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Old 08-09-2006, 05:18 AM   #1
Ben E Lou
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FOF2K4: Sharin' A Little 4-1-1 For The Preseason

This is pretty logical, but I'd never thought of it before late last preseason.

ASSUMPTION: Playing-time based player development appears to be based on number of plays on the field, not number of games.

Based on the assumption above, the logic flows as follows:

1. To maximize player development, one would want to maximize number of plays on the field. Obviously, setting depth charts and playing times is one way to do this. However, it hit me during last preseason that another way to increase number of plays on the field is to, well, increase the number of plays.

2. The best way to increase the number of plays is to stop the clock a maximum number of times.

3. To stop the clock a maximum number of times, turnovers and incompletions should be maximized.

4. To maximize the number of turnovers and incompletions, throw as deep as possible on every single play.

I've tested this in SP. The number of plays increases by around 10-15% when one team throws deep on every single down. Over the course of four preseason games (and five test runs), my test team consistently averaged more points of growth in current value than when I did five test runs with default game plans.

What's more noticeable is that the effect is increased in multiplayer, in all likelihood due to less switching to run-heavy late in wins. I was just looking at the boxscore of Tucker's last preseason game of 2011. 157 total plays were run in that one, because we played pass-oriented Chesapeake.

http://www.fof-ihof.com/games/boxscore.php?gameid=2373

By comparison, over the course of the 2011 regular season, Tucker averaged 125.4 plays per game. The high? That ugly game against Chesapeake where both of our passing games stunk but we still threw a lot. We combined for 140 plays in that one.

http://www.fof-ihof.com/games/boxscore.php?gameid=2579

As I said, when ONE team does this, the total plays increase by 10-15%. That number was based on AI teams running their stock gameplans. As you can see by the box score when both of us threw a bunch in the preseason, the number of plays increased by more like 25%. Note that Quik ran a decent bit in that one. Taking this to its logical conclusion, testing two allpass multiplayer teams versus one another we get the following:

