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Forum > Suggestions > Increase awareness and pursuit for repetitive play calling
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Chris51
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Increase awareness and pursuit for repetitive play calling - this logic could be set for specific plays (say QB rollout more than X times within Y plays) or generic run only or pass only teams.

Bump awareness and pursuit by say 50% after X factor and increase as the game continues...I only chose those skills as an example but would allow those teams who feel their O-line can out muscle their opponents and would allow them keep with their strategy but risk the defense (or offense) will become wise during games...
Edited by Chris51 on Feb 13, 2015 18:39:34
 
Longneck1845
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. Ninja
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I dig.
 
klocc1
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Originally posted by Chris51
Increase awareness and pursuit for repetitive play calling - this logic could be set for specific plays (say QB rollout more than X times within Y plays) or generic run only or pass only teams.

Bump awareness and pursuit by say 50% after X factor and increase as the game continues...I only chose those skills as an example but would allow those teams who feel their O-line can out muscle their opponents and would allow them keep with their strategy but risk the defense (or offense) will become wise during games...


All you have to do is call the right plays to slow down QB rollout. Maybe try scouting a game or 2 and see which plays those are and you'll see that teams do have success against it. I do agree that something needs to be done with defense in general though, if you build for all pass teams or all run teams defensively then you'll get burned by the other, if you build a combo your at a disadvantage against both pure style teams. Curious though since you think aware and pursuit should be increased by 50% ???? really 50 is what you said, do you think that teams playing pure passing teams should get a buff to say awareness and deflect/int ? What your proposing would be a huge buff to a team that is getting outplayed, there should be some kind of changes but what your proposing are too drastic.
 
Mysterio
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Not until we see the full effects of the blocking changes in a few seasons
 
Chris51
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Originally posted by klocc1
All you have to do is call the right plays to slow down QB rollout. Maybe try scouting a game or 2 and see which plays those are and you'll see that teams do have success against it. I do agree that something needs to be done with defense in general though, if you build for all pass teams or all run teams defensively then you'll get burned by the other, if you build a combo your at a disadvantage against both pure style teams. Curious though since you think aware and pursuit should be increased by 50% ???? really 50 is what you said, do you think that teams playing pure passing teams should get a buff to say awareness and deflect/int ? What your proposing would be a huge buff to a team that is getting outplayed, there should be some kind of changes but what your proposing are too drastic.


50 is an arbitrary number. Nuff said.

I recently set up a game wherein only about 15 plays could be called. All variations of the same couple of plays with a heavy emphasis on rollouts and sweeps. Had a scrim and won 70-0. Now the team I played wasn't "trying" as I've lost to them before on several occasions - but it was a good example of the all run concept working against a bad defense. So, now I am trying to figure out the same concept with passing (not as easy) but if I can get that to work as well -- Now (the theory anyway), the opposing team is going to have to guess which strategy I am going to employ: extreme run or extreme pass. Am I simulating football at this point or just screwing around with a video game? But I digress.

Lets say - if every time I line up in a spread formation. I am running up the middle. Every time. Or every time I am lined up with trips, I run to the outside away from the three receivers. Every time. In what universe of football, would every player and coach not begin to notice this in game (Cleveland Browns aside - sorry couldn't resist)? The point (I guess) is I am not suggesting anything to discount the work of team's scouting and game planning - I am simply testing the AI's ability to react in game to a small set of plays with no attempt on my part to disguise what I am up too.



 
AirMcMVP
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http://glb2.warriorgeneral.com/game/forum/thread/5217713

Very similar to this suggestion which has pretty solid support.
 
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If they do this they better give a negative to awareness if a user runs the opposite type play.
 
Chris51
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Originally posted by Galactic Empire
If they do this they better give a negative to awareness if a user runs the opposite type play.


I'll follow the thought...I could see your point for play action type plays perhaps. Successful passing, opens up play action. How to deal with that programmatically...sounds like a bitch.
 
