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Forum > Game Changes Discussion > Simplifying Gameplanning/AI Discussion Thread
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IIAMLEGEND
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Originally posted by The Suthrner
Why does it need simplifying? Doesn't seem fair to allow some who who spend little time on it be successful as those put the time in.

Why don't we fix the problems associated with VA's and SA's so that when you have good gameplan it's not overridden by staked abilities. ie you have great coverage on particular play only to have the QB pumpfake the entire secondary and throw a TD to an uberfast WR with mediocre catching compensated by stacked catching VA's.


 
Sabanyt3
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Originally posted by Coach_Schaar


1) Have the ability to create your own offensive and defensive playbooks that are attached to your profile not your team. It would be easier if you wanted to use the same templates for each of your teams. Seriously the better OC/DCs are doing it for more than just one team.


+1
 
Shart
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All I ask is you speed up the AI screens. Make the play sorting native to the server so we don't sit there waiting on the monkey scripts to do it after the fact. I don't mind doing all the other myself, I just wish there wasn't so much drag even when the servers are performing at peak throughput. I have over 100 plays and it's a real grind using the DAI.
 
dWeave44
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I'd really like to see this implemented. Would work much better than multi-tabbed hunting through DPC
 
rockitsauce
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OK, I feel like getting flamed.

Create 6 tabs: Any, 1st Qtr, 2nd Qtr, 3rd Qtr, 4th Qtr, Late Game/Half (can be custom time setting like 240 or 120 seconds)

Each tab UI would be football field graphic. It would need to be pretty large, like 800px wide and the height could conceivably grow to accomodate complicated game plans.

On the edges of the graphic would be toggles for down range, distance range and time range. On the graphic would be colored bars (like a graph) that represent inputs for the field position (ex: Opp 20 to Goalline). The inputs for Any would always be available unless overridden by the more specific tabs. They should be color coded or highlighted to signify they belong to Any.

Hover over the bar would reveal a popup with the down and time setting.

Clicking on the bar would load, through ajax, the input settings for adjustment. The active/selected bar would be highlighted on the field while all others would be dimmed. The input could be edited and saved, clearing the edit area in the process.

The edit information could also contain links to editing of playbooks and packages, or at the very least some additional information from the packages loaded onto the page. Since navigating away from the page and back wouldn't be so painful (slow loading) editing the supplemental information would be more interactive in the AI.

So, page load times becomes minimal. A graphical interface would give the user a snapshot view of the situations they've covered. Ajax loading would be economical to server load.

A defensive UI would be far more complicated. With tagging, formations, etc... there are many more variables to consider.
 
txrulz
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Originally posted by TyrannyVaunt
Here is a tool I would like to see.

http://i53.tinypic.com/10pzyme.jpg

Think of it as a film session for the DC, where all of his data is available as he progresses through the play by play. And if he sees something he doesn't like, he can update it immediately without searching through a massive DAI.

A similar scout tool should be available, as you watch your opponent, down/distance/formation/quarter/time left would show your DAI input/output and you could tweak it as you scout your opponent.


I think I just peed myself. This would definitely be a nice addition.
 
tragula
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Seeing that my original post received bad vibes. I just like to emphasis the important logic who drove the idea and ditch solution.

- Experienced OC/DC will love extra tools to play with, but it will not be easy to save the time it takes to gameplan. Most of the effort is about viewing replays and analyzing them.

- The main problem in the coordinator aspect of the game is the impossible task a new coordinator need to accomplish. The type of information he need to learn is huge. The learning process is cluttered by the need to control a very flexible AI, including inventing DPC plays and progressions. Imo, any solution should be focused about the development process of new coordinator

- New coordinators are critical for the long time survival of the game. Coordinating or team ownership are the natural course for a new player after he build his first dot. If users will not be able to transform into coordinator/owner they are less likely too stick around for long time.

- New coordinator that join an experienced coordinator as understudies are likely the smarter ones, but I also think do not represent the majority of potential users.
 
The Avenger
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Originally posted by climberpete
Allow us to sort plays in a package (by formation etc) or leave them in the order they are input.

I input plays in a package in a specific order and every time I hit save it orders them alphabetically.


 
monsterkill
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kind of absurd just how many of the suggestions in this thread could be implemented with scripts if just the output id and play ids were available on replays
 
Shart
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Originally posted by txrulz
Originally posted by TyrannyVaunt

Here is a tool I would like to see.



Think of it as a film session for the DC, where all of his data is available as he progresses through the play by play. And if he sees something he doesn't like, he can update it immediately without searching through a massive DAI.

A similar scout tool should be available, as you watch your opponent, down/distance/formation/quarter/time left would show your DAI input/output and you could tweak it as you scout your opponent.


I think I just peed myself. This would definitely be a nice addition.


