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Forum > Goal Line Blitz 2 > GLB2Scout : Project X's & O's
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Stobie
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As many of you already know I have the Strategy Room already built where this can load in playbooks and tactics from GLB2Scout, but you can also save them into GLB2Scout and then share them with other people. This makes sharing the knowledge so much easier.

My next stage of that same project is the Playbook/Tactics tester portion. I have had a really hard time envisioning how this will be display as well as the relevant information that is needed in what digestible format. Lots of words for WTF should I do?

This is where I want your help? How do you guys want to see this done?

How should it be broken up? displayed? etc...

Give me your thoughts.
 
jakedood
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Originally posted by Stobie
As many of you already know I have the Strategy Room already built where this can load in playbooks and tactics from GLB2Scout, but you can also save them into GLB2Scout and then share them with other people. This makes sharing the knowledge so much easier.

My next stage of that same project is the Playbook/Tactics tester portion. I have had a really hard time envisioning how this will be display as well as the relevant information that is needed in what digestible format. Lots of words for WTF should I do?

This is where I want your help? How do you guys want to see this done?

How should it be broken up? displayed? etc...

Give me your thoughts.


So you mean to do a dummy run and test, see which playbooks may fire at which times? Or like a default simulation match, just showing which plays fired and when?
 
Stobie
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I was thinking of either a complete situational report or just snippets. For instance if I load in my heavy run tactics with my balanced playbook I want to see what plays run on 1st down and the percentage of each play called. Essentially it's a validation tool to see what should be called by the sim to see if there are flaws in tactics or playbook. You won't be able to make changes in the tool but rather fact check. Big question is does this have any value?
 
jakedood
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Originally posted by Stobie
I was thinking of either a complete situational report or just snippets. For instance if I load in my heavy run tactics with my balanced playbook I want to see what plays run on 1st down and the percentage of each play called. Essentially it's a validation tool to see what should be called by the sim to see if there are flaws in tactics or playbook. You won't be able to make changes in the tool but rather fact check. Big question is does this have any value?


This would have huge value for sure! Like massive advantages, especially with the complexity of what may or may not be called with the situational tactics 4th quarter.

The % element would be a good way of doing it i think, seeing the priority's as a % call in each playbook would be very handy
 
Stobie
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What's the best way to figure out which play gets called?

Lets take a simple scenario?

Play A Frequency 5 (Inside Run)
Play B Frequency 3 (Inside Run)
Play C Frequency 5 (Outside Run)
Play D Frequency 1 (Outside Run)

Tactics 40% Inside Run and 60% outside run.

On thought I had of doing was this math concept of a large raffle bucket to pick out of.

Play A = (A * 5) * 40 = 200 instances of Play A
Play B = (B * 3) * 40 = 120 instances of Play B
Play C = (C * 5) * 60 = 300 instances of Play C
Play D = (D * 1) * 60 = 60 instances of Play D

So on 1st down there are technically 680 play instances to choose from between the 4 plays.

To figure out the overall percentage of plays

A being called (200/680) = 29.42%
B being called (120/680) = 17.65%
C being called (300/680) = 44.12%
D being called (60/680) = 8.82%

Obviously there might be some rounding to the hundredth of a percent issues but I am not sure, but I think this is a pretty simplistic way to look at finding the percentage a play will be called?
 
jakedood
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Originally posted by Stobie
What's the best way to figure out which play gets called?

Lets take a simple scenario?

Play A Frequency 5 (Inside Run)
Play B Frequency 3 (Inside Run)
Play C Frequency 5 (Outside Run)
Play D Frequency 1 (Outside Run)

Tactics 40% Inside Run and 60% outside run.

On thought I had of doing was this math concept of a large raffle bucket to pick out of.

Play A = (A * 5) * 40 = 200 instances of Play A
Play B = (B * 3) * 40 = 120 instances of Play B
Play C = (C * 5) * 60 = 300 instances of Play C
Play D = (D * 1) * 60 = 60 instances of Play D

So on 1st down there are technically 680 play instances to choose from between the 4 plays.

To figure out the overall percentage of plays

A being called (200/680) = 29.42%
B being called (120/680) = 17.65%
C being called (300/680) = 44.12%
D being called (60/680) = 8.82%

Obviously there might be some rounding to the hundredth of a percent issues but I am not sure, but I think this is a pretty simplistic way to look at finding the percentage a play will be called?


It is, and actually, being simplistic, I quite like it
 
dredgar
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That would be great when I have time lol. Defiantly on defense and offense either way. Offense you can figure out exact ways. If you can also say this is the situation down or leading at end of half to adjust those may be the biggest help
 
dbill
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I went to only having ten total in my tactics per section. Saw that Cdog said it was like putting tickets in a hat.

So instead of adding them to 100 I add them to 10 to try and call a cleaner game.

Something like this would make it easier to see if it makes a difference
 
JokersChaos
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After I saw the mention of "tickets in a hat". I remade my tactics as well. It's been way better for me since then
 
Raid
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Am I still the only person who likes %s? I get the allure of the simpler numbers but the 100 gives you more options to get the %s where you want them.

And frankly, if it is a 'ticket in hat' system, the larger your numbers the larger your chances of hitting where you want.

in a bag of only 5 tickets you are more likely to get irregularities in the draw. If you want it to be more stable you should ideally be working off 1000 or even 10,000 tickets to ensure that the %s called in game as closely resemble your actual %s you put in the hat.
Edited by Raid on Feb 21, 2017 11:53:24
Edited by Raid on Feb 21, 2017 11:52:46
 
_OSIRIS_
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I always thought numbers were always adjusted to equal 100, that is what I've always read anyhow. Maybe that was just for GLB1 or not accurate.
 
JokersChaos
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if you notice, you are able to enter numbers bigger than 100 in the column if you wanted to, so I think it just comes to comfort and what works best for you..... OSIRIS, that's what I originally thought until I saw the post and changed up how I set my tactics and it's worked way better for me personally
 
_OSIRIS_
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Originally posted by JokersChaos
if you notice, you are able to enter numbers bigger than 100 in the column if you wanted to, so I think it just comes to comfort and what works best for you..... OSIRIS, that's what I originally thought until I saw the post and changed up how I set my tactics and it's worked way better for me personally


Yes, I figured it would still add up to 100.
 
bhall43
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Originally posted by _OSIRIS_
I always thought numbers were always adjusted to equal 100, that is what I've always read anyhow. Maybe that was just for GLB1 or not accurate.


They adjust to 100. So whether you put 1000 or 1 in the columns it still balances out the same.
 
_OSIRIS_
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Originally posted by bhall43
They adjust to 100. So whether you put 1000 or 1 in the columns it still balances out the same.


That is how I have always understood it.
 
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