Add to the AI settings that trigger an Input (ie in addition to down and distance score time etc) settings that reflect game performance to that point as measured in other distinct parameters.
For instance
Average Yards Per Carry. This AI would trigger based upon the average yards per carry to this point of the game* of the offensive team in question (ie your team if its your OAI, the other team if its the DAI). A preceding Less Than or More Than drag down window would modify the value selection box wherein you would enter a value of 0.0 to 9.9.
Percentage Run or Passes. This AI would trigger based upon the average percentage of time the offensive team in question has run or passed to this point in the game. A preceding Run or Pass drag down window would modify the value selection box wherein you would enter a value of 0 to 99,
Percentage Runs Inside or Outside. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has Run inside or outside. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Percentage Runs Right or Left. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed to the Right or Left compared to over all Running Plays called to this point in the game. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Runner Position Percentage This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed with the selected Depth Chart Position compared to over all Running Plays called to this point in the game. A preceding drag down window listing all the possible rushing positions (QB, RB, FB, QB1 etc) would modify the value selection box wherein you would enter a value of 0 to 99.
Sacks and Hurries This AI would trigger based upon the number of sacks and or hurries that have been inflicted upon the offensive team in question to this point in the game. A preceding Less Than or More than drag down and Sacks or Hurries or Sacks And Hurries drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Position Energy This AI would trigger based upon the current energy of chosen players on a selected Depth Chart Position of the AI controller's team. A preceding drag down window listing all the possible throwing, receiving, rushing or selectable blitzing positions (QB, RB, FB, TE, WR, LB, CB, FS, SS, QB1 etc AND combinations thereof which would measure based on the lowest value of the combined positions) and also a Starter or Position Average or Position Highest and Position Lowest would modify the value selection box wherein you would enter a value of 0 to 100. Selecting Starter would base the trigger on the energy of the starting player in the selected depth chart position. Position Average would base it on the average energy of the players in the selected depth chart position. Position Lowest or Highest would trigger based on the Energy of the player in the selected position with the lowest energy or the highest energy accordingly. So if the DC has energy levels of starter 80 and two back ups with 70 and 90, then Starter would use 70, Average would use 80, Highest would use 90 and Lowest would use 70. Combined Position combinations would be passer and receiver or receivers, HB and FB, HB FB TE, all Receivers, Linebackers and CBs, LBs and FS or SS, FS and SS, etc.
Position Morale Like Energy but as to Morale.
Completion Percentage Similar trigger for passing completion percentage.
Passing Distance Similar trigger for passing plays distance, short, medium, long as defined in the Play Book and Scouting pages, or if an optional box is used by a player set average completion distance.
Gotta run but you get the idea. Any performance measure one could come up with could be included.
OPTIONS
Minimum Play Count Trigger All of these Performance based triggers could have a minimum play count box that does not trigger the AI if the number of plays to be measured is not higher than the Play Count Trigger. If the number of relevant plays that would be calculated in the Performance check is not higher than the PCTrigger then the Input would not be triggered. This would protect you from having a run defense AI trigger based upon the first two plays of the game or only two rushes.
Down and Distance and Time All of these selections could be made more customized yet by adding after each four optional windows would follow that would limit the percentage calculation by Down, Distance and Formation and whether the calculation should be limited to the Game Half or current Quarter. So if you wanted to base it on how much he ran in the I Formation, or how much he ran on First Downs, or Third and Shorts, you could do that too. This would add greater control but might be less informative given the lower numbers to base your data upon.
Less Than More Than where applicable added flexibility would be had by having a less than or more than modifier drag down.
* At This Point In The Game might be best substituted with Through The End of the Last Quarter, or Last Half, in order to reduce how often the data has to be "scouted" with the scouting routines. Or the data could be compiled real time using new routines.
For instance
Average Yards Per Carry. This AI would trigger based upon the average yards per carry to this point of the game* of the offensive team in question (ie your team if its your OAI, the other team if its the DAI). A preceding Less Than or More Than drag down window would modify the value selection box wherein you would enter a value of 0.0 to 9.9.
Percentage Run or Passes. This AI would trigger based upon the average percentage of time the offensive team in question has run or passed to this point in the game. A preceding Run or Pass drag down window would modify the value selection box wherein you would enter a value of 0 to 99,
Percentage Runs Inside or Outside. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has Run inside or outside. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Percentage Runs Right or Left. This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed to the Right or Left compared to over all Running Plays called to this point in the game. A preceding Inside or Outside drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Runner Position Percentage This AI would trigger based upon the average percentage of Run plays that the offensive team in question has rushed with the selected Depth Chart Position compared to over all Running Plays called to this point in the game. A preceding drag down window listing all the possible rushing positions (QB, RB, FB, QB1 etc) would modify the value selection box wherein you would enter a value of 0 to 99.
Sacks and Hurries This AI would trigger based upon the number of sacks and or hurries that have been inflicted upon the offensive team in question to this point in the game. A preceding Less Than or More than drag down and Sacks or Hurries or Sacks And Hurries drag down window would modify the value selection box wherein you would enter a value of 0 to 99.
Position Energy This AI would trigger based upon the current energy of chosen players on a selected Depth Chart Position of the AI controller's team. A preceding drag down window listing all the possible throwing, receiving, rushing or selectable blitzing positions (QB, RB, FB, TE, WR, LB, CB, FS, SS, QB1 etc AND combinations thereof which would measure based on the lowest value of the combined positions) and also a Starter or Position Average or Position Highest and Position Lowest would modify the value selection box wherein you would enter a value of 0 to 100. Selecting Starter would base the trigger on the energy of the starting player in the selected depth chart position. Position Average would base it on the average energy of the players in the selected depth chart position. Position Lowest or Highest would trigger based on the Energy of the player in the selected position with the lowest energy or the highest energy accordingly. So if the DC has energy levels of starter 80 and two back ups with 70 and 90, then Starter would use 70, Average would use 80, Highest would use 90 and Lowest would use 70. Combined Position combinations would be passer and receiver or receivers, HB and FB, HB FB TE, all Receivers, Linebackers and CBs, LBs and FS or SS, FS and SS, etc.
Position Morale Like Energy but as to Morale.
Completion Percentage Similar trigger for passing completion percentage.
Passing Distance Similar trigger for passing plays distance, short, medium, long as defined in the Play Book and Scouting pages, or if an optional box is used by a player set average completion distance.
Gotta run but you get the idea. Any performance measure one could come up with could be included.
OPTIONS
Minimum Play Count Trigger All of these Performance based triggers could have a minimum play count box that does not trigger the AI if the number of plays to be measured is not higher than the Play Count Trigger. If the number of relevant plays that would be calculated in the Performance check is not higher than the PCTrigger then the Input would not be triggered. This would protect you from having a run defense AI trigger based upon the first two plays of the game or only two rushes.
Down and Distance and Time All of these selections could be made more customized yet by adding after each four optional windows would follow that would limit the percentage calculation by Down, Distance and Formation and whether the calculation should be limited to the Game Half or current Quarter. So if you wanted to base it on how much he ran in the I Formation, or how much he ran on First Downs, or Third and Shorts, you could do that too. This would add greater control but might be less informative given the lower numbers to base your data upon.
Less Than More Than where applicable added flexibility would be had by having a less than or more than modifier drag down.
* At This Point In The Game might be best substituted with Through The End of the Last Quarter, or Last Half, in order to reduce how often the data has to be "scouted" with the scouting routines. Or the data could be compiled real time using new routines.
Edited by yello1 on May 3, 2012 09:59:39
Edited by yello1 on May 3, 2012 07:47:33




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