Code:
Box Score: Maassluis at Tucker Tucker, GA. Exhibition Week 2, 2004 Attendance: 66,200 (75,300). Weather: 81 degrees, fair. 1Q: 13:18 MAA - Bob Manns 23 pass from Adrian Aschenbrenner. 1Q: 13:18 MAA - Lester LaChapelle extra point. 1Q: 05:49 MAA - Lester LaChapelle 48 field goal. 1Q: 00:33 MAA - Lester LaChapelle 45 field goal. 2Q: 03:46 MAA - Bob Manns 9 pass from Norbert Ferraro. 2Q: 03:46 MAA - Lester LaChapelle extra point. 2Q: 00:20 MAA - Marvin Fears 60 punt return. 2Q: 00:20 MAA - Lester LaChapelle extra point. 3Q: 11:52 MAA - Bob Manns 1 pass from Norbert Ferraro. 3Q: 11:52 MAA - Lester LaChapelle extra point. 4Q: 10:35 MAA - Lester LaChapelle 25 field goal. 4Q: 03:53 TUC - Andy Schalk 24 field goal. Game MVP: MAA 44 Buddy Choisser Maassluis 13 14 7 3 - 37 Tucker 0 0 0 3 - 3 Team Statistics MAA TUC First Downs 14 14 Total Rushes 7 11 Rushing Yards 16 27 Yards Per Carry 2.2 2.4 Pass Attempts 75 80 Completions 12 7 Passing Yards 267 178 Yards Per Attempt 3.5 2.2 Sacked 8 5 Yards Lost 57 40 Interceptions 4 6 Fumbles/Lost 1/0 1/0 Total Plays 90 96 Total Yards 226 165 Yards Per Play 2.5 1.7 3rd Down Plays 6/25 5/26 Avg. YTG on 3rd 10.4 10.7 4th Down Plays 0/0 0/1 Penalties 14 6 Penalty Yards 106 101 Avg. Drive Start OWN 36 OWN 27 Time Of Possession 30:26 29:34 Maassluis Individual Statistics Rushing Att Yards Avg Long TD 26 Wannamaker 3 3 1.0 2 0 15 Klingbiel 2 7 3.5 4 0 13 Aschenbrenner 1 4 4.0 4 0 27 Surry 1 2 2.0 2 0 Passing Att Comp Yards Yd/Att Long TD Int Sckd 13 Aschenbrenner 34 6 178 5.2 59 1 0 3 15 Klingbiel 24 1 14 0.5 14 0 2 3 10 Ferraro 17 5 75 4.4 46 2 2 2 Receiving Catch Yards Avg YAC Long TD 82 Peterson 6 151 25.1 19 59 0 88 Manns 4 47 11.7 0 23 3 26 Wannamaker 2 69 34.5 1 55 0 Punt Returns Att Yards Avg TD 85 Fears 6 65 10.8 1 38 Sulfsted 2 -2 -1.0 0 Kick Returns Att Yards Avg TD Punting Punts Yards Avg Long In20 1 Donaldson 13 555 42.6 58 3 Kicking FG FGA Long PAT Att 9 LaChapelle 3 4 48 4 4 Defense Tackle Assist Sack Int IntYds IntTD 38 Sulfsted 4 0 0.0 0 0 0 45 Corwin 3 2 0.0 2 49 0 44 Choisser 3 1 0.0 2 20 0 42 Callis 3 1 0.0 1 45 0 26 Wannamaker 3 0 0.0 0 0 0 78 Stevison 2 0 1.0 0 0 0 43 Barkley 2 0 0.0 1 0 0 88 Manns 2 0 0.0 0 0 0 72 Brady 1 1 1.0 0 0 0 74 Bulluck 1 1 1.0 0 0 0 21 Bradley 1 0 1.0 0 0 0 73 Kolberg 1 0 0.5 0 0 0 55 Devine 1 0 0.0 0 0 0 99 Jammer 1 0 0.0 0 0 0 47 Hansen 1 0 0.0 0 0 0 86 Hanson 1 0 0.0 0 0 0 82 Peterson 1 0 0.0 0 0 0 70 Shula 1 0 0.0 0 0 0 27 Surry 1 0 0.0 0 0 0 49 Starks 1 0 0.0 0 0 0 92 Douglas 1 0 0.0 0 0 0 54 Wayne 1 0 0.0 0 0 0 97 McGregor 0 1 0.5 0 0 0 95 Callahan 0 1 0.0 0 0 0 Miscellaneous Fumb FForc Recov MiscTD KeyRBlk SckAlwd 28 Peterson 0 0 0 0 0 1 64 Byers 0 0 0 0 0 3 50 Ramsey 0 0 0 0 0 1 70 Shula 0 1 0 0 0 1 63 Owens 0 0 0 0 0 1 55 Devine 0 0 0 0 0 1 85 Fears 1 0 0 0 0 0 90 Machado 0 0 1 0 0 0 Tucker Individual Statistics Rushing Att Yards Avg Long TD 4 Southrey 4 17 4.2 8 0 47 Rodgers 2 -2 -1.0 -1 0 32 Brentley 2 -2 -1.0 -1 0 17 Hurtado 1 3 3.0 3 0 35 Stanberry 1 4 4.0 4 0 21 Tribble 1 7 7.0 7 0 Passing Att Comp Yards Yd/Att Long TD Int Sckd 4 Southrey 46 4 102 2.2 60 0 3 2 17 Hurtado 21 1 15 0.7 15 0 2 3 6 Carman 13 2 61 4.6 47 0 1 0 Receiving Catch Yards Avg YAC Long TD 83 McGregor 3 120 40.0 6 60 0 81 Milts 2 29 14.5 1 15 0 82 Cochrane 1 15 15.0 0 15 0 89 Robinson 1 14 14.0 0 14 0 Punt Returns Att Yards Avg TD 85 Zimmerman 3 28 9.3 0 82 Cochrane 2 0 0.0 0 Kick Returns Att Yards Avg TD 41 Withrow 2 33 16.5 0 82 Cochrane 1 19 19.0 0 86 Davidson 1 16 16.0 0 Punting Punts Yards Avg Long In20 8 Rodriguez 17 724 42.5 52 1 Kicking FG FGA Long PAT Att 14 Schalk 1 1 24 0 0 Defense Tackle Assist Sack Int IntYds IntTD 45 Lyon 4 2 0.0 1 0 0 79 Regalado 3 0 2.0 