I have completed the first in-depth analysis of all the plays in the playbook. Basically I took two teams, assigned everyone to have 90-rated attributes across the board, and ran multiple simulations of each offensive play against each defensive play, in order to identify if there are any plays that are unstoppable or any plays that are completely useless. And to my surprise, it does look like there are generally successful offensive plays for each defensive play and vice versa.
So here's something I'm thinking about building out and trying in place of the current overuse penalty:
When you scout your opponent, the plays you select will also tell you the top 5 plays to oppose that play (based on this data, not your team's strengths vs. their strengths). You will then have a control to audible into one of those plays if you see your opponent line up in that formation. The controls I'm thinking of are:
* Seen the scouted play X times in the game (can be zero, but you probably would want at least 1 just to make sure your opponent is actually using that play in their gameplan)
* Restrict to time/quarter/score in the same way as rules
* You would set a weight for each of the 5 best plays against the given opposing play
* You are responding to your opponent's -formation-, so this logic would happen after both teams have selected their play. The offensive would decide if they want to audible out, then the defense would respond to the offense.
* For simplicity, I will probably fudge on the personnel (so the play you audible to doesn't have to match the personnel of the play you are audibling out of, and the players on the field would match the play you are audibling to instead of requiring you keep the same players on the field after you've changed plays)
* The play you are using as a base for audibling against must be in your scouted plays, and the plays you audible into must be in your game plan.
Thoughts or comments?