Posted by sctrojanx on 11/21/2013 12:22:00 PM (view original):
I think most of you are missing Potter's point.
As bob stated, this is a college football simulation, but if it's not simulating what happens in college football, than what is it simulating? So far it just seems like the names of the teams.
Having the RB dumpoff not only result in guaranteed completions (no drops as we see in real life?) and have the yardage gained equal to that of running a 7yd out (since the average for these RB's is between 6-10 yards per reception) is ridiculous!
Yes, everyone has the right to run the offense they wish, however the the point of a simulation is that the results should at come close to reality. If not, than why can't I be 100% successful throwing the bomb on every play?
The problem is the dumpoff is TOO successful. It's completed too often and results in too many yards. It needs to be corrected or else you'll just have 300 teams all running the same offense.
I'm not missing potter's point. I don't want the engine to FORCE certain results. That doesn't mean certain default settings don't need to be adjusted; the "first look" distribution of receivers in short and very short needs to be tweaked, the completion percentage (and interception rate) for those ranges probably needs some adjustments. What I DON'T want is artificial restraints on the engine that FORCE certain results. If I want to pass deep 100% of the time, I should be able to do just that - with the corresponding increases in interception rate, and decreases in completion rate. If I want to run up the middle with my fullback from the I-Formation 100% of the time, I should be able to do that, so long as I understand that teams should be able to easily stop that by game-planning properly.
Results SHOULD come close to reality - if the behavior of teams (playbooks/game plans) come close to how it is executed in reality. If not, the results will be and SHOULD BE skewed by the inputs.