We should be able to have certain selectable settings in our AI inputs based on prior occurrences in the game, like the performance of our own team or the opponent's team. In lieu of halftime adjustments, which don't seem very likely to happen (and aren't as encompassing as what I'm suggesting). These could just be added in as new options for "input".
Examples
Offense AI
Own yards/carry: Between ___ and ___ (To change from previous running inputs that aren't working as desired)
Own yards/pass: Between ___ and ___ (To change from previous passing inputs that aren't working as desired)
Own pass completion %: Between ___ and ___ (To change the gameplan towards or away from a good/bad passing day thus far)
Own # times sacked: Between ___ and ___ (To change the gameplan to possibly more easy/quick passes once a certain # of sacks has been reached)
Own # fumbles: Between ___ and ___ (To change the gameplan that will take the ball away from the source of the fumbles)
Own # interceptions: Between ___ and ___ (To change the gameplan to maybe something more conservative after throwing several INTs)
Defense AI
Opponent yards/carry: Between ___ and ___ (To change the defense based on how well the opponent is running)
Opponent yards/pass: Between ___ and ___ (To change the defense based on how well the opponent is passing)
Opponent # rush attempts: Between ___ and ___ (To change the defense based on how much the opponent is running.)
Opponent # pass attempts: Between ___ and ___ (To change the defense based on how much the opponent is passing.)
Opponent # times sacked (and/or hurried): Between ___ and ___ (To change the gameplan to more aggressive blitzing if it was already working, or to call off blitzes altogether if they aren't working)
The great thing about the ones for defense that specify # of rush/pass attempts is that you can couple them with the "time" options in the AI, meaning you can call defense plays based on the rate at which the opponent is calling runs/passes, by making multiple inputs, like...
"opp # rush attempts between 15 and 999, with less than 15:00 remaining in second quarter"
"opp # rush attempts between 30 and 999, with less than 15:00 remaining in third quarter"
"opp # rush attempts between 45 and 999, with less than 15:00 remaining in fourth quarter"
What does all this mean for offenses that are already perceived to be overpowered? I don't think it should even be thought of like that. This suggestion is offering a part of the game that is currently desperately needed - allowing teams that lost a pre-game tactics guessing game to make in-game adjustments as any real coach would in any real football game.
Examples
Offense AI
Own yards/carry: Between ___ and ___ (To change from previous running inputs that aren't working as desired)
Own yards/pass: Between ___ and ___ (To change from previous passing inputs that aren't working as desired)
Own pass completion %: Between ___ and ___ (To change the gameplan towards or away from a good/bad passing day thus far)
Own # times sacked: Between ___ and ___ (To change the gameplan to possibly more easy/quick passes once a certain # of sacks has been reached)
Own # fumbles: Between ___ and ___ (To change the gameplan that will take the ball away from the source of the fumbles)
Own # interceptions: Between ___ and ___ (To change the gameplan to maybe something more conservative after throwing several INTs)
Defense AI
Opponent yards/carry: Between ___ and ___ (To change the defense based on how well the opponent is running)
Opponent yards/pass: Between ___ and ___ (To change the defense based on how well the opponent is passing)
Opponent # rush attempts: Between ___ and ___ (To change the defense based on how much the opponent is running.)
Opponent # pass attempts: Between ___ and ___ (To change the defense based on how much the opponent is passing.)
Opponent # times sacked (and/or hurried): Between ___ and ___ (To change the gameplan to more aggressive blitzing if it was already working, or to call off blitzes altogether if they aren't working)
The great thing about the ones for defense that specify # of rush/pass attempts is that you can couple them with the "time" options in the AI, meaning you can call defense plays based on the rate at which the opponent is calling runs/passes, by making multiple inputs, like...
"opp # rush attempts between 15 and 999, with less than 15:00 remaining in second quarter"
"opp # rush attempts between 30 and 999, with less than 15:00 remaining in third quarter"
"opp # rush attempts between 45 and 999, with less than 15:00 remaining in fourth quarter"
What does all this mean for offenses that are already perceived to be overpowered? I don't think it should even be thought of like that. This suggestion is offering a part of the game that is currently desperately needed - allowing teams that lost a pre-game tactics guessing game to make in-game adjustments as any real coach would in any real football game.
Last edited Mar 16, 2009 13:28:50