0 0 0 41 Withrow 3 2 0.0 2 0 0 22 Raag 3 0 0.0 0 0 0 96 Bailey 2 0 2.0 0 0 0 73 Traylor 2 0 2.0 0 0 0 91 Davis 2 0 0.5 0 0 0 17 Hurtado 2 0 0.0 0 0 0 60 Francis 2 0 0.0 0 0 0 42 Krause 2 0 0.0 0 0 0 33 Kus 2 0 0.0 0 0 0 97 Lasica 1 0 1.0 0 0 0 38 Melnik 1 1 0.0 0 0 0 27 Drake 1 0 0.0 1 0 0 83 McGregor 1 0 0.0 0 0 0 29 Miller 1 0 0.0 0 0 0 89 Robinson 1 0 0.0 0 0 0 65 Dawson 1 0 0.0 0 0 0 67 Endsley 1 0 0.0 0 0 0 6 Carman 1 0 0.0 0 0 0 81 Milts 1 0 0.0 0 0 0 72 Kemp 0 1 0.5 0 0 0 95 Escamilla 0 1 0.0 0 0 0 90 Hampton 0 1 0.0 0 0 0 Miscellaneous Fumb FForc Recov MiscTD KeyRBlk SckAlwd 65 Dawson 0 0 0 0 0 1 52 Cooper 0 0 0 0 0 1 60 Francis 0 0 0 0 0 3 29 Miller 0 1 0 0 0 0 82 Cochrane 1 0 0 0 0 0 79 Regalado 0 0 1 0 0 0 Maassluis Drive Chart Quar Began Poss From Plays Yards Result 1 15:00 1:42 OWN 20 3 80 Touchdown 1 12:10 1:24 OWN 41 6 15 Punt 1 8:48 2:59 OWN 39 9 30 Field Goal 1 4:08 0:33 OWN 22 3 0 Punt 1 2:28 1:55 OWN 19 5 53 Field Goal 2 11:54 1:19 OPP 43 6 7 Punt 2 10:01 0:39 OWN 45 3 0 Punt 2 8:45 1:34 OWN 20 3 -13 Punt 2 5:12 0:45 OWN 20 3 0 Punt 2 3:53 0:07 OPP 9 1 9 Touchdown 2 2:33 1:37 OWN 33 4 14 Interception 3 14:48 0:36 OWN 42 3 0 Punt 3 13:08 1:16 OWN 48 4 52 Touchdown 3 10:14 1:08 OWN 18 6 15 Punt 3 7:14 1:00 OPP 48 2 0 Interception 3 5:36 0:36 OPP 38 3 -5 Punt 3 2:36 0:34 OWN 34 3 0 Interception 3 0:20 0:28 OWN 27 3 0 Interception 4 13:46 1:12 OWN 20 3 49 Missed FG 4 11:03 0:28 OPP 8 3 0 Field Goal 4 9:17 1:08 OWN 25 3 -16 Punt 4 8:00 1:22 OWN 20 3 -10 Punt 4 5:43 0:38 OWN 20 3 0 Punt 4 3:53 2:09 OWN 20 6 18 Punt 4 0:18 0:18 OWN 25 1 -6 Game Tucker Drive Chart Quar Began Poss From Plays Yards Result 1 13:18 1:08 OWN 14 3 0 Punt 1 10:46 1:58 OWN 20 4 15 Interception 1 5:49 1:41 OWN 30 3 7 Punt 1 3:35 1:07 OWN 36 3 4 Punt 1 0:33 3:39 OWN 7 10 36 Downs 2 10:35 0:34 OWN 3 3 0 Punt 2 9:22 0:37 OWN 37 3 0 Punt 2 7:11 1:59 OPP 46 8 4 Punt 2 4:27 0:34 OWN 40 3 0 Interception 2 3:46 1:13 OWN 14 3 0 Punt 2 0:56 0:36 OWN 9 3 0 Punt 2 0:20 0:20 OWN 10 1 60 Half 3 15:00 0:12 OWN 20 1 0 Interception 3 14:12 1:04 OWN 20 3 0 Punt 3 11:52 1:38 OWN 18 3 8 Punt 3 9:06 1:52 OWN 27 4 -2 Punt 3 6:14 0:38 OWN 4 3 0 Punt 3 5:00 2:24 OWN 20 8 19 Punt 3 2:02 1:42 OPP 48 3 -23 Punt 4 14:52 1:06 OPP 41 3 3 Punt 4 12:34 1:31 OWN 38 3 -2 Interception 4 10:35 1:18 OWN 28 3 0 Punt 4 8:09 0:09 OWN 48 1 0 Interception 4 6:38 0:55 50 3 10 Interception 4 5:05 1:12 OWN 41 6 52 Field Goal 4 1:44 1:26 OWN 14 6 14 Punt Maassluis Red Zone Profile Visits TDs FGs 2 1 1 Tucker Red Zone Profile Visits TDs FGs 1 0 1 Maassluis Rushing Breakdown Direction Rush Yards Ave Left 1 2 2.0 Middle 6 14 2.3 Right 0 0 0.0 None 0 0 0.0 Run Blocking KeyBlks BlkOpps RunPlays 64 Byers 0 2 4 55 Devine 0 1 7 63 Owens 0 1 6 26 Wannamaker 0 0 7 82 Peterson 0 0 7 88 Manns 0 0 7 70 Shula 0 0 6 61 Mundy 0 0 6 87 Erickson 0 0 4 28 Peterson 0 0 4 50 Ramsey 0 0 3 71 Whitted 0 0 2 66 Herttna 0 0 1 Maassluis Passing Breakdown Distance Pass Comp Yards Ave Screen 0 0 0 0.0 Short (0-8 Yds) 3 2 6 2.0 Medium (9-18 Yds) 23 6 78 3.3 Long (19+ Yds) 49 4 183 3.7 Passing Attempt Comp BdThrw Dropd Defnsd Blockd Hurried Intrcpt 13 Aschenbrenner 34 6 3 8 8 1 7 0 15 Klingbiel 24 1 3 2 9 1 5 2 10 Ferraro 17 5 5 2 0 1 2 2 Receiving Target Caught Dropd Yards PassPlay 82 Peterson 31 6 5 151 82 88 Manns 23 4 4 47 82 85 Fears 12 0 2 0 37 26 Wannamaker 9 2 1 69 80 Pass Block SckAlwd PassPlay 70 Shula 1 82 26 Wannamaker 0 80 55 Devine 1 78 28 Peterson 1 67 63 Owens 1 62 50 Ramsey 1 56 61 Mundy 0 56 64 Byers 3 50 71 Whitted 0 30 66 Herttna 0 1 Pass Rush Sacks PsBlks Hurries PassPlay 78 Stevison 1.0 1 1 39 72 Brady 1.0 0 3 73 21 Bradley 1.0 0 2 43 74 Bulluck 1.0 0 0 47 73 Kolberg 0.5 1 2 65 97 McGregor 0.5 0 