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Forum > Suggestions > Fix the kickoff script
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alindyl
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Originally posted by happylittletrees

So while this isn't real life, it is supposed to simulate real football. In real football the kicking team can recover on kick offs after the ball has traveled 10 yards. That is the solution. This entire forum gives -1's all the time to suggestions that "coddle" bad agents and the such. So here is a solution that does not do that, and also emulates the rules of the real game.


The bolded part really is the issue i think most people have trouble with when discussing these kinds of suggestions. This game cannot be an exact replica of real football. The best build dots would be giant throbbing legs with 8 foot arms able to move someone 45 miles an hour up and down the field all game long.

I do get that people want to improve special teams. So do I. But as i said the OP (which is the suggestion, not the 5 pages after it) is not the way to go.

Your solution of allowing the kicking team to recover the ball is the EXACT reason why it doesn't happen now. They do not want teams kicking the ball to be able to run really fast guys down field on bad returners, grab the ball and run in for TD's, or just plain recover the ball. Or down it on the 5 every time. You quoted me so i assume you read the 1st paragraph i posted.

Some things they could do-
1. Allow players to angle at the ball if they don't stop at the 30. (runs into the same problem where returners are hit near the goalline, not likely)
2.Force all players to stop. (hurts lower agility players, usually on kicking team so not likely)
3. Force all players on the kicking team to stop rather than allow some to continue past the 30. (possible, but again making one side stop forces agility to be more of a factor than speed)
4 Prevent players on the kicking team from moving beyond the BW players, or the distance from the kicker they would normally stand to block. (maybe)
5 Allow kicking team to down the ball and spot it at the 20 if inside the 20 yard line. (maybe)

But each of these starts creating other problems.
I'm not the entire forum. I -1 suggestions i feel are not going to work as proposed or just in general. This suggestion as is, just isn't going to work. ST's overall need a huge overhaul. This is not the way to do it. If there are better solutions that do not cause new problems buried within the post, the OP should add them to the first post, or someone should create a new suggestion with better solutions.
Edited by alindyl on Feb 6, 2012 08:29:34
 
utvols
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Add a 2 returner setup...KISS
 
cymaddux31
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+1 needs to be looked at, too many return scores.
 
joe
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+1 to some kind of fix to this. Really makes no sense to have them stop so far back.
 
Daver
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+1 Couldnt read through all this topic but here is an idea hope its not been said yet. Start the KR deeper 10 yard line, gives him better chance to get over to the side and if the ball gets by him, slow all players down except the KR player to half speed until he touches the ball.
Edited by Daver on Feb 5, 2012 22:31:36
 
sicarius
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Seems like the most simple fix would be to increase ball velocity on KOs by 1.1, 1.2, whatever. The kick returner is in complete flow of his normal process while the coverage team is having their performance degraded from their normal purpose.

Having the coverage team stop and start is asinine.
 
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Originally posted by sicarius


Having the coverage team stop and start is asinine.


this
 
TheGreatPuma
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Most everything about special teams coverage is asinine.
 
climberpete
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I'll repost my previous suggestion on this issue. As this issue primarily effects low level teams solutions A and C should be scaled based on age/level just like the passing buff currently is. These suggestions decrease in desirability, but all are better than the current solution.

Originally posted by climberpete
Potential solutions:
A. Decrease the angle of kickoffs. Most of these happen because the kick is angled to the side and the returner can't get to it in time. Making kickoffs more straight down the middle would make it easier for the returner to get in position.
B. Have a second kick returner. Put two dots back there to field the kick thus cutting the potential travel distance in half
C. Force the returner to catch the ball. Rather than calculate the returners movement based on his stats calculate his movement based on how fast he needs to go to catch the ball and don't allow him not to catch it.
D. Allow the kicking team to run down and pick up the ball.


Edited by climberpete on Feb 8, 2012 10:27:09
 
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bump
 
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Originally posted by happylittletrees
bump


 
Catch22
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Originally posted by happylittletrees
Originally posted by happylittletrees

bump




Should probably learn to read the changelog.

Sim Major Changelog (affects following day)
Feb 15, 2012
- Fixed kick return path generation so return team won't stop in the middle of the field and wait for the returner to get the ball
 
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