Make focus have more impact on outcome. When designing a play you currently have the option of designating whether it is going to stop the pass or the run:
Outside Run Left
Outside Run Right
These are currently used only for organization... but what if you could actually get a bonus for guessing correctly?
In your AI, most teams will select the defense that they call based on the score, down, tags, and yards to go. This will result in one or maybe two possible outputs, which might be plays or packages.
You could set the play up to default to whatever the package calls, and you can have the AI override the package.
The more accurately you try to predict the play that is called, the bigger the stat increase you will get; however, the more wrong you are, the bigger the stat decrease. It wouldn't take that much work: most people design a play or a package or make an AI call based on what they think the defense will actually do.
So lets say that the Offense calls a HB Slam.
If you told the defense to look for a long pass, you would be 100% wrong, and take the maximum penalty.
If you told the defense to look for a short pass, you would be 75% wrong, and take a large penalty (short call).
If you told the defense to look for a run, you would be 100% correct, but it is a general call and wouldn't give much of a boost.
If you told the defense to look for a pass, you would be 0% correct, but it is a general call and wouldn't give much of a penalty.
If you called for an outside run, you would receive neither a bonus or a penalty because you are looking for the run, but need to adjust for the inside call.
If you exactly called an inside rush, you would receive the maximum bonus because you were specific.
If you weren't sure, you could always leave it as general and not receive either a bonus or a penalty.
Again, this wouldn't be too much more work, especially since it lets you setup general calls, but if your scouting report comes in and shows that they ALWAYS call the same play in that situation, the OC gets punished for their lazy planning... or they might have lured you into a trap and you call inside rush and they throw the ball on screen or deep and you get burned.
1) It is a much better solution than the RPP because it involves a bit more of a chess match... and we all know that the RPP doesn't work. There are over 40 different 'inside rushes' now... rotating through four or five of them makes the RPP useless. RPP works on the play, this allows you to target the type of call, which is the real issue.
2) It opens up aspects of the game that, "aren't working". If the passing game isn't working, you switch to the rush. You trick a DC into overcompensating for the rush attack, and you throw the ball. In the current sim it still wouldn't do you any good because the defense can still blitz you or shut you down. But if the DC tried to be too specific, their D will take a penalty, which should open up the side that might not be working.
3) It makes the coordination more like real life. You don't design blitzes IRL to work every single time, you alternate blitzes to confuse the other side as to what you are really going to do. Real life football is great because of the athletic component, the execution component, and the mental component. In GLB, the builds, the randomness, and the AI do a decent job, but the sim can get in the way of the real chess match between OCs and DCs.
Again, you don't have to do any of this, you could have the option of leaving everything as general and not do any more scouting than you currently do, but if you know that the team you are playing has a tendency... think of this boost to attributes for making the right play call = to teams preparing and practicing before playing their next week.
Again, the mechanic is already built into the classification of the play in the DPC. You would just need to put a dropdown in the package and the AI in case you wanted to override the classification.