Originally posted by trendon
Without the forum search being put back up, I have to ask this. Has there been any word on the expected release of these tactics?
I haven't seen/heard of any mention yet.
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And, without the search being up yet, maybe this is helpful for this thread ... here are Bort's responses to questions asked here so far:
(edit: wow, this is longer than I thought it would be, hope it helps and doesn't just get in the way ...)
So they don't affect anything at all right now right? It says directly effect but are there any small changes it can have?
No, no effect right now - some of the play entries aren't complete yet.
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Looks awesome Bort.. can we expect a similar Offensive one once this is finished?
Yes, I'm actually thinking I will start with a basic version with a few options, that can work with the current playset, and then expand it with more plays, but we'll see how ambitious I get. Starting more basic would mean it would be ready to use quicker since I wouldn't have to enter a crapton of plays like I'm doing now.
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i think it is too advanced....i don't have near enough time to be changing that much stuff every game.this gives too much an advantage to people with no lives or jobs.
You don't have to use it...the basic (old) AI will still work.
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Looks great, but one question: If we want it not to care how much time is left in the quarter, I'm guessing we leave the time left blank. Is that the case or not? Also, if we want it regardless of score, same thing?
Yep, or you could set it to some impossibly high number like 5000 seconds remaining in the quarter, down by 1000 points, etc.
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I'm curious, how did you number the cornerbacks? 1-5 from left to right, or some other way?
Depth chart position. Take a look at some replays of a zone D and you can see where they line up when they are not in "man" coverage (generally near the same spot as the WR1/WR2, etc).
Next step after play calling for advanced tactics will be assigning matchups and then per-formation depth charts.
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This is a good three or four times the amount of rope I need to hang myself. I expect the sweet spot for many teams will be using some, but not all of these myriad options.
Being able to choose blitzers is awesome though.
LOL, I can see the bug reports already:
"I set my defense to blitz 6 players when they were lined up in Shotgun formation 100% of the time. Why did I get burned so bad on passes? That's stupid!"
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Are you going to be putting in spy options? I know they aren't huge right now for scrambling QBs but will be nice down the road.
With the defensive matchup settings, yes. You'll be able to choose CB->WR man matchups, spy settings, double teams, etc.
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Will we be able to dictate which LB is replaced, and who plays where in the £-4 for Dline? I might prefer to use my back up DTs in the 3-4 and my starter in the 4-3?
Bort - Will there be a 'player replaced option' in the future ?
Not yet, but when I get around to per-package depth charts you'll be able to set it.
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Looks like you can just spend a day setting up a bunch of offensive senerios and how you want your defense to possible react to the offensive senerios. You could setup let say four different ways you want to react to one specific offensive senerios and then just play with the percentages of each of the four (total equals 100%) of which approach you take per game. Some games you might have one of the four approach at zero % for one offensive sernerio and then the next game have same approach as high as 100% to confuse those offensive GMs who scout your defense. Overall nice, asks for a lot of work up front with slight changes from there on out. I guess you are kind of setting up your play book for defense. Something for the DC to do other then maybe recruiting in the off season.
Don't forget that you can use the "save preset" option, to load and save your different settings for different types of teams, too.
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Now we have the 3-4, will the penalty for playing a DE at OLB be less?
The penalty for DE's playing OLB is already very low.
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Will there eventually be a 'playbook' where we can pick and choose each of which play from a formation that we can use?
At some point, once they are all tested to make sure there isn't one "always works no matter what" play.
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Yes, but you also have to choose a formation. Usually it is based on number of WRs. For example, if there is an input for 3-5 WR, what formation should be selected? base formation, nickel, dime, or quarter?
Depends on how many CB's you want. Base = 2, Nickel = 3, Dime = 4, Quarter = 5.
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Bort, just out of curiousity, what kind of overhead does this add to the sim engine, if any? in other words, if a typical basic sim takes 10 min, how long will a full blown tactical sim take, and will we be experiencing system lags as a result?
None, really. Maybe an extra few seconds.
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question, the "coverage distance" setting, will it over-ride the individual tactics of how close to cover a man, or is it meaning how deep you cover a man or something?
It's how deep the safeties are playing, mostly (or CB's in zone). Really only affects players who are playing zone; not man.
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My only question is how does it recognize the input. You can type anything. Is the guide going to present what inputs are valid or will there be a drop menu added for possible input formations?
Click the "hide/show options" link - it collapses the options to make the screen easier to read.
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So we can't create only one entry for "when offense uses 3 or more WRs, defense plays zone", right? We have to create three entries like
"when offense uses 3 WRs, defense uses nickle formation and plays zone"
"when offense uses 4 WRs, defense uses dime formation and plays zone"
"when offense uses 5-6 WRs, defense uses quarter formation and plays zone"
Use multiple outputs for your one "offense has 3+ WR's input" and set percentages for each. Then you can have it randomly choose between some different play calls.
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Hey Bort, Will you allow at least give 1 extra scrimmage game in the off season for every so we can test theses settings. Some teams are going to try and make a deep run in the playoffs and will not be able to test these new tactics when they come out. I think teams that make it to the championships should also at least have 1 game to test these new tactics out as well.
