Here is the other feature I wanted to get into MFN-1 before the start of the season! On the defensive gameplan screen, there is a new section "Run/Pass" next to the linebacker's defense. On this view you can choose the percentage of the time you want your team to key on the run, key on the pass, or play a neutral defense.
"Neutral" would be no changes from what the default has been up to now.
"Run" means that your secondary plays closer to the LOS, and blitzers will run towards the running back. Secondary will play a little looser on the man-to-man coverage as they are watching the backfield. If there is a play action fake, the blitzers will always bite on the fake.
"Pass" means that your secondary plays deeper, blitzers will never bite on play action, and man-to-man coverage gets a small boost. A pass defense is not designed to stop dink-and-dunk plays, but is instead designed to stop the longer pass play.
On the game plan screen, you will see your opponent's tendencies for each situation spanning the current and previous season. If you rex this section of the game plan, the AI will never apply both run and pass in the same quadrant - although you are welcome to do so if you'd like.
In testing, calling a run defense vs. a run play results in about a 50% reduction of the average run, calling a pass defense vs. a run play results in about a 25% increase of the average run. Pass play numbers don't look that different but a good measure of that is probably because there are probably very few long pass plays being called by the AI in situations where a run defense is called. Anecdotally, the INT rate seems to go up with a pass defense, but I haven't run any numbers to validate that.
I'm still getting too many 1,000 yard rushers in my testing but wanted to go ahead and push this new option live here so we can get a feel for how it works with other strategies than the one the AI is applying.