Planned Update - Later this Year Topic

Posted by robust_trex on 1/25/2012 5:55:00 PM (view original):
Thanks for the hard work Norbert. You give us hope for the future.
+1
1/25/2012 7:26 PM
There currently is no way to gameplan defensively against a run or pass offense.  As in always run or always pass is the location of the players.  We need a setting for pass or rush and a setting for location of players (preferably positional).  I want to be able to play off the line if I have speed on defense, but be able to tell my players to lean towards the rush.  In other words I want to control whether or not my lb or dl move forward or backwards at the snap.
1/25/2012 7:34 PM
I'm gonna go outside the box on this and throw out one for recruiting. Is it possible to incorporate the ability for the recruits to send u emails before you go scout them or can u email your AC to go scout this player in advance. As recruiting gets closer to being over the recruits, (that r in ur vision) should be easier to get, instead of coming of as the best player that u have ever seen.
1/25/2012 7:37 PM
I believe the game would be greatly enhanced by standardizing all the atts. At present they reflect a players abilities per position. I'll use speed as a example. Speed for a tight end verses a LB'r. If they are both at 70 at the position, what are they against one another, 75/65. This alone would add to gameplanning, both offensive and defensive.
1/25/2012 7:47 PM
Posted by nittanylions on 1/25/2012 12:26:00 PM (view original):
Formation specific depth charts
PLEASE! +1
1/25/2012 7:52 PM
Posted by ulrich on 1/25/2012 3:43:00 PM (view original):

I'm on my phone, so please forgive grammar and spelling errors.

Smarter individual practice settings - If I have a pure fullback, I may want to work on his blocking strength and hands, more than I do his speed and elusiveness. Same for a receiving TE, or if I have  QB with 90 tech, I don't want to work him on "Passing" but the back-up I have with a 60 tech, I certainly DO want to work on tech

Smarter team practice settings/formation - An OL doesn't care if its a pro set, trips or shotgun. they care, Pass or Run.  DL don't care if its nickle, dime, etc, they care if its 4 technique or 3 technique, are they playing DE or DT.  (you get the point)

For folks who don’t want that much detail, you can have a “Basic” and “Advance” practice setting.

Offensive and defensive game plans.


Give us different formation options (this can be done within what we have):  I-formation - Power I (right and left), I-Big (2TE).  Pro set - 2 RB no FB, 1 TE, 2 TE. Trips w/ 2 TE or 0 TE, bunch or spread.  Shotgun with 1 RB, etc.

Mix in some new formations – Offense: Single Back (1 TE, 2TE, 0TE), Pistol. Defense 6-1, 4-6 (Bears), 3-3 Stack, 3-5-3 nickel (for those teams running 3 technique)

Allow us Man or Zone coverage preferences on Defense, so IF we have a fantastic "Revis" style CB, we can put him on an "island" and maybe be a little better against the run or pass.

play calls - simple ones like Run - Off tackle, dive, sweep, trap.  Left or right.  Pass - Slant, post, hook, button, fade, wheel.
Defense - Nickel cover 2, 4-3 read (balance), dime - quarters. etc.

Audible - if there were anyway where I could tell my QB "If we have a dive play called out of I-form and the defense is in a 5-2 - audible to a sweep or a slant"

For the love of all that is holy if nothing else - make the defensive tendencies and style, make more sense.   

+1
1/25/2012 7:55 PM
Posted by aperez12 on 1/25/2012 7:21:00 PM (view original):
I would like to see in game planning a way where I would have control of which players go in and in what formation.  Right now I set up my starters but lets say I have a 2nd string RB that I want to start in the game too, instead of picking the 50/50 option I should be able to say my 1st RB goes in under I-Formation and Wishbone but my 2nd RB goes in when I use Pro-Set and ND Box, this will allow a coach to have more control of which players they put in the game and at what time;  I am want to say thank you Norbert for all the hard work it has been notice.

