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Forum > Suggestions > A tweak that may improve the offensive / defensive dynamic
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There is a penalty for using the same play over and over... What this game needs is the ability to run and pass well depending on the defense called BUT have a penalty that grows in power when a team ONLY runs or passes. If somebody tries to run 20 times in a row in the NFL, defenses are going to adapt and that run will be shut down completely several times in a row. If you think in terms of four down football, 3 yards a pop running the ball is not too difficult...

A few runs in a row is fine, but after that a penalty grows in strength each and every consecutive run.

And the same goes with passing. Without being able to call the defense every down, the sim MUST react strongly to the play calling and penalizing consecutive runs or passes is the only way I can see this working as it needs to.

Strengthen the run just a little and it is four downs and 3 yards a pop... Kill the run and teams need to pass but when passing is erratic... you have no game.
 
Dr. E
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Damn that makes since, I hate it. I'd love it if I hadn't build my team to do one thing only. Or if Bort allowed a complete Dot reset, but stay at the same level. I've no desire to spend another year waiting to play the guys that are suppose to be the best.
 
merenoise
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What about teams that are built to be mostly run or mostly pass? These exist in college football and should be able to exist on GLB.

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Alky
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Originally posted by merenoise
What about teams that are built to be mostly run or mostly pass? These exist in college football and should be able to exist on GLB.

-1


Are we striving for a NFL style game play, college game play, or arena league game play, or a mix of everything? Im just asking.
Its a little more uncommon in the NFL to have the college style play. Defenses arent nearly as good in college.


neutral on the op right now.
 
aaasahi
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merenoise
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Originally posted by Alky
Are we striving for a NFL style game play, college game play, or arena league game play, or a mix of everything? Im just asking.
Its a little more uncommon in the NFL to have the college style play. Defenses arent nearly as good in college.


neutral on the op right now.


See: Denver Broncos with Tebow at the helm for a run first team that occasionally threw the deep ball.
 
TheWassy
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I see what you're saying, like defense would have like a vision bonus or something because they would be watching for it by that point, and correct me if I'm wrong (and I very well could be), but I always thought this was what defensive auto adjust was for (sort of).

If the team runs the ball a lot and you stop them, you'll call that play more. If they run and gain a bunch, you'll call it less. I figure after 10 runs, your team should be running more plays to stop the run. If they can't stop them, they just can't stop them. I know it's not the same thing or exactly what you're looking for, but it seems to serve the purpose.

Also, if a team passes or runs that much, it seems like the kind of thing that would be caught by scouting a team in the course of regular game planning...
 
Bill Jack
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Same play penalty yes, same type of play ( run or pass ) penalty no. Use the scouting tool. Teams rarely go much from their base strategy due to personnel and if so, then that's part of football.
 
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Adrian Peaterson gets how many carries a game and is still sucessfull?
 
bhall43
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Originally posted by Alky
Are we striving for a NFL style game play, college game play, or arena league game play, or a mix of everything? Im just asking.
Its a little more uncommon in the NFL to have the college style play. Defenses arent nearly as good in college.


neutral on the op right now.


We are striving for fun and dots doing things. Which has nothing in common with any of those leagues of play other than the simple fact they are playing football.
 
bhall43
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There honestly should be any penalty whatsoever. A coordinator puts in the time to find the holes of another coordinator. Reward them for that. This helps people become better coordinators.

Ideas like this reflect from terrible sims. Much like this retarded idea stemmed from season 8's islam debacle.
 
yello1
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Originally posted by bhall43
There honestly should be any penalty whatsoever. A coordinator puts in the time to find the holes of another coordinator. Reward them for that. This helps people become better coordinators.

Ideas like this reflect from terrible sims. Much like this retarded idea stemmed from season 8's islam debacle.


You are ignoring that in a "sim" one tries to simulate reality. Reality is not running 50 times at an opponent and still have the defense trotting out a quarter double coverage package because the opponent had always run passes in that situation before.

If we can not call each play live, then the sim needs to get us as close to that ideal as possible.

+1 to the OP for an excellent suggestion.

That said, I would modify it some.

Three New Variables,

Offense Imbalance Factor (OIF) which is defined as OIF = (RP - PP/TP) where RP is total rushes, PP is total passes and TP is total plays.

and Passing Defensive Adjustment Bonus (PDAB) and Rushing Defensive Adjustment Bonus (RDAB), which is defined at the start of each Quarter as follows.

During First Quarter, DAB = 0 (zero).

Second Quarter,
If OIF = 0, then RDAB = 0 and PDAB = 0
If OIF < 0, then RDAB = -1/2 OIF, PDAB = 0
If OIF > 0, then PDAB = 1/2 OIF, RDAB = 0

Third Quarter
If OIF = 0, then RDAB = 0 and PDAB = 0
If OIF < 0, then RDAB = -2*OIF, PDAB = 0
If OIF > 0, then PDAB = 2*OIF, RDAB = 0

Fourth Quarter
If OIF = 0, then RDAB = 0 and PDAB = 0
If OIF < 0, then RDAB = -2.5 OIF, PDAB = 0
If OIF > 0, then PDAB = 2.5 OIF, RDAB = 0

Overtime
If OIF = 0, then RDAB = 0 and PDAB = 0
If OIF < 0, then RDAB = -5*OIF, PDAB = 0
If OIF > 0, then PDAB = 5*OIF, RDAB = 0

On Rushing Plays the Vision of all defenders is multiplied by (1+.1*RDAB)
On Passing Plays the Vision of all defenders is multiplied by (1+.1*PDAB).

So if you run 99% of the time and pass 1% of the time prior to the start of the third quarter, then the OIF would be -.98, and for all rushing plays during the Third Quarter the defenders would all receive an 19.6% bonus to their vision. Or if the offense had run only 10% more often (55 runs versus 45 passes for instance) in the first half then the run defense bonus to vision would only be 2%.

You could even put in a zeroing factor if the OIF is less than some amount so that minor play imbalances would not trigger a bonus at all.
 
tragula
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sehorn31
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NGTH
 
SeattleNiner
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