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Forum > Announcements > Slight change to in-game breath regen
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Bort
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I almost forgot to add an update about this before tomorrow's games!

I've made a slight change to the way in-game energy works for this season's sims, that should help with the confusion some people were having with "breath" and their sub settings.

Instead of there being a "max breath" variable as before, the player's breath can refill all the way to 100. The major difference now is that as they player is worn out throughout the game, he will tire out a little quicker (lose breath more quickly).

It basically ends up working the same for all purposes, and your old settings will pretty much work as they used to, but it should help make the sub in/out settings a little easier to understand since there is only one variable to account for.

I'll be updating the "how does energy work" thread in a little bit.

Oh, also, as promised, "scramble often" quarterbacks will be moving around in and out of the pocket a bit more now, and will be more likely to run if there's an opening. Make sure your guy has the agility and speed to do it if you use that setting, or you might eat some turf!
 
Vilita
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Is there going to be any way to set to prefer one QB to do more passing plays while another do more run/scrambling plays?

I ache when my backup QB comes in and starts throwing passes for an entire series.
 
Bort
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Originally posted by Vilita
Is there going to be any way to set to prefer one QB to do more passing plays while another do more run/scrambling plays?

I ache when my backup QB comes in and starts throwing passes for an entire series.


There will be, but not just yet.

The playcalling AI stuff is the first update, followed by more advanced "per situation" subs.
 
G.O.D Turner
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Also, I'd like to know if the scrambling update is going to increase a scrambling QB's odds of running to one side and launching a pass on the run, instead of trying to gain yardage on the ground by tucking the ball away.

I've always thought of a scrambling QB as the guy who could get away if the O line broke down or was overwhelmed with a blitz, and still get off a pass. I hope so, since a rushing QB isn't gonna do very well hehe...
 
KillerFX
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If our old setting will work the same then what is the net effect? Will the player just sub faster then go into a normal rotatation?

Last edited Jun 11, 2008 22:58:26
 
Outlawz
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Originally posted by Bort
Originally posted by Vilita

Is there going to be any way to set to prefer one QB to do more passing plays while another do more run/scrambling plays?

I ache when my backup QB comes in and starts throwing passes for an entire series.


There will be, but not just yet.

The playcalling AI stuff is the first update, followed by more advanced "per situation" subs.



Awesome!! Can't wait for that!! Thanks Bort!
 
Vilita
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Thanks
 
Bort
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Originally posted by turnerhero
Also, I'd like to know if the scrambling update is going to increase a scrambling QB's odds of running to one side and launching a pass on the run, instead of trying to gain yardage on the ground by tucking the ball away.

I've always thought of a scrambling QB as the guy who could get away if the O line broke down or was overwhelmed with a blitz, and still get off a pass. I hope so, since a rushing QB isn't gonna do very well hehe...


He'll just be likely to leave the pocket and start running around a lot sooner with the "scramble often" setting. If somebody's open he'll still chuck the pass.
 
Bort
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Originally posted by KillerFX
If our old setting will work the same then what is the net effect? Will the player just sub faster then go into a normal rotatation?



It really just means it will make more sense as to how the settings work as a percentage. Before, you could set your "sub in" setting to 90 and your player could never come back because he wouldn't reach it due to "max breath."

It does mean he might sub a little more often as the game wears on if he's played a lot and you have high settings.
 
Duffman10
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seems good
 
rockqu
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and then the 3-4 defense?


there was a cap the limited the amount of recovery. Your breath could never get all the way up to 100. It was a during game cap that went down at a slower rate than the regular breath and also recovered at a slower rate. I don't have the numbers but you would start out at 100 for both and when your in game breath went down to 80 and you subbed out your max breath would be 90 whinh is the most it could recover to. then your opponents go on a long scoring drive. Your max breath had recovered to 94 and your breath has recovered to 95. But it won't go to 95 it will only go to 94 because that is your Max breath.

The original was more realistic but almost impossible to figure out how it worked. on a practical scale. So he is altering the formula to acheive aproximately the same result but using a simpler plan. You probably will never get to a 100% but you could. If your subs slowly blew the massive lead you created in the first quarter then you could come back in the 4th quarter at 100% wasn't very likely to happen in the old formula.
 
G.O.D Turner
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Awesome Bort, you're the man!
 
K Rod
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yea, i have a scrambler as backup....wish he'd just take off running when he's in...he'll just hurt the team trying to pass...
 
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Previously max breath recovers in a much slower rate compared to how it regresses. Does this new change affect how normal breath recovers?
 
Bort
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Originally posted by buffalobills_tw
Previously max breath recovers in a much slower rate compared to how it regresses. Does this new change affect how normal breath recovers?


It recovers at the same rate but decreases quicker if the guy gets overworked.
 
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