A few updates that I didn't want to push during the playoffs are now in the beta game engine:
* Still more tweaks to the DL pressure * Causing your team to adjust if they see the same play an unusual amount of time, or if they see the same play type (run/pass) more than the usual amount of time. Basically this triggers them to go into the appropriate run/pass key where they may not have otherwise. * Scout plays now have an in-game boost - your players receive a small attribute boost when you are facing a play that you scouted. * Coaching attributes are now adding a boost to your player's attributes during the game. Your head coach contributes 50% of this boost, the coordinator contributes 30% of the boost, and the position coach contributes 20% of the boost. The coaching influence can increase each attribute by up to 10% (if they all have a 100 score for the attribute). * Logic has been added that will allow the QB to decide to throw to a deeper receiver who is more open than the player they are targeting. The receiver must be in the QB's field of view while looking at the target player, and also the chance that the QB will choose to look at an alternate receiver is tied to his experience.
Will be interested to hear feedback as we enter the game sims again!
I like them all except the coach tweak. We can't change our coach weights and there's way too many variables involved to really be able to figure out the boosts we're getting. Even though I'm generally pretty happy with my coaches, I don't want to see their importance increased.
Re: New game engine updates
by
lellow2011
@
6/29/2016 2:32 pm
jsid wrote:
I like them all except the coach tweak. We can't change our coach weights and there's way too many variables involved to really be able to figure out the boosts we're getting. Even though I'm generally pretty happy with my coaches, I don't want to see their importance increased.
inb4 massive coach poaching.
Re: New game engine updates
by
Black Adder
@
6/29/2016 3:05 pm
"Causing your team to adjust if they see the same play an unusual amount of time, or if they see the same play type (run/pass) more than the usual amount of time. Basically this triggers them to go into the appropriate run/pass key where they may not have otherwise"
So how is this going to work?
1.You line up in the I Formation and short pass 2.You line up in the I Formation and short pass 3.You line up in the I Formation and short pass
Next time you line up in the I Formation you Inside Run.
As you SP`ed the last 3 times in the I Formation, is the D automaticaly in PASS Key?
Re: New game engine updates
by
jdavidbakr
(Site Admin)
@
6/29/2016 3:29 pm
It's simulating the fact that the more times you run a play the more likely the defense will predict what you are doing as it unfolds.
Eventually there will be the ability to gameplan in such a way that you take advantage of this, and of course have a counter on defense to decide how likely you will respond to tendencies, but this update is really to reduce the effectiveness of the owners who find one play that works really well and overuse it during the game. That's more or less what you're suggestion, it doesn't do this with this update.
Last edited 6/29/2016 7:30 pm
Re: New game engine updates
by
Morbid
@
6/29/2016 5:54 pm
* Logic has been added that will allow the QB to decide to throw to a deeper receiver who is more open than the player they are targeting. The receiver must be in the QB's field of view while looking at the target player, and also the chance that the QB will choose to look at an alternate receiver is tied to his experience.
Will this also work for routes that may be a little shorter like when the TE is doing a crossing route shorter than the main WR target that is deep and double covered but the TE is wide open but still in the line of site.
* Logic has been added that will allow the QB to decide to throw to a deeper receiver who is more open than the player they are targeting. The receiver must be in the QB's field of view while looking at the target player, and also the chance that the QB will choose to look at an alternate receiver is tied to his experience.
Will this also work for routes that may be a little shorter like when the TE is doing a crossing route shorter than the main WR target that is deep and double covered but the TE is wide open?
Not as it stands right now, my logic being that the depth of the pattern was decided based on the short-medium-long decision.
* Logic has been added that will allow the QB to decide to throw to a deeper receiver who is more open than the player they are targeting. The receiver must be in the QB's field of view while looking at the target player, and also the chance that the QB will choose to look at an alternate receiver is tied to his experience.
Will this also work for routes that may be a little shorter like when the TE is doing a crossing route shorter than the main WR target that is deep and double covered but the TE is wide open?
Not as it stands right now, my logic being that the depth of the pattern was decided based on the short-medium-long decision.
My issue with this is how often do you have targets at the same distance in QB line of sight besides hail mary
My issue with this is how often do you have targets at the same distance in QB line of sight besides hail mary
If it seems that it would solve the problem better to include closer routes, I'm certainly open to doing that. I'd like to let this play for a few games to see how it works.