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Keying on run plays

September 04, 2011 at 04:56AM View BBCode

The defense will now key in on running plays as well as passing plays.

Keying on on a running play doesn't provide as dramatic results as keying on a passing play because it will happen more often, especially when the offense is protecting a lead or running out the clock, so it's less of an anti-abuse measure and more of a sanity check. This will tamp down on the running game a bit but from what I am seeing that is probably a good thing. Let's keep an eye on this to make sure it doesn't turn into a sledgehammer against running teams.

--Chris
Hamilton2

September 05, 2011 at 04:38AM View BBCode

Do the same rules apply as for passing plays? That is, do teams still have a chance to pick another play if the "keyed in" situation applies? Does it still take 3-5 plays to kick in? Does it recognize any run or only inside/outside?
Admin

September 05, 2011 at 04:56AM View BBCode

Originally posted by Hamilton2
Do the same rules apply as for passing plays? That is, do teams still have a chance to pick another play if the "keyed in" situation applies? Does it still take 3-5 plays to kick in? Does it recognize any run or only inside/outside?


Yes, the team will attempt up to 4 times to find a non-overused play, it kicks in if the match is 3 of 5 plays, the team can get away with it once or twice before it kicks in, and it recognizes inside and outside runs separately. This means an all-run offense will get hit with it a bit, but that's how it should be. Unlike the pass version, the effect is limited to the defense audibling into the right formation (the passing version also increases the interception and incomplete chances).

--Chris

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