I, too, am in a need of change of underwear. I don't want the system to try to do my job for me. I just want tools where I can get a handle on this stuff without wasting my time waiting on the DAI or running monster scripts or mulling back thru games trying to find plays or filtering plays for specific players. A lot of this should be part of the scouting tool.
 
Doug_Plank
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Originally posted by monsterkill
kind of absurd just how many of the suggestions in this thread could be implemented with scripts if just the output id and play ids were available on replays


listen to this man^^. Are downloadable replays still to come?


Three things as the AI stands now (at least for O AI):
1) In packages, please sort the plays based on Formation so that all the SB are grouped together, the Prosets. This seems to occur initally, but as a package gets changed it grows out of order thus more time consuming to look at when making additional changes later, etc
2) With respect to the Outputs of a given input, please arrange them Alphabetically. Right now, there seems to be no rhyme or reason to their order after saving the AI and reloading. Alphabetically gives it some order and thus less time consuming
3) Auto-Adjust with respect to the Repeat Play Penalty. Whatever new designs come into fruition, please incorporate a mechanism to decrease (or remove) the likelihood of firing a play beyond a user-defined RPP threshold. Currently, the AA and RPP implementations conflict with each other and that needs to be resolved, otherwise why bother with AA at all

Edited by Doug_Plank on Sep 24, 2010 11:29:32
Edited by Doug_Plank on Sep 24, 2010 11:29:01
 
Gerr
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Here is my idea on how to redo the Basic Defensive AI to make it more powerful without making it too complicated...

First you setup standard situations...

1st/2nd & Long
1st/2nd & Medium
1st/2nd & Short
3rd & Long
3rd & Medium
3rd & Short
4th & Long
4th & Medium
4th & Short
Redzone
Rushing QB

From within each situational input, you have a play builder similar to the normal builder, but more automated. As you build the play, you have a screen above or below that shows where the dots are positioned and what they will do. You have to build 3 plays per input, basically one for the 2WR sets, one for the 3WR sets, and one for the 5WR sets. No need to create a play for the Goal Line as the CPU Goal Line play will be used, but a better GL play needs to be implemented.

First choice would be if you want 3DL or 4DL. Basically that means a 4-3 or a 3-4 for the 2WR formation, Nickel or Nickel 3-3-5 for the 3WR sets. Only the Quarter will be used for a 5WR set, so this doesn't affect that.

Next choice is if you want an anti-run, anti-pass, or balanced defense. The main difference between these is the action of the safeties. They would blitz on anti-runs, be in a deep zone on anti-pass, or in a under zone for balanced. You can also have other differences like that have the type of play affect the Play Focus of the defenders, so it over rides their current tactic in that.

Once the type of play is chosen, you will have a few options on the location and actions of certain defenders. Here you can have the LB's and/or the DL pinch in tight, spread out wide, cheat towards the strong side, or cheat to the weak side. You can also adjust the positions of the safeties to standard, inside, or outside. An anti-run play with outside safeties will be a good play to stop rushing QB's and sweeps/pitches, which are the key weak points of the current Basic Defensive AI and plays.

Because the user will see the defensive play being created in another part of the screen and only will adjust those plays by drop down lists, it is much more customizable than the current Basic DAI, but not nearly as powerful as the advanced script based DAI.

Thoughts?
 
yello1
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Not sure if this is simplifying per se

But in Defensive Plays why not have a position by position Run Pass Balanced setting for each defensive player? This in addition to the individual players game preparation setting with similar cumulative effect.

Would make it easier for a play designer to get the kind of defense he wants out of a play. In other words even if he is not picking a great run stopping play, at least his players will be geared to stop the run if thats what he sets them at.

Take some of the mystery out of it.
 
oldbaldone
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1. standardize the inputs - everyone should be given the same set of situations to work from

2. outputs should be packages only - whether the package has just one play or a dozen should be up to it's creator

3. vastly increase the number of plays but limit the number of plays in a teams playbook - by having to choose the plays you can have in your playbook you can make teams offenses and defenses unique.

4. ether add an offensive play maker or dump the defensive play maker. The defense and defensive coordinators shouldnt have an advantage over the offense and the offensive coordinators.

just my opinion
 
agentramper
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Originally posted by txrulz
Originally posted by TyrannyVaunt

Here is a tool I would like to see.

http://i53.tinypic.com/10pzyme.jpg

Think of it as a film session for the DC, where all of his data is available as he progresses through the play by play. And if he sees something he doesn't like, he can update it immediately without searching through a massive DAI.

A similar scout tool should be available, as you watch your opponent, down/distance/formation/quarter/time left would show your DAI input/output and you could tweak it as you scout your opponent.


I think I just peed myself. This would definitely be a nice addition.


Huge asset here. That would save a ton of time. Especially for those of us who don't have HIGH speed internet. This is at major time saver.

 
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