We'll figure sumthin' out.
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Do the "between" parameters need to be sequenced correctly? in other words, for example -- for "yards to first down", is "between 1 and 3" the same thing as "between 3 and 1"?
No, it'll figure it out.
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If you're missing your options, it's probably because they are hidden/collapsed.
Click the "hide/show options" link.
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Still wondering about the # pull down in the lower right though, if I'm correct that it dictates how many will blitz
You mean the "Max # Blitzers" pulldown?
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Okay, some more questions (and yes, I love this setup):
First, will there be a check to prevent incompatible combinations (such as a cover-2 man with blitzing)? Or will it be more like "better hope that guy doesn't go out for a pass?"
Second, will the percentages have to add up to 100%, or will it simply go down like:
Output 1: 20%
Output 2: 20%
Output 3: 100%
...and have that mean effectively that there's a 20% chance Output 1 will hit, then if not a 20% chance output 2 will hit (making it actually a 16% outcome) and then if neither hit you do output 3? And if so, would putting Output 3 at 60% cause it to go back up to output 1 40% of the time?
As what I'll probably do for a lot of situations, at least early on, if I want to set some specific combinations for plays, is set one to all defaults with something like a 60% chance, and then have a couple of 20% combinations that I especially like override it.
Third, "coverage depth": Will that be just like the "defend short/medium/long" that we have now, or will it override man player settings as to depth in man-to-man, or is that basically just that for any coverage shell there are plays of different depth, or...what?
Nope, if you put cover 2 and set your SS to blitz, your SS will blitz. You'll just start in a cover 2 formation and it will adjust from there to try and fill the blitzer's hole as best it can. Of course if you blitz 6 guys, it's your fault if you get passed on.
It's supposed to add up to 100%, I just haven't put any checks in to force you at the moment. If it adds up to less than or greater than 100, it will just take the percentage of the whole at the moment. I.E:
You have 2 outputs, both at 100%.
The sim engine will take them both as meaning 50%, since 100 is 1/2 of 200 (the total).
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what about what the coverage depth means in man...?
Doesn't do anything. Maybe I should change the label to "zone coverage depth"
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you may have to put a mod on this in a separate forum to make sure everyone can try to understand this. .
We're working on a FAQ writeup.
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Looks like IE6 has some problems...surprise surprise.
I don't have an easy way to test with it since IE7 replaces it when you install it. Why are people still using IE6 anyway? Just never bothered to upgrade? It's full of bugs.
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What about having the settings for some of the already existing plays lined up as "regular" or "example"?
Some guys might just want to change a little (like choose the blitzing guy), but want to stick to the existing settings in general.
Load the "default settings" preset.
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If we'd like to use a 3-4 base as our base D (for example), but in certain situations we'd prefer to use a plain 4-3 without adding CB's, can we do that? In the FORMATION drop down in the OUTPUT section I don't see the option - only Base and N, D, Q options.
Hm, no, that's not an option at the moment. Could probably be added, though.
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So does a setting in the "All" category override those in a specific quarter since you said it goes top to bottom? Seems to me you'd want it the other way around so you can set some overall "general" settings ,then have some specific quarter related ones that override that.
No, per-quarter settings override the "all" category.
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what kind of setting makes the FS go all the way over on the opposite side to cover the TE, rather than having the SS cover. It would be nice to be able to control these things.
The old plays don't really correspond to the new plays, so you're not going to see the exact same setups.
For what it's worth, though, the plays with a S covering the TE are basically cover 0 plays (100% man) where the other safety is in a basic zone because all the receivers are already covered by somebody else.
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Will this go live in Season 3 at some point or will it wait until Season 4? Just trying to figure out what to tell the team ... Also, if we enter formations now will it save it on these "test" pages?
Yet to be seen...depends on how long it takes to get all the plays tested, and whether offense gets totally creamed by them. I'd rather wait until season 4 if it means all the plays are balanced and work as advertised, rather than one or two that always fail or something.
Whatever you enter now will be saved for future use, so feel free to plan ahead!
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Sorry if this has been posted, but my D players now are missing some of their Individual Adv Tactics. Is this related to these new Defensive Team Tactics tests?
No, it's related to them not being on the depth chart. I need to put a note on that page...
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When imputting yardage to go, will it recognize decimals and "inches" or do we just enter "0"? For instance, if I want a 3rd and short setting, do I put 3.5-0?
Whole numbers only. You can put between 0 and 1 and it will match all "inches" between 0 and 1 yards to go.
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in the 3-4 will both ILBers get the benefit of the Defense General Special Ability?
Sort of...only one at a time and it's random which one.
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Please check out the OP. Per-package subs and matchups will be added in a later update.
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Bort could we possibly get a function that allows us to copy outputs. It would be nice to be able to copy an output and put it into the multiple inputs... IE A straight base package cover 2 man drop. It would be nice to just copy paste (arbitrary example), rather then building the same defense for 10-15 other inputs.
I'll have to see. Shouldn't be TOO hard to do...