4 46 38 Sulfsted 0.0 0 1 68 44 Choisser 0.0 0 0 67 43 Barkley 0.0 0 0 62 42 Callis 0.0 0 0 62 95 Callahan 0.0 0 1 50 45 Corwin 0.0 0 0 58 46 Wilson 0.0 0 0 49 90 Machado 0.0 0 0 47 49 Starks 0.0 0 0 46 98 Langlois 0.0 0 0 32 91 Halvorson 0.0 0 0 21 92 Douglas 0.0 0 0 20 54 Wayne 0.0 0 0 18 99 Jammer 0.0 0 0 16 59 Reilly 0.0 0 0 6 Pass Defense Caught Defnsd Intrcpt PassPlay 38 Sulfsted 3 1 0 68 42 Callis 1 4 1 62 43 Barkley 1 2 1 62 45 Corwin 1 1 2 58 49 Starks 1 1 0 46 44 Choisser 0 9 2 67 46 Wilson 0 3 0 49 21 Bradley 0 2 0 43 72 Brady 0 1 0 73 91 Halvorson 0 1 0 21 73 Kolberg 0 0 0 65 95 Callahan 0 0 0 50 90 Machado 0 0 0 47 74 Bulluck 0 0 0 47 97 McGregor 0 0 0 46 78 Stevison 0 0 0 39 98 Langlois 0 0 0 32 92 Douglas 0 0 0 20 54 Wayne 0 0 0 18 99 Jammer 0 0 0 16 59 Reilly 0 0 0 6 Defense Tackles Assists RunPlay PassPlay 38 Sulfsted 4 0 11 68 45 Corwin 3 2 7 58 44 Choisser 3 1 9 67 42 Callis 3 1 8 62 43 Barkley 2 0 6 62 78 Stevison 2 0 3 39 72 Brady 1 1 7 73 74 Bulluck 1 1 7 47 73 Kolberg 1 0 8 65 49 Starks 1 0 7 46 21 Bradley 1 0 6 43 92 Douglas 1 0 4 20 99 Jammer 1 0 3 16 54 Wayne 1 0 1 18 95 Callahan 0 1 7 50 97 McGregor 0 1 8 46 46 Wilson 0 0 7 49 90 Machado 0 0 8 47 98 Langlois 0 0 2 32 91 Halvorson 0 0 2 21 59 Reilly 0 0 0 6 Tucker Rushing Breakdown Direction Rush Yards Ave Left 1 -1 -1.0 Middle 8 17 2.1 Right 2 11 5.5 None 0 0 0.0 Run Blocking KeyBlks BlkOpps RunPlays 81 Milts 0 1 11 35 Stanberry 0 1 9 52 Cooper 0 1 9 76 Vosicky 0 1 8 42 Krause 0 1 4 68 Ozols 0 1 4 83 McGregor 0 0 11 75 Bridges 0 0 10 60 Francis 0 0 9 89 Robinson 0 0 9 65 Dawson 0 0 7 67 Endsley 0 0 6 54 Lofton 0 0 2 Tucker Passing Breakdown Distance Pass Comp Yards Ave Screen 0 0 0 0.0 Short (0-8 Yds) 1 0 0 0.0 Medium (9-18 Yds) 21 5 71 3.3 Long (19+ Yds) 58 2 107 1.8 Passing Attempt Comp BdThrw Dropd Defnsd Blockd Hurried Intrcpt 4 Southrey 46 4 11 3 15 2 7 3 17 Hurtado 21 1 1 6 6 0 5 2 6 Carman 13 2 2 2 4 0 2 1 Receiving Target Caught Dropd Yards PassPlay 83 McGregor 32 3 5 120 85 81 Milts 25 2 3 29 85 82 Cochrane 10 1 1 15 17 89 Robinson 9 1 2 14 68 32 Brentley 2 0 0 0 19 35 Stanberry 1 0 0 0 76 21 Tribble 1 0 0 0 34 Pass Block SckAlwd PassPlay 60 Francis 3 78 75 Bridges 0 78 35 Stanberry 0 76 52 Cooper 1 70 65 Dawson 1 64 76 Vosicky 0 56 42 Krause 0 39 68 Ozols 0 38 67 Endsley 0 27 54 Lofton 0 14 Pass Rush Sacks PsBlks Hurries PassPlay 79 Regalado 2.0 2 1 70 73 Traylor 2.0 0 2 39 96 Bailey 2.0 0 0 39 97 Lasica 1.0 1 3 39 72 Kemp 0.5 0 5 72 91 Davis 0.5 0 1 63 45 Lyon 0.0 0 1 74 27 Drake 0.0 0 0 74 22 Raag 0.0 0 0 60 41 Withrow 0.0 0 0 59 59 Bradford 0.0 0 1 48 38 Melnik 0.0 0 0 54 33 Kus 0.0 0 0 47 90 Hampton 0.0 0 0 38 29 Miller 0.0 0 0 34 95 Escamilla 0.0 0 0 33 30 Johannsen 0.0 0 0 25 53 Delgado 0.0 0 0 21 51 Fogg 0.0 0 0 11 92 Ridley 0.0 0 0 10 94 Sunderland 0.0 0 0 3 Pass Defense Caught Defnsd Intrcpt PassPlay 45 Lyon 5 2 1 74 33 Kus 2 3 0 47 22 Raag 1 4 0 60 38 Melnik 1 4 0 54 41 Withrow 1 1 2 59 79 Regalado 1 0 0 70 51 Fogg 1 0 0 11 27 Drake 0 1 1 74 30 Johannsen 0 1 0 25 53 Delgado 0 1 0 21 72 Kemp 0 0 0 72 91 Davis 0 0 0 63 59 Bradford 0 0 0 48 96 Bailey 0 0 0 39 73 Traylor 0 0 0 39 97 Lasica 0 0 0 39 90 Hampton 0 0 0 38 29 Miller 0 0 0 34 95 Escamilla 0 0 0 33 92 Ridley 0 0 0 10 94 Sunderland 0 0 0 3 Defense Tackles Assists RunPlay PassPlay 45 Lyon 4 2 6 74 41 Withrow 3 2 6 59 79 Regalado 3 0 5 70 22 Raag 3 0 7 60 91 Davis 2 0 6 63 33 Kus 2 0 2 47 73 Traylor 2 0 4 39 96 Bailey 2 0 3 39 38 Melnik 1 1 3 54 27 Drake 1 0 6 74 97 Lasica 1 0 2 39 29 Miller 1 0 4 34 72 Kemp 0 1 7 72 90 Hampton 0 1 3 38 95 Escamilla 0 1 3 33 59 Bradford 0 0 4 48 30 Johannsen 0 0 2 25 53 Delgado 0 0 1 21 51 Fogg 0 0 1 11 92 Ridley 0 0 1 10 94 Sunderland 0 0 1 3


