Sim Dynasty

View Old Forum Thread

Old Forum Index » Sim Forums » Football Enhancements » Limitations to playcalling
Hamilton2

Limitations to playcalling

March 04, 2011 at 10:32PM View BBCode

Will you please put a cap on the maximum % that can be assigned to any 1 category?

There are teams who go 100% one play and just run it constantly and put up oodles of points.

Can't we just put a cap on the % to be assigned in each column?

I would start by setting a maximum of 75% in any of the 4 categories and requiring at least 2 "plays" per category (2nd and short, 3rd and long, etc.)
Admin

March 05, 2011 at 08:52AM View BBCode

Hm. Anyone setting 100% on one play for everything should be getting their clock cleaned, because the defense is supposed to catch on once 3 off the prior 5 passing plays are the same.

Do you have a recent example of someone doing this so I can look at the game logs to figure out why they aren't getting hammered by the defense?

I'd rather get it balanced right so doing all one play is just a bad idea, but a hard restriction may not be a bad idea.

--Chris
redcped

March 05, 2011 at 01:27PM View BBCode

Hard restriction is tricky, because there are some situations (4th and long, goal line plays) where you might just want to go with one thing. But then again, you shouldn't have 5 straight plays in that same situation, so maybe it doesn't matter.
Admin

March 05, 2011 at 07:11PM View formatted

You are viewing the raw post code; this allows you to copy a message with BBCode formatting intact.
I am trying as hard as possible to leave things as flexible as possible and to have any "penalties" for playing unrealistically come from the game. Right now if you run the same passing strategy in 3 out of the prior 5 plays, the defense "keys in" on what you are doing if you run it again: they automatically set up in the best defense against that offense (no matter what their preferences actually are) and the chances of an interception double.

Now, there was a bug in long pass vs prevent that was keeping prevent from being as effective as it should; that was fixed a day or two ago. I expect anyone running just "long pass shotgun" over and over to be successful.. for 3 plays.

Now, you can get around that by alternating between a regular long pass and a shotgun long pass. At that point it's up to the human coach to see what you re doing and to deploy a different defense between quarters. This is why you have the ability to load and save strategies, so you can easily redeploy between quarters.

--Chris
redcped

March 05, 2011 at 07:19PM View BBCode

Originally posted by Admin
Now, you can get around that by alternating between a regular long pass and a shotgun long pass. At that point it's up to the human coach to see what you re doing and to deploy a different defense between quarters. This is why you have the ability to load and save strategies, so you can easily redeploy between quarters.

--Chris


Correct me if I'm wrong here, but if an owner goes to 50% shotgun long pass and 50% regular long pass, haven't we already been seeing defenses of any type be ineffective?

I thought the whole purpose of this "penalty" was that the defense would adjust to the same play since on its own the deep zone and man-to-man and blitz packages are not preventing the long pass offense from succeeding. In any combination.

Am I wrong? It just seems that by differentiating between those two long pass plays, you circumvent the entire new advantage given to defenses to combat this strategy loophole.
Admin

March 05, 2011 at 08:11PM View BBCode

Originally posted by redcped
Correct me if I'm wrong here, but if an owner goes to 50% shotgun long pass and 50% regular long pass, haven't we already been seeing defenses of any type be ineffective?


That should no longer be true; a Prevent defense should hamper that quite a bit now.


I thought the whole purpose of this "penalty" was that the defense would adjust to the same play since on its own the deep zone and man-to-man and blitz packages are not preventing the long pass offense from succeeding. In any combination.


With the changes made in the last two days they should be more effective than they were.

Am I wrong? It just seems that by differentiating between those two long pass plays, you circumvent the entire new advantage given to defenses to combat this strategy loophole.


Defenses are applied separately at two different points: once in the seconds after the snap and again at the time of the reception. The defense at snap time is a matchup of defensive plan to offensive plan, but at reception time it looks at the location of the ball and the individual personnel matchups at which point the distinction between the strategies itself is ignored. For example, if a long pass is selected but the long receiver is covered and the QB is forced to checkdown to a receiver that is nearer (i.e he doesn't have the Aggressiveness to throw into traffic), it is treated like a short or medium pass even though a long pass was specified.

If in today's games the long pass still seems unstoppable there's still a problem someplace, but in my test leagues it seemed to be getting stopped properly now.

--Chris
chbutt

March 06, 2011 at 02:55AM View BBCode

Originally posted by Admin
Hm. Anyone setting 100% on one play for everything should be getting their clock cleaned, because the defense is supposed to catch on once 3 off the prior 5 passing plays are the same.

Do you have a recent example of someone doing this so I can look at the game logs to figure out why they aren't getting hammered by the defense?

I'd rather get it balanced right so doing all one play is just a bad idea, but a hard restriction may not be a bad idea.

--Chris



Winnipeg of the Bobby Bell League is averaging 59 ppg with 102 TD passes. Through 14 games they've run the ball 28 times. When I played them I had some success blitzing against them in the first half but they still scored against the prevent defense. Yesterday they scored 83 points.

[Edited on 3-6-2011 by chbutt]
Admin

March 08, 2011 at 01:31AM View BBCode

Thanks... I'll go take a look.

--Chris
Admin

March 08, 2011 at 01:57AM View BBCode

Yow... that team is insane. I'm going to make adjustments.

--Chris
Admin

March 08, 2011 at 02:28AM View BBCode

I looked at the guy's strategies.. hew has 3 or 4 strategies on every line with at least 25% on each one. So he'd conform to Hamilton's restrictions. They're just all passes. (I don't think I'm revealing any big secret by saying that, looking at the numbers.) In a couple of games he's playing against opponents using the same strategy, he's crushing them too. I haven't looked closely yet (I'm crunching some numbers), but I'll bet when I do I'll find he has an offensive line made of solid steel, because his QB's only B+.

I was looking at the numbers to see if interceptions rae too low... they're not, considering normal play. So far, 810,408 passes have been thrown in Sim Dynasty and 24,352 of those have been intercepted, for a rate of 3.0%; the NFL averages about 2.9%, so that's spot on. What I need to find, though, is interception numbers by length of pass. Even doubling interception numbers wouldn't provide enough deterrence, and completion percentage is already low, reducing it further isn't a solution.

Interestingly, the QB in question has an interception rate of only 1.9%.. I would have expected it to be at least average or above average. His top receiver is pretty sharp, but there are a lot of good recfeivers... poor average defense in that league? In the game I was looking at, even the losing team had over 400 yards in the air.

--Chris
Admin

March 08, 2011 at 02:38AM View BBCode

Here we go.

Sacks are way too low. Way way too low. This is a big reason why teams can throw with impunity.

--Chris
Hamilton2

March 08, 2011 at 04:07AM View BBCode

Oh great. Now my O-line, which already leaks like a sieve, is going to get even worse. LOL Thanks Chris!
Admin

March 08, 2011 at 04:42AM View BBCode

Originally posted by Hamilton2
Oh great. Now my O-line, which already leaks like a sieve, is going to get even worse. LOL Thanks Chris!


No, the soplution isn't to lower the whole formula so much as to lower the difference between good and bad. But yeah, everyone's lines are going to get worse... if my math is right, sacks need to triple to come in line with reality. (Right now we have an average sack rate of only 6%; teams in the NFL range from 10% to 24%.)

More sacks should shake up the risk-reward ratios a bit.

--Chris

Pages: 1