Posted by norbert on 3/21/2013 4:48:00 PM (view original):
Keep in mind a couple things. The stats from the season were before I updated the rushing. Only look at rushing numbers from this point on. Passing is not ready to be tested for results just yet as it is part way through some rebuilding as rushing was before I asked for you to test it. At some point, passing will be ready to hit hard. The rushing numbers will be tweaked based on what you guys are finding - which is why I asked for the testing.
If you want to fully examine the shotgun running, I would ask to also look at running out of other formations against pass defenses. From what I can tell, you'll find similar high results. I think the rushing against pass defense is getting a little too much credit so I am working on adjusting that, but I think there still has to be an advantage when rushing against a pass defense even if its the QB. It just shouldn't be as high as it is now.
The other thing to look at is the effects of the Cover settings when rushing out of the shotgun. Essentially the Cover settings tells you where your Safeties are covering and Short Cover should see a little better results against rushing than Long Cover.
We can never get fully realistic play calling because in real life everything is so dynamic and players react based on what they are seeing. A defense that sees the QB rush on several shotgun plays is going to start watching for the rush. A QB that sees the defense might attack the line might change the play to pass to take advantage of the reduced cover. We would need some sort of conditional adjustments in our game to allow coaches to set these up. I think most people don't want to see the engine automatically make these adjustments. Until then, since you can't adjust play calls like this, we need to make sure there isn't anything too cheesy when it comes to match ups. I would put rushing all the time out of the shotgun for every play in the category of cheese.
A bit off topic for the shotgun run discussion, but maybe a tendency mechanic can be integrated into the game. Depending on the consecutive number of plays a run or pass is called the tendency ticks up one. There can be a box next to Blitz % for each Range and Set. The coach can enter the maximum value the Rush/Pass ratio can adjust during the game.
For example: the team you are playing uses Shotgun exclusively. Sometimes all pass, sometimes all run, sometimes mix. In this particular game they are going all run. After 5 straight run plays the tendency meter ticks up one. After another 5 straight run plays its up to two. If you have your tendency value set to a max value of 5 for first and long.. the next first and ten your Run/Pass setting is adjusted by 2. So if you had 50/50.. .it would be 52/48.
Even less talented teams can see obvious tendencies. But he talent differential will still allow the superior team to do what they want.
Not sure how feasible or if it makes sense. Just throwing it out there for Norbert and the veteran coaches to kick around.