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Main - Suggestion Box

In-game gameplay adjustment

By NeoEclipse
3/06/2016 4:41 pm
So we spend all this time preparing our gameplay for the upcoming game, sometimes only to see it fall to more gimmicky tricks. There's also a weather forecast suggesting going through in the forums right now, the idea being to plan ahead for inclement weather. But weather is spotty, and so is a human brain.

Just like the distances for short, medium, and long vary based on success rate within the game sim, I think the frequency of certain play calls should be varied based on in-game success. Say your opponent is blitzing a ton. Coaches would respond with screens and shotgun passes. Say your running backs are only averaging two yards per carry, but your original gameplan calls mostly for running. A coach in RL would make these switches, but how can we implement them in this sim? Maybe make a threshold slider in Misc. options, which determines how often a coach will react to success/failure rates, and adjust accordingly. A high threshold means they'll stay the course and stick to the gameplay, a low threshold means they'll vary instantly.

Re: In-game gameplay adjustment

By setherick - League Admin
3/06/2016 5:35 pm
Going to give this a big negative 1.

The last thing that I want is for the AI to change my set gameplan in the middle of the game. If the gameplan doesn't work, and I lose, then the game is on me. If the AI decides to change the gameplan for whatever reason, then I no longer have any control over the outcome.

Besides most of what you suggest you can do through proper gameplanning and using the distance slider (if you use it at all, I don't). If you're only averaging 2.0 yards per carry, you need to make sure that you're second and medium and second and long matrix is set up correctly so you're not left with a number of third and longs. If you use the distance slider, your first and mediums would start being first and long because you wouldn't be getting enough yardage per play to account for a first and medium on first and ten.

Re: In-game gameplay adjustment

By NeoEclipse
3/06/2016 8:18 pm
What I mean is, say a team you're playing has had a history of going about 50% run and 50% pass. Then the next game comes by and the opponent does nothing but pass. I mean nothing but. Fifty, sixty, or seventy passes right in a row. Is your gameplan at fault for not preparing? No. That's a competitor taking advantage of the gaminess of this game. One way to make this less gamey is to have that realistic adjustment. If your opponent has yet to call a run, then your team shouldn't be calling run keys.

Re: In-game gameplay adjustment

By WarEagle
3/06/2016 9:38 pm
I posted a similar suggestion exactly 10 months ago.

http://mfn1.myfootballnow.com/community/5/572?page=0#3088

Re: In-game gameplay adjustment

By NeoEclipse
3/06/2016 10:20 pm
Yeah, I see. And the conversation looks a lot like what I'm trying to address. JDB also posted in there (regarding 2-day game sims) that there might be too much work involved. What if there was just a really simple way for the gameplan to adjust during the game? People have suggested splitting the games either in halves or quarters so that they can manually adjust gameplans, but if it can be done automatically, then why not? Nothing fancy. We have a slider for GP distance adjustment speed that I'm sure most of us just set and forget. What else can be implemented to make this less gamey?

Re: In-game gameplay adjustment

By setherick - League Admin
3/06/2016 10:40 pm
NeoEclipse wrote:
What else can be implemented to make this less gamey?


Appropriate use of rules.

Re: In-game gameplay adjustment

By WarEagle
3/07/2016 10:22 am
setherick wrote:
NeoEclipse wrote:
What else can be implemented to make this less gamey?


Appropriate use of rules.


The problem with this is that rules currently don't have the ability to take into account what is actually happening in the game.

Re: In-game gameplay adjustment

By setherick - League Admin
3/07/2016 6:54 pm
WarEagle wrote:
setherick wrote:
NeoEclipse wrote:
What else can be implemented to make this less gamey?


Appropriate use of rules.


The problem with this is that rules currently don't have the ability to take into account what is actually happening in the game.


Well, I agree and disagree. You can't account for the yardage per play (distance adjuster will help with this), but you can control down and distance calls by game duration and score. So using the two together will give you a more granular control over your playbook. The problem is that it's a 12-14 hour time commitment. And ain't no body got time for that. Except maybe punisher.

Re: In-game gameplay adjustment

By NeoEclipse
3/08/2016 8:17 am
I don't think you're understanding what I'm saying. Rules cannot apply to the situation I'm proposing, but that's not to say they can't later. Rules are great, esp. for defense and I use lots of them. What if one of the factors in a rule could be percent of opponent play call? Right now, the rules can adjust during the game by time, quarter, and score differential. I'm saying to just let another one of those things be opponent play calling.