Originally posted by Bort
Originally posted by notgoing2argue
Any chance we can get a pursuit slider for defensive players that affects his sensitivity to fakes based on how far away he is? Also, when can we expect the ability to push ball carriers out of bounds?
It would probably be an easy drop-in replacement for a lead distance coefficient constant that already exists, however I worry it might be confusing for some people. It also does vary based on distance and number of nearby other defenders, etc. Maybe it could adjust the smoothing effect of the route by adjusting the number of past paths to take into account instead.
The main thing I think you're most worried about here is outside containment, which I agree is a problem; the defender should try to force the player either inside or to the sideline all the way. I have done work with that at various times and have some notes on my list to address, but I haven't been able to get sideline play working the way I want it at this point. Players always end up running out of bounds 1 out of 100 times or doing silly things here and there. One of those things I'll keep playing with when I have ideas pop into my head.
In my opinion, the sensitivity to fakes should be a matter of how your players pursuit slider is set.
Simple example:
Heatseeking Missile--------Balanced----------Contain/Prevent
Heatseeking = more straight line path to the ball carrier based on where he is. Less lead on his future path. Probably a + to FFum, less likely to be faked (smaller radius), but also more likely to take a terrible path that misses the correct path if the ball carrier changes.
Balanced - blend of the two
Contain/Prevent - More like it is now where they find an intercept point further down the field, or if you can figure it out this could push players to the sidelines.