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.