So, by passing a ton on both sides, expecting the pass, etc., 186 total plays were run in one game, or nearly 50% more than the number that Tucker ran during the 2011 regular season--a significant boost to preseason player development, roughly the equivalent of adding two extra preseason games, actually.
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Last edited by Ben E Lou : 08-09-2006 at 05:42 AM.
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Old 08-09-2006, 06:22 AM   #2
yabanci
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seems like a desperate way to pick up an extra point or two... /shrug
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Old 08-09-2006, 06:35 AM   #3
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So what about if you want those extra points of development for a RB?
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Old 08-09-2006, 06:39 AM   #4
Ben E Lou
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Quote:
Originally Posted by gottimd
So what about if you want those extra points of development for a RB?
You're making the assumption that development is based on carries. I haven't 100% verified it yet through isolated testing, but it appears to be more based on plays for which he's on the field. One thing is certain: more overall team development happens when more plays are run.
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Old 08-09-2006, 06:39 AM   #5
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Originally Posted by yabanci
seems like a desperate way to pick up an extra point or two... /shrug
What else is the preseason good for?
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Old 08-09-2006, 08:36 AM   #6
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It still seems like taking advantage of the AI.
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Old 08-09-2006, 08:39 AM   #7
Ben E Lou
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It still seems like taking advantage of the AI.
Not in a multiplayer league.
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Old 08-09-2006, 08:41 AM   #8
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You might as well link up the CFL thread, SkyDog.
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Old 08-09-2006, 08:43 AM   #9
Ben E Lou
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Originally Posted by flere-imsaho
You might as well link up the CFL thread, SkyDog.
That has nothing to do with my intentions for posting this.
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Old 08-09-2006, 08:44 AM   #10
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Nice work!
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Old 08-09-2006, 08:46 AM   #11
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That has nothing to do with my intentions for posting this.

