I've been thinking about safeties over pursuing plays and the punish receiver attribute. I think the punish logic needs to be looked at next (probably 0.4.6 tho so that 0.4.5 can be released faster).
Anyway, this is what I think the logic should be:
1) DB identifies the pass is in the air
2) DB rolls Intelligence to determine if he can reach the WR before the ball gets there if he loses this roll the DB has a disadvantage to the rest of the rolls [over confidence detriment]
3) If the DB reaches the WR before the ball gets there, DB rolls Discipline to see if he hits the receiver before the ball arrives
4) If he hits the WR early, roll to see if he gets called for DPI [higher chance for DPI based on how early he hits]
5) If the DB hits early, roll WR Courage to see if he can still fight through the hit and make the catch anyway
6) If the DB reaches the WR as the ball gets there, roll Route vs M2M to see who has the best position, then roll the catch chance, and then roll Punish vs Courage as normal to see if the DB can knock it away