+1

1/25/2012 7:58 PM
I understand if we cannot do the hockey style line changes on the OL, but otherwise, formation specific depth charts. Teams can and do have different personnel packages for passing situations vs short yardage situations. The broader point I would make is this: if the head coach cannot have the final say about who is on the field, why not? The more specific point is that the game is more interesting if I can juggle my lineups by, for example, using faster backs with better hands in long yardage situations and bringing my big strong and slow RB onto the field for short yardage. There is still something annoying about not being able to have the same decision making ability about who is on the field. You might also add a rule that if a player is not hurt, and does not play 50% of the snaps, then he has not really "started."

Goal line offense and defense. We could probably only use those settings inside the 20, but I have always wondered why we don't have specific goal line offense and defense formations. You might also look at implementing a spread offense as an offensive option. Of course, the spread can be an option based offense like GA Tech or it can by the type of spread run by that guy at OSU now who used to be at UF. But people might enjoy having another offensive option to try. 

I agree with allowing separate practice settings for FB, RB, DE, DT, OL, S, CB, OLB, ILB. I think that's a big one.

Allow scouting during the season on a limited basis. Having campus visits during the season and making recruiting into a season-round thing would probably require a total rewrite and be too big of a change. But one suggestion I saw is that perhaps we get to choose 3-5 guys we can recruit during the offseason and scout them, offer CVs, etc. It would make the season more interesting and certainly gives a coach having a bad season an incentive to keep checking his team instead of saying "I will check back in 10 days when recruiting starts again."

1/25/2012 9:13 PM

Norbert: Thanks for giving us the opportunity to participate in the game crafting of Gridiron Dynasty.

The aspect of GAME PLANNING should really enhance each coach's imagination about team development. This begins with player recruiting and attributes (more on possible changes here when it is on topic), team personality, formations and interaction with opposing coaches/teams during game simulation. Chosen personalities would have definite advantages over certain formations and disadvantages from others.

Team Personality: Passing team vs Running team vs Balanced team. This is currently set through the team formations in the game plans and formation IQ. I would propose to eliminate the formation IQ and have teams choose from a list of offense and defensive personalities. Each personality would allow specific formations to increase in expertise for the team the longer that personality is in place. (EX: Personality: Power running - Power I, ND box, Wishbone; Heavy Passing - Shotgun, Trips, Pistol; Run Defense- 5-2, 4-4, 3-5; Balanced Def - 4-3, 4-4, Nickel) etc. Each personality chosen would enable separate depth charts for those formations. Each formation depth chart would have any number of "specialists" included which fit that formation. (EX: Power running could designate blocking or pass catching TE, FB, running QB; Pass defense would indicate specialists for pass rushing, blitzers, deep coverage, cornerback pick-off specialist etc,). Specifics of each personality for offense and defense could be worked out by the community.

Total game planning: Offensive and defensive game planning is needed. The current method would work but make the whole game visible. If each half gave 3 - 4 options with pts ahead or behind and timing with game plan options for offense and defense this would work.

Setting up team game plans. Eliminate style and tendency: In the depth charts above, set play priority. In Hardcourt Dynasty, you set the play distribution for all your players. This can be done in the depth chart. Depth chart would have players name under the position and column for "pass play distribution" and "run play distribution". Each offensive player could be set to allow possible chances of getting the ball during a pass or run play called as set up under the game plan. Defensive specialist players would be set for possible chances to blitz, pass rush or jump the pass route. Other players can be set to play contain or takeaway, (whatever is decided). Using these settings a Team game plan can be set up as it is now for both offense and defense using "run" or "pass" options only.

The main effect of setting more specific game plans is to create mis-matches. The biggest problem now is cause-and-effect is missing. For these game plans to mean something, the game engine has to incorporate player vs player match-ups where the player with better appropriate attributes ALWAYS wins. Player attributes can be modified by fatigue, team personality experience, game instinct etc., but these should be presented during the PBP (instead of green/yellow/red, player level is listed as numbers representing their relative playing level. EX - Best DL may be 100, with other DL listed as 97, 93, 90 based on relevant attributes. Conversely, OL may be at 95, 94, 93, 90, 87 based on relevant attributes.) I can then see if my DL is overpowering them or getting tired, or mismatched on passing plays etc. The same for all game sim decisions. Important change for the new update is to determine ways to equally distribute attributes to all players (sorry 90 speed DL, your days are numbered) involved in decision points.