That's not what I'm suggesting. I think there may be some valid concerns about doing this in a MP league, and some of those concerns have been voiced in the CFL. Perhaps FOFC as a whole may want to discuss/debunk those concerns.
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Old 08-09-2006, 08:48 AM   #12
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:lipsrsealed:
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Not in a multiplayer league.
True and it is probably better to let it happen in multi player rather than make some cumbersome rule regarding gameplans.
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Old 08-09-2006, 08:48 AM   #13
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Flare, but how do you legislate against it? Is 10% running too little? 20%? Force people to use the AI-suggested gameplans in the preseasons???
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Old 08-09-2006, 08:52 AM   #14
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Hopefully, this relevation will lead to a revamp of the pre-season in FOF.
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Old 08-09-2006, 08:55 AM   #15
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As was pointed out in the CFL, we'd rather not legislate against it. What we would prefer is for each GM is to practice some common courtesy and common sense towards their other GMs.

Your preseason gameplans have the unintended consequence of getting parts of your opponents' teams on the field a lot more. Therefore, it's very likely some of those GM's starters will see the field a lot more than they intended, and thus be more susceptible to an injury happening. That's an unintended consequence.

Since the #1 goal of preseason is to not have your most important players get injured, it seems to me that the common courtesy and common sense thing to do would be to give your preseason opponents a heads-up, and, even better, see if the two of you can work out gameplans for that game that will benefit the both of you.

I don't want to legislate against it, but I'm not quite comfortable with you "springing" it on a MP league like this. And I think Raven Hawk has a right to be upset, given that your wildly-skewed preseason gameplan put two of his key offensive linemen at considerably more risk of injury than he had planned.
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Old 08-09-2006, 08:57 AM   #16
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Turn off injuries in pre-season...
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Old 08-09-2006, 09:05 AM   #17
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Turn off injuries in pre-season...
Yep...if the primary goal of MP pre-season has turned into a battle to not get starters injured, it makes no sense to keep injuries on for those games. People want to argue the realism factor, but is benching & inactivating starters right and left any more realistic than having no injuries? Neither are realistic, but somehow the former is accepted while the latter is not.
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Old 08-09-2006, 09:11 AM   #18
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Originally Posted by VPI97
Hopefully, this relevation will lead to a revamp of the pre-season in FOF.
Well, I certainly didn't post this just to be nice.
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Old 08-09-2006, 09:12 AM   #19
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CFL thread?
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Old 08-09-2006, 09:14 AM   #20
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Well, I don't think preseason is going to be all that realistic anyway. Injuries or not, there's still no real reason to play anybody who is completely filled out, only guys who you're trying to develop. If he's already 77/77, I'm still sitting Jackie Percy, as there's no real growth potential (apparent, anyway).
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Old 08-09-2006, 09:21 AM   #21
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Originally Posted by Celeval
CFL thread?
I am guessing this one.
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Old 08-09-2006, 09:44 AM   #22
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Originally Posted by flere-imsaho
I don't want to legislate against it, but I'm not quite comfortable with you "springing" it on a MP league like this.
Maybe I'm the first person in CFL to go all-pass or all-run in a preseason game, but I'm certainly not the first in multiplayer to do it. I don't think it was "sprung" on anyone.

Quote:
And I think Raven Hawk has a right to be upset, given that your wildly-skewed preseason gameplan put two of his key offensive linemen at considerably more risk of injury than he had planned.
With the ability to keep over 2/3 of your starters from playing in the preseason, I'd say it is his own fault if he left TWO key offensive linemen starting and they got hurt.
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Old 08-09-2006, 10:04 AM   #23
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Won't more plays with bad stats performance decrease a player development too right?

