Posted by bhouska on 1/23/2013 9:52:00 AM (view original):
Posted by choochoo on 1/22/2013 7:59:00 PM (view original):
When do teams switch OL during drives? Am I missing something here...why in the world do we need more than one depth chart for OL?
I totally agree.
So, we can switch out OL depending on whether the play is a run or a pass (which is totally ridiculous and unrealistic), but we can't target the receivers we want to on pass plays (which every team from Pop Warner to the NFL does). Makes sense.
The ability to set up different formation sets with different OL depth charts was not the driving point for the way it is designed, but rather the design allows that to happen. The probability and effectiveness of someone trying to recruit enough OL to have that degree of specialization is low enough that I don't feel we need restrictions on it.
Personnel changes on field already have issues with being unrealistic, so I think this is more a matter of working on that all at once if we feel it adds to the game.
You can control who you throw to, but it's a combination of formation sets and depth charts, not just setting it for each formation. The only difference between 1.0 and 3.0 will be that your backup WR when he comes in will be targeted the same as the starter, and that's something we can work on modifying if we find it is a problem.
As far as offense having an advantage, they do have an advantage only because defense is set against each offensive formation while offense can run multiple plays out of each formation. I'm concerned about adding defensive settings only because there are already so many settings you have to set. I'd like to get these offensive and defensive settings working first and then look at expanding them. If it becomes apparent that defense is way outclassed against offense during beta, then we might look at adding some features then. Otherwise, I would like to hold off on them until we can fully analyze and design those changes so that they are not too complicated but still give us what we want. So different cover settings or player assignments are not out of the realm of future possibilities, but we also have to figure out where those settings belong. In some cases, we could split defensive settings to more control, but that might not have the desired affect. For instance, we could split rushing to Inside and Outside, and while that increases the chance you could make the right call, it also increases the chance you can make the wrong call. Right now, it's enough for your defense to call a rush defense against a run whether it be inside or outside. I would also say that the offense generally has the advantage in 2.0 and even in 1.0, so let's let beta do it's job and determine then if it's too great of an advantage.