part of it?


Originally posted by Bort
They are all essentially the same math-wise, just with different strengths. The main differences are the "animations" that happen during or afterward. Stiff arm pushes the defender away sideways, and therefore tends to work better when he's coming from the side. Lower the shoulder will slow you down when you use it, while power through will not.
 
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Originally posted by oaklandraider
I notice RBs tend to fumble more running on power than elusive.
coincidence or is this a factor of the sim ?


Originally posted by Bort
There's no bonus or penalty to power over elusive as far as fumbling. I think the main reason you'd see more fumbles from a power guy is that he's always running head first into tacklers at full steam, while the elusive guy is dancing around and getting taken down by a lot more diving tackles or slow speed collisions. Solid hits will cause more fumbles.
 
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Originally posted by Time Trial
Has Bort given up on the instant level 40 players? He introduced that idea and I thought it was fantastic. There is currently a suggestion being voted on for a GLB developed VPB (the script that exists right now is awesome BTW). If this were implemented, it could likely be used as a tool for creating a level 40 player from scratch.

There is also a lot of demand if this does happen for a level 40 Pee Wee league (where level 40, zero day, zero XP only players could play), as the sim works very well at the level 40 point of this game, and as much as I loved Pee Wee Gold games, there was always something missing from them because you couldn't DO a lot of the things you wanted to do (the only thing that really works at that level are pump fakes and cut blocks).

I know that I would spend the $100 a season to own a level 40 Pee Wee team with 55 players. Shit, that would take a long time to build every season, but it would be fun.

Even if you didn't allow the VPB style of instant level 40 players, offering a basic template for the archetypes and then typical builds for that archetype, with SP/VP/BTs left to spend, that would probably be good too.

Even though I'm really happy with the comptetion level in the Elite system right now, there is still something to be said for getting to the WL faster.


Originally posted by Bort
DD and I have gone back and forth on the idea overall. I think it's a decent idea, but DD worries that it would make the low levels really suffer with no players to support them as everyone makes higher level guys. I can see that point.

A higher level pee wee would definitely be fun, but those players would have to be one and done if the higher level players were not available to play in the other leagues. I know plenty of players who start out as pee wee end up being held onto and used on other teams, even if they weren't originally intended to (it's hard to let go sometimes. ) I'm not sure how I feel about that aspect going away. Perhaps if the high level pee wees could be recycled and "renewed" for another season with the same player_id (and stats history) it would fill that void some. However, I'm sure the lower level leagues, and in turn the higher level leagues some seasons later, would feel some sting from that as some people would jump ship.

I think at some point it's likely we will be doing something to fast-track players a bit more. We've been discussing it in general lately.

 
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Originally posted by Time Trial
I notice that scrambling QBs seem to rollout of the pocket into the side with the outside blitzers... is there a vision check that the QB needs to pass in order to determine likely blitzers presnap, or is it just random which side the QB decides to scramble to?


Originally posted by Bort
QB's must pass vision checks to see all incoming blitzers before they will avoid them. The further away they are, the harder the checks to see them. Scrambling QBs will tend to avoid defenders who are closer, so I guess it's probably quite possible to "flush" them into further blitzers. I don't know if that is desirable or not at this point.
 
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Originally posted by IIAMLEGEND
Is there any limit to the jump the snap bonus, and does high vision increase the bonus?
Can vision be high enough so that jump the snap does not help at all?


Originally posted by Bort
The limit is the 15 pt limit on the VA.

The skill will always help your rolls, but no matter how high the vision of the player, but the amount that it will really help is much less when vision is already high. For instance, if you already have a 90% chance to jump the snap already, having a 91% chance is not really much help when compared to other things.
 
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Originally posted by rockitsauce
Auto Adjust question:

If I have a package using auto adjust in multiple AI inputs will the auto adjustments maintain scope across all input references?

I'll try to layout the scenario:

AI Input = 1st Down
Package = Runs { Play A = 100%, Play B = 50% }
AI Input = 2nd Down
Package = Runs { Play A = 100%, Play B = 50% }

If on 1st down Play A is called and results in a loss and is adjusted to 95%, will Play A also be 95% in 2nd Down?


Originally posted by Bort
Package auto adjust scope is maintained within the package, no matter where it is used or how many times. if you use the package in multiple outputs, the AA sticks with it. If you want it to have different auto adjust across different outputs, you'd need to have multiple copies of the package.

In programming terms, each package with a unique package id is an object, and the packages are cached and looked up in a hash table by id whenever they are needed, so their variables maintain scope throughout the course of the sim.
 
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And that's a wrap for this Q & A. I'll leave this here until it's updated into the searchable Wiki and then move it to the archives.
 
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