OK - this is my start at the new GD III.

1/25/2012 9:32 PM
I would love to see separate practice settings so that if you want to train up a strong rb to be your fullback instead of having to train that rb on speed would be awesome.  I would also love to see more options in the offense play calling, I loved the idea suggested earlier about deciding on basic run like sweep,draw etc or basic pass like fade, hook etc. That would be really neat.
1/25/2012 9:35 PM
Ability to select man or zone on defense.  Ability choose frequentcy of blitzes. The ability to choose man or zone with specific blitzing by situation (i.e. down and distance) would open up the defensive game planning.  Plus, man coverage would be more effective against short throws, while zone may help a defense counteract the effect of WR speed.  The pluses and minuses of just man vs zone would make ne buy another 10-pack of seasons :)!!!

Add more description to the PBP...a lot more if possible.  Why not enhance the PBP text with coaching notes which really tells us what happened during the play (i.e. OL Murray missed assignment allowing DL Akins to get pressure on the QB.  Or, FB Anderson picked up the blitz giving the QB more time)

Add spots to our roster and increase # of redshirts.  Not a lot, maybe add 5 sporst and 2 additional RS.
1/26/2012 12:15 AM
I would love to see a better variety in shotgun formations. Most teams in real life aren't going to line up with 4 WRs and a TE in shotgun, so why can't we have a RB back there or two depending on the formation. Also, possibly situational kickers. Say I have a kicker with better TEC and poor STR, I'm going to want him kick the FG up to 40 yds, but I have a K with better STR who I want kicking from 40 back to my max. I would like that control.
1/26/2012 12:34 AM
Also, the ability to change Max FG distance by game plan.  Currently, if I'm down by a lot at half time, I will set my base offensive style to Very Agg and change my Max FG distance to 20 yards to ensure we go for it on 4th down as much as possible.  However, if have managed to come back, i can have a game plan for a closer game, but cant adjust my Max FG distance. 
1/26/2012 7:17 AM
Posted by chalvorson on 1/26/2012 12:15:00 AM (view original):
Ability to select man or zone on defense.  Ability choose frequentcy of blitzes. The ability to choose man or zone with specific blitzing by situation (i.e. down and distance) would open up the defensive game planning.  Plus, man coverage would be more effective against short throws, while zone may help a defense counteract the effect of WR speed.  The pluses and minuses of just man vs zone would make ne buy another 10-pack of seasons :)!!!

Add more description to the PBP...a lot more if possible.  Why not enhance the PBP text with coaching notes which really tells us what happened during the play (i.e. OL Murray missed assignment allowing DL Akins to get pressure on the QB.  Or, FB Anderson picked up the blitz giving the QB more time)

Add spots to our roster and increase # of redshirts.  Not a lot, maybe add 5 sporst and 2 additional RS.
I too would like to see more of what's happening on the defensive side of the ball and what effect it has on the play.
1/26/2012 8:09 AM
Good ideas all.  Part of this process will be to take everything and sort them out and determine what we can do.

Just to stay on topic, the parts of the game that will work on for this update are just the game plans and the engine, including play simulation and play by play improvements.  Recruiting and player development will be the focus of a different update.  I know they sort of go together, but the engine is the base for the entire game, so we'd like to fully concentrate on that.  Not to say that some things might not be affected, like Formation IQ, but I don't want to start spreading the focus out to the rest of the game just yet.

If we can, I'd also like to find a way to keep depth charts and play books separate, like they are, but have some way to allow specifying personnel.  Maybe we expand the depth charts, like Short Yardage back, and in the play set up you could specify that you use the Short Yardage back for that play.  Perhaps part of the solution is to come up with better depth charts.  The nice thing about keeping them separate is that you can copy play books from your other teams more easily or even just being able to switch between different playbooks without having to update all your personnel in that playbook.  I know people have been talking about the pass catching TE versus the blocking TE and this could be a way to incorporate that.  But in order to make it mean something to have to make the decision on blocking TE or short yardage RB, those have to actually matter in the engine, so that is another task we are tackling in this update - to make sure what you think should matter at a position, does.
1/26/2012 10:27 AM
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Planned Update - Later this Year Topic

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