More plays can also lead to more injuries.
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Old 08-09-2006, 10:09 AM   #24
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Difficult problem here. The easy answer is that NFL teams are courteous to each other and to the fans. The league has a vested interest in teams at least pretending to be competitive during the pre-season.

So, if a coach did what Ben did, it's likely the league office would take action to prevent it from happening again.

Young players would develop more if games were extended in this manner, but fans would become irate if games were treated as an extended practice session.

The pre-season is an extended practice session, however. That's the pretense we're asked to go along with when we buy our NFL season tickets. The NFL just won't admit it, while baseball teams openly admit it and don't require their fans to travel to Florida and purchase tickets to those games.

As far as FOF is concerned, one change that's on the list (usual evasive verbiage about which game is next, and when) is that players will need to get in a certain amount of playing time to remove the "rust" each season. The second change is that my research suggests young players aren't quite developing fast enough in FOF. So that will change a little.

I'm not going into the details of how all this works in FOF, but given the injury risks and the peer pressure, I would suspect that MP leagues should act as the NFL would, and adopt an "I don't like what I see, please stop it" policy for this type of behavior. Because it would be fairly difficult, and include extremely little reward for the gamer, to create an economic disincentive and/or a nagging commissioner's role in the game.
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Old 08-09-2006, 10:31 AM   #25
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One way is to have the FOF gameplans % for runs and pass have a minimum and maximum % you can set it too.

This way we won't have these extreme gameplans being made.
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Old 08-09-2006, 10:38 AM   #26
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One way is to have the FOF gameplans % for runs and pass have a minimum and maximum % you can set it too.

This way we won't have these extreme gameplans being made.
I think each league should have a gameplan czar that goes in and inspects the gameplan settings of each and every team before each game. Not only would that make the game more fun for everyone, it would close the gap between the cheaters and those folks whoare JUST TRYING TO KEEP IT REAZZY!!!
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Old 08-09-2006, 10:53 AM   #27
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I just can't imagine any MP league thinking about trying to ban this practice having such a proposal pass the common sense "juice worth the squeeze" test. The exhibition games in FOF are demonstrably pointless in most respects -- who on earth would a league invest meaningful resources into setting rules on how "realistically" they are being played?

Nice thread, SkyDog, good idea, and I see no problem with it.
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Old 08-09-2006, 11:04 AM   #28
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I just can't imagine any MP league thinking about trying to ban this practice having such a proposal pass the common sense "juice worth the squeeze" test. The exhibition games in FOF are demonstrably pointless in most respects -- who on earth would a league invest meaningful resources into setting rules on how "realistically" they are being played?

Nice thread, SkyDog, good idea, and I see no problem with it.
Agreed on all counts.
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Old 08-09-2006, 11:09 AM   #29
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One way is to have the FOF gameplans % for runs and pass have a minimum and maximum % you can set it too.

This way we won't have these extreme gameplans being made.


Hopefully Jim will add this on the next version of FOF.
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Old 08-09-2006, 11:19 AM   #30
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Originally Posted by Solecismic
As far as FOF is concerned, one change that's on the list (usual evasive verbiage about which game is next, and when) is that players will need to get in a certain amount of playing time to remove the "rust" each season.
That's great news! My hope would be that this will vary from player to player in accordance with overall experience, experience on the current team, and other factors, to the point that none of us can ever come up with a formula to find out EXACTLY how much playing time a player of X years experience and Y years on the team needs to remove the "rust."
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Old 08-09-2006, 11:21 AM   #31
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Hopefully Jim will add this on the next version of FOF.
Hopefully he'll add Subby's gameplan czar idea as required for all multiplayer leagues, too.
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Old 08-09-2006, 11:22 AM   #32
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One way is to have the FOF gameplans % for runs and pass have a minimum and maximum % you can set it too.

This way we won't have these extreme gameplans being made.

This I don't like. There are plenty of situations where extreme gameplans are warranted.
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Old 08-09-2006, 11:23 AM   #33
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I just can't imagine any MP league thinking about trying to ban this practice having such a proposal pass the common sense "juice worth the squeeze" test. The exhibition games in FOF are demonstrably pointless in most respects -- who on earth would a league invest meaningful resources into setting rules on how "realistically" they are being played?

Nice thread, SkyDog, good idea, and I see no problem with it.

Pre-season games are similarly demonstrably pointless in the NFL, as well. What Ben has done is illustrate a scenario that could just as easily apply to the NFL, but doesn't, exactly because teams adhere to an informal "realism" policy..

It's a very good argument against turning off the injury sliders for the pre-season, as well.

