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View Full Version : March 2008 Q&A: Two-minute offense and experience.


Ben E Lou
03-19-2008, 03:50 AM
Jim decided to include a section of his own, due to the company getting a good bit of e-mail lately about a particular issue. His comments are reflected in number 1 below.

1. People have recently mentioned problems with the two-minute offense. Too many long passes are thrown, leading to three-and-outs in crucial situations. As a result, some people have reduced the two-minute setting to zero minutes, and are reporting cases where a team will not kick a field goal before fourth down, even when the situation obviously calls for one.

Kicking field goals before fourth down is part of the two-minute package. Part of the hurry-up, spiking the ball and trying to start plays quickly, is automatic no matter what the setting, but not the kicking decision itself.

Obviously, no one wants to see halves end like this. But before 6.1, no one ever reported too many long passes in late-game situations, which has fueled this recent trend of turning off the setting. In this case, the solution is producing worse late-half behavior.

The function which handles the two-minute offense is already at least one thousand lines long, and gets looked at during every development cycle. Studying what NFL teams do, and, most likely, toning down the long passes, is on the future development list, as is including the kick itself in the automatic-despite-setting part of the function.

In fact, this code will probably get a complete makeover, as the game doesn't currently give the AI complete control over the duration of a play, meaning it needs to be conservative as to how close to zero it's willing to take the clock while trying to score a touchdown.

2. Besides cohesion, is there any extra bonus/penalty applied for veteran QBs versus young QBs? In other words, does a QB play better when he has participated in more games?

No, aside from a very slight bonus based on the number of fourth-quarter comebacks and a likelihood that the quarterback understands more formations, there is no experience bonus for quarterbacks.

3. Last month, you mentioned that "physical skills" and "experience skills" exist in FOF. Will you explain a bit more about what that means?

There are several types of aging curves built into the game, and several different types of skills. With more physical skills, rookies have a higher red bar percentage right off the bat, and deterioration begins near or after the player reaches the peak experience level for his position. With more experience skills, rookies have a higher green bar percentage right off the bat, and deterioration starts slightly later.

Vinatieri for Prez
03-19-2008, 05:08 AM
Good stuff on #3 there, which I didn't really think in terms of deterioration. Strength was a connection I already made (since there is never any green there), but never really made a connection that it would also be the first rating to drop in time.

Ben E Lou
03-19-2008, 06:18 AM
Good stuff on #3 thereTrue dat. Pretty neat, and it appears to explain some of the "funky" development that has been observed at certain positions.

A-Husker-4-Life
03-19-2008, 06:36 AM
#3 is very interesting, I love that Jim is doing these Q&A's...

Raiders Army
03-19-2008, 09:17 PM
For the next Q&A, the question that needs to be answered is will there be a new FOF or TCY this year?

Anthony
03-20-2008, 09:55 AM
i don't understand #3. what is he saying in layman's terms.

sovereignstar
03-20-2008, 12:04 PM
i don't understand #3. what is he saying in layman's terms.

Skills like blocking strength, which is a physical one, are more mature (or more red) in rookies when they enter in the league. That's in contrast to something like pass blocking, which would be an experience skill and will be more green. My 3rd round pick in the IFL draft (Clarence Lassner) is a good example of this. He's also saying that the physical skills will deteriorate more quickly.

http://img167.imageshack.us/img167/5823/lassnercb8.jpg

Anthony
03-20-2008, 12:49 PM
understand, thanks.


still, that doesn't appear to be the most revealing pieces of info. of all the things people would like to know about the game he would address #3. of the things i would like him to spend some time on it'd be gameplans, specifically defense. as in 'how do you make it work?".

Synovia
03-21-2008, 10:04 AM
The function which handles the two-minute offense is already at least one thousand lines long, and gets looked at during every development cycle. Studying what NFL teams do, and, most likely, toning down the long passes, is on the future development list, as is including the kick itself in the automatic-despite-setting part of the function.

Why not just have a second set of offensive settings, so that WE can decide what our teams do during 2 minute offense, instead of forcing us to do what NFL teams do. That would be much less AI code, much more likely to work correctly, and would give us more control.

Simply copy "Basic Offensive settings" to "Hurry Up Offensive settings" and have it look at the different chart when we're inside the hurry up time.

Young Drachma
03-21-2008, 02:43 PM
I don't even play FOF much anymore. But I really enjoy this feature, because it shows how well developed the game is. And it makes me appreciate the world o' the text sim developer even more than I otherwise would...because it's sustained and ongoing.