Let me "clue" you in to how the engine actually works.

A low rating doesn't trigger a poor performance from a player just because it is low. When checking ratings of a player for performance, it factors in all the ratings against all the ratings of the defender, or in case of team versus team checks, the average of the players. So for instance, if a formula factors in STR, SPD, ELU, and GI, it averages those ratings into that check so one low rating can be insignificant if the other ratings are higher.
This is something I'd like to change. I'd like to see a high SPD, low STR guy perform as you would expect, and perform differently than a high STR, low SPD guy. To do that requires rebuilding the engine to break out those checks so I can compare a player's or team's STR against the opponent's STR when necessary, or SPD versus SPD. That will allow us to check if a player is evading tackles or breaking through them. However, in order to do this, I pretty much have to gut how the engine is currently simulating the plays and that means a lot more work than just trying to tweak the current engine. I can't totally eliminate random results, but I'm really really going to try to limit them. The key will be to allow everything to work through the beta period and get some good testing in, allowing us to push out the new engine with some new expectations, but not so different that people that have been playing are put off.
Anyway, you don't have to insult me to get my attention.
