Hey guys,
I need some help brainstorming about the comeback logic. Feel free to throw in your two cents on this thread, this is an issue I'd like to solve as I do feel like it frequently breaks the realism.
The onside kick recovery rate, when simmed long term, is a little less than 20% successful which matches the NFL stats. The offense, however, has a tendency to turn into a powerhouse on those two-minute drills. A lot of guys have said that they think there is some comeback logic that exists in the engine that gives the offense an advantage in these situations, and I can see why one would think that, but the only thing that changes is that the offense stops running and goes to 100% passing. (BTW, the QB does fatigue the more he passes, and the more he passes the less accurate he becomes, which is why going with a 100% passing game _shouldn't_ give you this kind of an offense for a whole game)
When I look at the long pass plays often times it is because the deep safety misses the tackle, or the WR seems to get past the deep safety. I need to probably dig further (and this is one area I would love your help) to see what kind of defenses are giving up these big plays, because here are some thoughts I have to try to solve it:
* Right now the defense is not aware that the offense is in hurry-up. One of my ideas is to automatically turn the defense to a pass key defense if the offense is in hurry-up. The pass key will cause the DB's to play a little deeper as well as give a slight advantage to the pass rushers. You can see whether a play had a run or pass key in the game logs, that's one stat I'd find interesting is how many of these big pass plays in hurry-up were against pass keys.
* A larger scale idea is to have a defensive option to switch to a prevent defense in the same manner that you can set your hurry-up/slow down offense. A prevent defense would basically be everyone playing a deep zone.
Any other ideas or comments are certainly welcome. Thanks again for your help!
Comeback Logic Brainstorm
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