If you read what many NFL people say about the pre-season (and there's a new push to expand the season to 18 games and reduce the pre-season to two games), it becomes clear that this exact sort of discussion has gone on at the NFL level. I think there's a good chance we'll see that change in the next ten years.

I see no need to limit game plan percentages. That doesn't address the issue.
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Old 08-09-2006, 11:24 AM   #34
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Hopefully Jim will add this on the next version of FOF.
worst idea ever.
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This is like watching a car wreck. But one where, every so often, someone walks over and punches the driver in the face as he struggles to free himself from the wreckage.
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Old 08-09-2006, 11:26 AM   #35
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That's great news! My hope would be that this will vary from player to player in accordance with overall experience, experience on the current team, and other factors, to the point that none of us can ever come up with a formula to find out EXACTLY how much playing time a player of X years experience and Y years on the team needs to remove the "rust."

I have an interface planned (and this is subject to change), where you have to choose how many donuts to feed each player every week and how much time he's allowed to spend with his family.

It's a bit cumbersome, but after a couple of new versions, I'll be sure to add a new screen allowing you to set those donut feedings globally, based on position.
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Old 08-09-2006, 11:37 AM   #36
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So, how to counter this to avoid injuries in MP then? Let the team pass and hope every play results in a completion?
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Old 08-09-2006, 11:39 AM   #37
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I have an interface planned (and this is subject to change), where you have to choose how many donuts to feed each player every week and how much time he's allowed to spend with his family.

It's a bit cumbersome, but after a couple of new versions, I'll be sure to add a new screen allowing you to set those donut feedings globally, based on position.

Ah, the homer simpson feature... I like it.
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Old 08-09-2006, 11:39 AM   #38
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Jim's post (#24) sums up how I feel about it better than I can (or have). Perhaps the best decision for the MP preseason is to turn off injuries and just sim all 5 weeks at once. Get it done with, at no risk of injuries.
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Old 08-09-2006, 11:41 AM   #39
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Perhaps the best decision for the MP preseason is to turn off injuries and just sim all 5 weeks at once. Get it done with, at no risk of injuries.
Well done, sir.
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Old 08-09-2006, 11:43 AM   #40
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In FOFL and GEFL we turn off injuries and sim pre-season games 1-3, allow a day in-between for gameplan/roster tweaking, then sim games 4-5. Taking this approach allows us to shave 5-6 days off of the worst part of the off-season...
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Old 08-09-2006, 11:46 AM   #41
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Hopefully he'll add Subby's gameplan czar idea as required for all multiplayer leagues, too.

I'm not familiar with this one.
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Old 08-09-2006, 11:49 AM   #42
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37-3? Boo-yah, SD, we kicked your butt badly!
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Old 08-09-2006, 11:50 AM   #43
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Gameplan Czar checks each every gameplan setting for each and every team before each and every game to ensure they are not cheating.

It geometrically increases the fun quotient.
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Old 08-09-2006, 11:52 AM   #44
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Gameplan Czar checks each every gameplan setting for each and every team before each and every game to ensure they are not cheating.

It geometrically increases the fun quotient.

Cheating in what fashion? How can you cheat with your gameplan?
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Old 08-09-2006, 11:54 AM   #45
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Cheating in what fashion? How can you cheat with your gameplan?
Ummm...
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Old 08-09-2006, 11:55 AM   #46
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Ummm...

PM me then. :-P
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Old 08-09-2006, 11:57 AM   #47
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PM me then. :-P
Your vision OK today?
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This is like watching a car wreck. But one where, every so often, someone walks over and punches the driver in the face as he struggles to free himself from the wreckage.
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Old 08-09-2006, 11:58 AM   #48
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Your vision OK today?

Depends. If we're talking about "extreme" gameplans, then I don't see how that's cheating, especially since the game itself will smack you down if you're trying to seriously run it. If we're not, then I'm obviously having another blind day. :-D
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Old 08-09-2006, 12:00 PM   #49
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Depends. If we're talking about "extreme" gameplans, then I don't see how that's cheating, especially since the game itself will smack you down if you're trying to seriously run it. If we're not, then I'm obviously having another blind day. :-D
Kevin:

http://www.operationsports.com/fofc/...3&postcount=26

--Ben
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Old 08-09-2006, 12:00 PM   #50
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Nevermind, I'm being an idiot. Having missed Subby's czar post before, I thought there was actually an utility out there that did this, similar to the one talked about a while back about policing contract offers.

Nothing new, nothing to see here. Move along.

Re: Ben - yeah.. yeah... yeah...

Last edited by Celeval : 08-09-2006 at 12:01 PM.
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