View Full Version : FOF2007: Gameplan Recommendations
SlyBelle1
11-12-2006, 08:37 AM
I've searched around but couldn't find whether this question was ever answered. When you use the "recommend" options for gameplanning, etc., how is the CPU determining what to use? For example, does it have anything to do with your coaching staff's ratings, or does it just look at the opponent and your strengths and then comes up with the recommendations. I'm really hoping it has more to do with coaches so there are chances it is not the best gameplan always choosen.
BTW, loving the game, Just can't wait for the patch.
Leonidas
11-12-2006, 10:03 AM
I've searched around but couldn't find whether this question was ever answered. When you use the "recommend" options for gameplanning, etc., how is the CPU determining what to use? For example, does it have anything to do with your coaching staff's ratings, or does it just look at the opponent and your strengths and then comes up with the recommendations. I'm really hoping it has more to do with coaches so there are chances it is not the best gameplan always choosen.
BTW, loving the game, Just can't wait for the patch.To the best of my knowledge the most your staff has to do with AI gameplanning is dependent on your scout's skills. I don't think coaching talents (OC and DC) have ever had anything to do with AI gameplanning in any of Jim's games. I believe coaching talents have more to do with player development. Now for the head coach, my best guess is a coach talented in offensive or defensive gameplanning might do a better job calling plays, as that is what those ratings seem to be for, but I do not know anything more specific than that. Could make an interesting study to have two files for the same team with different coachs with vastly different talent sets in playcalling and see how well the perform in a redundant series of test runs.
I think the elements that go into AI gameplanning are heavily dependent on what the scout sees in both his own team and his upcoming opponent. The AI then crafts a gameplan to optimize the situation.
If you've read my own studies it is most definitely possible to build a better gameplan than the AI. I have done it on both sides of the ball. But unlike past versions of the game, there doesn't seem to be a gimmick gameplan that will lay waste to all that come before it. The AI is pretty solid for this game. Good luck.
SlyBelle1
11-12-2006, 10:11 AM
To the best of my knowledge the most your staff has to do with AI gameplanning is dependent on your scout's skills. I don't think coaching talents (OC and DC) have ever had anything to do with AI gameplanning in any of Jim's games. I believe coaching talents have more to do with player development. Now for the head coach, my best guess is a coach talented in offensive or defensive gameplanning might do a better job calling plays, as that is what those ratings seem to be for, but I do not know anything more specific than that. Could make an interesting study to have two files for the same team with different coachs with vastly different talent sets in playcalling and see how well the perform in a redundant series of test runs.
I think the elements that go into AI gameplanning are heavily dependent on what the scout sees in both his own team and his upcoming opponent. The AI then crafts a gameplan to optimize the situation.
If you've read my own studies it is most definitely possible to build a better gameplan than the AI. I have done it on both sides of the ball. But unlike past versions of the game, there doesn't seem to be a gimmick gameplan that will lay waste to all that come before it. The AI is pretty solid for this game. Good luck.
Thanks for your experiences. If scouts are participating, that is some good news that the CPU just doesn't manage it for you without any randomness of what some of your staff contributes. Too bad it didn't take a few more variables into play like HC, OC, DC.
As for manual game planning, I'll be honest that I haven't found a good way to do that. Unfortuantely, I usually don't have a ton of time so I usually like to quicksim. I would love to do my own game planning but just not sure the best way to go about it. I really wish there was a feature just to say "pass more" or "run more", etc. and the plan would be adjusted. I know not everybody would like this, but would give me the best of both worlds in doing some of my game planning without too much time or detail.
If you have any tips on how to adjust the game plan, I would love to hear them. Do you use any statistics or models to say if I would to run more or pass more, this is what the ratings should be set to for all the various situations?
Leonidas
11-12-2006, 10:17 AM
Here's my post on defensive gameplanning
http://www.operationsports.com/fofc/showthread.php?t=54110
and my post on offense
http://www.operationsports.com/fofc/showthread.php?t=53997
vBulletin v3.6.0, Copyright ©2000-2026, Jelsoft Enterprises Ltd.