Playmaker already includes some "under the hood" method of having the defense recognize the difference between WRs, TEs, HBs & FBs. How about having the number of WRs key defensive personnel packages? For example, 3 WRs call for defensive plays from a list nickel packages; 4 WRs get dime packages. As a possible additional step, have the offense then read the number of men "in the box" and go to a short (3 plays?) list of audibles run with whichever sets of players is on the field.
As a complete non-programmer this seems really easy to me!
It's a good suggestion since it models the way it's really done. I'm not sure how easy it will be, but we are taking steps to bringing that kind of flexibility to the AI.
This would be awesome defensive addition.
Then the defenses can finally catch the offenses.
f.
And while we're on this subject...how difficult would it be to be able to assign a specific defensive player to cover a specific offensive player no matter what position they're filling?
R A
That would tie a particular defensive play (and by extension an entire playbook) to a specific opponent team, wouldn't it?
Yes, but most of the palybooks created are created for a specific team. And the feature wouldn't have to be used for someone who didn't want to "link" players. But it would be really nice to be able to always have my best cover corner on their 100 sp WR no matter where he lined up or how many other WRs were on the field...
R A
So how would it work if that person wasn't on the field? Would you have to give a defender a list of assignments? e.g. "cover John Doe (if he's on the field); otherwise, cover the TE (if he's on the field); otherwise, cover the closest receiver"
Man specific cover... key it off the uniform number is the best idea that I had.
so like you could have a specific cover "80" to cover jerry rice, and if for some reason Jerry is not on the field then it just goes to basic man.
Most leagues do not allow uniform number changes during the season, so other coaches ducking this in that way would not work, while keying on another player would.
bo
Howdy
This is pretty well the ultimate advantage that could be made for the D. I am speaking as a coach who only plays in Speed deprived leagues (UFL, EFL) and is always looking for ways to get the D to do what I meant it to do in the first place. Any time you have 1 speed DB and you are playing a team with 1 or 2 Speed offensive threats, you need to pick your best bet defense. But there is always a way through it if the O has good diversity in play calling.
This would be a great equalizer.
Dennis D
I think if you were able to assign one of your DBs a coverage techinique like 'man' and be able to roughly define type that player' attributes like "man coverage=WR 100 70 80..." Your DB would be able to seek out the first WR that most closely resembles what was typed out. I think this would alleviate DBs searching for either changing #'s or prepping against teams that don't bother covering your best WR because his # is 85 and not 84.
This would also enable a team to double or even triple cover a WR that is a team's 1 and only option much like a real team would do. It would force offensive coaches to spread the ball out more which forces them to do a better job, that would be an awesome update.
It would be useful to be able to assign a selected DB to cover by uniform number. The logic that governs covering the hot receiver could probably be adapted, couldn't it? (Not that I'm a programmer.) If #80 isn't on the field, the defender would do whatever a defender with "hot man" would do if there's no hot receiver in the game. To change for different teams, you'd just change the uniform number in the defensive plays that use the "shadow man" command.
This has been suggested before, and I believe is in the works.
Also I requested a specific cover QB... sort of like the spy they use on guys like vic when they run too much.
f.
How about ability specific plans for a defensive player in man coverage like: cover fastest WR or HB, cover highest point player, cover highest point player in ability 1 (SPD) and 3 (AGI) , 1 2 and 3, etc. As well as a double command for the same thing or when given to more than one DB perhaps: cover next highest point player, etc. I don't think this would be all that hard as it is just math and seemingly ZERO room for interpretation.