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Forum > Suggestions > Making the sideline a defender - or your friend
TheGreatAus
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A good conversation was forming about this topic here: http://goallineblitz.com/game/forum_thread.pl?thread_id=3596387 . In real life, players at all levels know better than to run out of bounds, lest its near the end of the half or the end of the game and your team is losing. But yet, I dont see this phenomenon, both running out of bounds on purpose or not running out on accident, being implemented. If vision is working, even a little, shouldnt the HB in the play not run into a giant defender known as a sideline? Or at least have the sense to slow down and change direction?

This play: http://goallineblitz.com/game/replay.pl?game_id=955445&pbp_id=6123795 , shows what I mean. But its not the end of the half. Previously, it was stated that the player doesnt have enough vision to know not to run out of bounds, or that his agility is too low to slow down and change direction.

Shouldnt the player have enough 'sense' to not run out of bounds? How do you not see the sideline when no one is near you? Even a marginal amount of vision should allow him to see a 100 yard long sideline and not run out of bounds.

A high enough amount of vision, if it is truly correlated to intelligence as the mod suggests in the previous thread, should enable a HB/WR/KR'er to run out of bounds if his team is down near the end of the game. But yet this is not coded into the game. It seems that there is a generic coding involved having vision be the ultimate intelligence, when in fact, some things are just a natural football instinct that are commonly known.

This thread and the prior are not inflammatory. I was merely suggesting the sideline be considered a defender.
 
Guppy, Inc
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we also need sideline routes like real teams would run
 
pottsman
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Sideline logic has been busted for a while...first players were running out too much, now not at all. It definitely needs work, ideally vision based.
 
tuba_samurai
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Originally posted by TheGreatAus
In real life, players at all levels know better than to run out of bounds


http://www.youtube.com/watch?v=KVVzLQvmt_g
 
TheGreatAus
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Originally posted by pottsman
Sideline logic has been busted for a while...first players were running out too much, now not at all. It definitely needs work, ideally vision based.


This could even be extrapolated to defenders not having to tackle, but rather push a RB/WR out of bounds instead of having to go for a wrap-up tackle that could be broken. It seems like somethings should be built into a dot though, like recognizing out of bounds is bad. Vision will indeed help, knowing where to run when defenders are near to not go out of bounds when trying to juke, but something is missing.

Originally posted by tuba_samurai
http://www.youtube.com/watch?v=KVVzLQvmt_g


He doesnt have eyes in the back of his head...or does he in beast mode?? So vision in this case was broken irl.
Edited by TheGreatAus on Dec 17, 2009 12:50:41
 
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Originally posted by TheGreatAus
A good conversation was forming about this topic here: http://goallineblitz.com/game/forum_thread.pl?thread_id=3596387 .



So you just recreated a locked topic and changed the phrasing slightly?
 
TheGreatAus
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Death tax or inheritance tax? The other phrasing may have seemed inflammatory, as well as what I had written. Its not like I hid what I was doing.
 
whoshotjr
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Offensive players could use the sidelines a bit better as well. I know I've seen cases where the runner could have eeked out another 5 to 10 yards on a long run, but instead started to cut back and forth as if he was incapable of running right down the sideline.
 
Xcesiv7
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Yeah, a CB should definitely be able to use the boundary to his advantage.

Also, we should be able to have inputs on which side of the hash marks the O is on.
 
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IMO, I think the result of that play is from Cruise Control type of setting. If he didn't run out of bounds, then he would of had a sure shot TD. I know it sounds stupid, but that is what CC is suppose to stop, or limit at the least, is running up the score. Kind of a mercy rule.
Also, players in RL run out of bounds all time when they are near the sideline, not just at the end of half or trying to conserve time. They do it to avoid getting hit.

Those being said, I do like the idea of having better sideline logic added in. To many times I've seen players hit the SL buffer zone and then bounce in and out in a zig zag fashion until he gets hit. This limits the yards he could of gotten.
 
Skoll Wolfrun
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+1: needs work for both sides.
 
TheGreatAus
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We can also put little cheerleader dots on the sideline. It will be a sideline for everyone to enjoy
 
CoachCoughlin
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Originally posted by Skoll Wolfrun
+1: needs work for both sides.


 
G.O.D Turner
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Originally posted by whoshotjr
Offensive players could use the sidelines a bit better as well. I know I've seen cases where the runner could have eeked out another 5 to 10 yards on a long run, but instead started to cut back and forth as if he was incapable of running right down the sideline.


This is the biggest problem, north-south running with the ball when near the sideline and a defender comes anywhere near, it's like the dot completely freaks out and doesn't know what to do...

I don't have an actual suggestion to resolve the issue, as it's built into vision, and higher vision seems to improve this "freak out" enigma, but even a little kid in the pee-wee games IRL knows how to run forward if he can get some more yards...
 
TheGreatAus
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Exactly. So the code is self correcting at some threshold vision level, but anything lower is not good enough. But even still, sometimes higher level players seem to freak out in similar situations. it seems that the code for sideline recognition/use is insufficient for all intents and purposes of mimicking football.
 


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