Posted by champ83 on 1/27/2012 11:23:00 AM (view original):
I like the concept of being a passing team and switch to run if pass isn't working (i.e. defense is playing Pass defense), and vice versa.
I would like to see consideration of additional changes as follows:
1. set defense coverage in Man-to-man (either aggressive press coverage, or conservative off line of scrimmae; CBs are key defenders), or zone coverage (CBs, S, LBs all factor in coverage)
2. set defense blitz level/type (basic blitz = 1 blitzer, multiple blitz = 2 blitzers, max blitz = 3 blitzers, also have a zone blitz)
2a. set offensive blitz protection to either basic (no extra protection), moderate (TE/RB chip blocks, they go out for pass if not a heavy blitz), or max protection (TE/RB stay in to block and don't go out for pass)
3. set defense line style to 1-gap (Defense needs better DL than LBs... DTs try to make plays, LBs have to fend of blocks) or 2-gap (Defense needs better LBs than DL... DTs occupy OL and don't make plays but LBs have free run and make the plays), you can recruit DL/LB to fit your style
4. set O-line blocking to Zone blocking (OL requires BLK, GI, and Tech) or Man-to-man blocking (OL require BLK and Str), you can recruit OL to fit your style
5. Offense can call individual plays, by setting a percentage of times they can each be used. Maybe have an inventory of 10 to 15 basic offensive plays. (For example, if there were 10 plays, a SIM team might set all of them to 10% each and run them equally). Called pass plays would determine the primary receiver, if he is covered and QB decides not to throw, it's as if current system is in place and QB makes another pass or scramble. Play-by-play results would need to identify play that was called (ex: "QB incomplete pass to WR on skinny post", "RB rushes for 4 yards on draw"), so defense could scout as if watching the plays on film.
Example of play inventory would be:
RB screen (more effective if defense is rushing the passer),
Bubble screen to WR (more effective when the defense playing off line of scrimmage or CB is poor tackler),
Crossing pattern (more effective when DB/LB doesn't have GI to pick up in zone or DB doesn't have Speed to follow WR in man-to-man),
Deep vertical "go" routes (more effective when WR has speed and/or DB doesn't),
Stop-and-go, Sluggos/slant-and-go, Out-and-up (WR needs Tech and Speed),
Out/sideline patterns,can be deep or short (WR needs Tech to get feet in bounds, these also stop clock in hurry-up mode),
Post/skinny post patterns (up to Safety to make play on WR),
Curl routes/come-back/slant routes for possession receivers with little Speed/Elus but good hands,
Draw to RB (more effective if defense is rushing the passer),
Zone read runs (either QB/RB carries, depending if Aggr run defense and DE charges then QB keeps, if Consv defense and thus DE slow plays then the QB hands off to RB),
Basic RB inside runs (DTs and MLB defend) and outside runs (DE and OLB defend).
QB draw (effective with running QB and/or blitzing defense)
QB roll-outs (pass or run depending on GI and play available)
I think this is my favorite ideas post - great stuff champ83.
As for #3) isn't the 4-3 supposed to be a 1-gap and the 3-4 supposed to be a 2-gap??? And if that is the case, it would sure be nice if the game engine took into account the different abilities required of the D-line and linebackers in both cases. Tailoring your O-line to either zone-blockers or man-blockers would also give an alternative to everyone gunning for just BLK-STR O-linemen. Athletic linemen with GI and TQ who had lower strength would then be sought after as well.
A big problem with right now is that basically everyone is forced to recruit for the same strong cores in all the positions. It would make it a lot more interesting if the Cores at each position was more dependent on your style of offense and defense rather than just being generic as they are now.
For example, a WR out of WB or ND-Box sets (think Georgia Tech) wouldn't need great GI or TQ or even Elusiveness to a great degree but would certainly need Speed, Hands, Strength and blocking ability. A shotgun system would require WR's with a lot more GI and TQ and ELU, but maybe wouldn't ALL need as much speed or strength or any blocking to speak of.
THis would make recruiting way more interesting without you having to change the recruiting programming at all.