View Single Post
Old 07-15-2007, 12:17 PM   #7
gstelmack
Pro Starter
 
Join Date: Oct 2000
Location: Cary, NC
Quote:
Originally Posted by SkyDog View Post
Oh, I agree wholeheartedly on both of your points here, as well as your general premise. I think part of the issue here is the "fun computer game" factor. I wonder how well people would react to a system that feels like it has very little flexibility. For example, I wholeheartedly agree that it's wholly unrealistic to be able to change our offensive schemes from week to week like we can and do, but I'm not certain we'd want it otherwise (particularly for MP). *shurg*

I dunno. I'd actually be all for completely pulling gameplanning, even though I don't think it's a realistic marketing move. I'd *LOVE* to see hiring an OC with certain offensive tendencies and a DC with certain defensive tendencies, and then be up to you to find the right players to run it. At least in a GM-based sim like this. It would even be great if you tracked experience in a system (paging Cam Cameron and Trent Green) like you do cohesion between QBs and receivers.

It seems like FOF MP is primarily a gameplanning experience, as a good gameplanner can overcome poor roster material, while a good GM can't overcome poor gameplanning. Even as a guy who typically does the AI recommend thing for most settings (due to a lack of time), I still have specific tweaks I have to make each week due to limitations in the game (such as calling a 4-deep zone with a run aggressive playcall). I'm not sure that's a good thing in a sim that is focused on the GM aspects.
__________________
-- Greg
-- Author of various FOF utilities
gstelmack is offline   Reply With Quote