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I would say the coach should have an option to select if the team wants to play aggressive against the run or pass or neutral before the game starts. If they select run, they get bonuses to run defense but negative to pass defense. Neutral obviously would not have any bonus. Or you could tier it like Big Bonus vs Run, Little Bonus vs Run, Neutral, Little Bonus vs Pass, Big Bonus vs Pass.
 
Xars
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I think it's just easier to use the Player Tactics for this. Here's what's available to a CB:

Player Tactics
Carry Style
Pash Rush Style

Here's what's available to a HB:

Player Tactics
Carry Style

The Player Tactics tab isn't talked about much, but HBs get something appropriate whereas many other positions don't.

Carry Style
Carry style determines how this player will move and react when they have the ball:
Power: Keep moving north/south as much as possible, bowling through anyone in the way. +5 bonus to Power Rushing skill, -5 penalty to Elusive Rushing skill.
North/South: Keep mostly to north/south movement, with small avoidance adjustments. +3 bonus to Power Rushing skill, -3 penalty to Elusive Rushing skill.
Combo: Try and keep a balance between avoiding tacklers and using power moves.
Slippery: Try to avoid tacklers, resorting to power moves when necessary. +3 bonus to Elusive Rushing skill, -3 penalty to Power Rushing skill.
Elusive: Try to avoid tacklers at all costs. +5 bonus to Elusive Rushing skill, -5 penalty to Power Rushing skill.


Suggestion
Why not use this tab for other positions more appropriately.

CBs get:
Cover focus: Gain +5 to Man Awareness/Cover Tech/Deflection/Footwork; -5 Penalty to Break Run Block/Balance/Blitz Awareness/Pursuit
Balanced focus: No skill change
Run Stuff focus: Gain +5 to Break Run Block/Balance/Blitz Awareness/Pursuit; -5 Penalty to Man Awareness/Cover Tech/Deflection/Footwork
Edited by Xars on Feb 15, 2015 04:02:50
Edited by Xars on Feb 15, 2015 04:00:47
 
DeeVee8
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I have a sneaking suspicion that extra tactics is the answer to the Pure O/Balanced D problem ^^ This ^^
 
AirMcMVP
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Originally posted by Xars
I think it's just easier to use the Player Tactics for this. Here's what's available to a CB:

Player Tactics
Carry Style
Pash Rush Style

Here's what's available to a HB:

Player Tactics
Carry Style

The Player Tactics tab isn't talked about much, but HBs get something appropriate whereas many other positions don't.

Carry Style
Carry style determines how this player will move and react when they have the ball:
Power: Keep moving north/south as much as possible, bowling through anyone in the way. +5 bonus to Power Rushing skill, -5 penalty to Elusive Rushing skill.
North/South: Keep mostly to north/south movement, with small avoidance adjustments. +3 bonus to Power Rushing skill, -3 penalty to Elusive Rushing skill.
Combo: Try and keep a balance between avoiding tacklers and using power moves.
Slippery: Try to avoid tacklers, resorting to power moves when necessary. +3 bonus to Elusive Rushing skill, -3 penalty to Power Rushing skill.
Elusive: Try to avoid tacklers at all costs. +5 bonus to Elusive Rushing skill, -5 penalty to Power Rushing skill.


Suggestion
Why not use this tab for other positions more appropriately.

CBs get:
Cover focus: Gain +5 to Man Awareness/Cover Tech/Deflection/Footwork; -5 Penalty to Break Run Block/Balance/Blitz Awareness/Pursuit
Balanced focus: No skill change
Run Stuff focus: Gain +5 to Break Run Block/Balance/Blitz Awareness/Pursuit; -5 Penalty to Man Awareness/Cover Tech/Deflection/Footwork


As an owner/coach I'm not real big on this idea. It existed in classic and was a pain.
 
bhall43
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Ya it really discourages building a team around a group of agents rather than just being a 1-2 man team.
 
TxSteve
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commenting on the OP - one thing that is difficult in my mind -- do we really even know what a 20% or 40% or 60% increase to 'awareness' even does? Would it even help?

I can tell you that in my experience - it wouldn't help against the running game very much where the real problem is tackling and run stopping skills.

Likewise - I don't really think it would help against the passing game either.
 
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