It does help explain it, however the base for how the gameplay is doing isn't necessarly found in the sliders DFB because of the simple fact that the sliders themselves aren't even needed to play the game.
They're more for cosmetic and other effects that really don't contribute to gameplay on the level we precieve them to for example the pursuit is nothing more then "make up speed" to compensate for a users lack of re-action time or the fatigue slider that does nothing more then keep certain players consistent in the game as in "Tireing" at a slower pace, thats why when lowered the CPU rotates the RBs and other players more realistically because they function based on their actual base attributes.
When a slider is increased the attributes become more inflated and the game appears to play more aggressive in the form of more penalties, a higher degree of injuries and smarter in its antisapation of the users play calling habits and tendencys.
The higher a slider is adjusted the more difficult the gameplay is going to get and distant itself from the original settings the CPU player is based at. Ever see DBs read and re-act to gameplay sequence that seems too over the top and just cut down any chance to see a play sequence look like its suppose to in the form of hitting recievers long before a catch sequence even takes place?
Linebackers that read and re-act like ALL Pro saftys or cornerbacks being more aggresive and assertive then your average pro linebacker in most NFL video games and then add the fact that some of the players were already set with attributes ranging in the 90s as high as 99 for some!!!
Thats why edits are needed to balance players to more realistic numbers that reflect a realistic setting attribute, at a 99 speed setting there just isn't any more you can or should add but because its that high adjusting certain sliders only distorts them in the form of overly aggressive and assertive gameplay.
I don't think the intial programming is all that flawed but attribute it more to the users desire to play the game in a mannor that only makes it play poorly by inducing sliders to over compensate and push the players to perform out of their normal parameters.
Ever play golf or go bowling and use a handi-cap to compensate for short comings by a lesser skilled opponent, well in a video game with these type of sliders you do just that compesate for short comings by the user in its execution and re-action time.
About the only thing you actually get from increasing certain sliders is more over the top gameplay from both the user and cpu in the form of aggression and assertiveness.
Fatigue, you'll get players on the field longer that may be better served in player rotations especially your RBs and offensive linemen once their tanks run dry its time to pull them out for a breather but it won't happen if the slider is adjusted out of balance thus making him a liability and a sure fired canidate for an injury!!!
Pursuit is basically the defenses re-action time and if adjusted too high from the other sliders this makes things appear out of sync and at times over pursue your opponent in the form of missed tackles and poor collision detections not sync up to the overall gameplay.
Tackles, well if I'm correct on this one you want this to give the effect of actually causing things and events to happen on the field in the form of "Hit" points, if you consistently and aggresively make the correct hits on an oppent you'll wear him down and eventually get results in the form of fumbles,fatigue and see him leave the game for a breather because he can and should feel the effects of a good pounding and good collision detections that sync a good hit with tackles that yield results.
Those are just a few examples and also even the offensive linemen get calls for being overly aggresive in the form of holding calls and clips if set correctly.
User games don't play all that differently the sliders just compensate for the users short comings in the read and re-action times which when adjusted at certain levels become more and more cosmetic and aggressive which can be a good thing but with the higher level comes the risk and reward factor thats more in favor of the CPU but the user is the smarter opponent if and by using stategys that the CPU appears to be lacking in its descision process!!!
By "Zero" sliders I understand them as being set at levels that don't influence the gameplay to levels that may conflict with the players already factory set attributes in their normal performance of the game or in their attributes edited to reflect actual players performance, the game really doesn't need sliders that confuse the user in deciding what setting should be where but more in tune to aide the User and compesate for his lack of skill or level of difficuilty in wanting a more competative game.
Thats why there is a level at rookie and up to show you the gameplay through various degrees of difficuilty and in sync with one another so the User can make adjustments that flow with the gameplay and provide a better playing experience along with any edits you influence in them all to work in sync with one another, after the ALL PRO level you the user are incline to experience the game as being more aggresive,assertive and mistake prone not necessarly smarter!!!
Certain sliders should be adjusted to work in proximity with one another and others are pretty much independent of others like the fatigue for example but it has an overall effect on gameplay is IMO is seriously over looked and not given proper credit for its contribution on overall gameplay but these are just my obsevations and experiences dealing with the game some may or may not agree but I feel confident in sharing these obsevations as you'll come to see in from own observations and tests you're currently involved.
Oh about that kicking slider,its something I really haven't gotten a handle on and perhaps never will because it functions on a level of its own and appears to have no real effect on kick or punt returns just effecting the kick meter for the user and perhaps some influence in the kicking game but nothing I can say is an absolute,I have experienced kick and punt returns but not frequent enough to be of any real significance but again I have seen some and I guess you can say its something involving other varables attributed to the games intial programming.
I'm sure you'll figure it out in time because you're very,very close with some of the work you're doing but as for myself I'm pretty much satisfied with my finished product and am willing to assist you if you need with anything within reason bro!!!
Holla Back y'all
Rickster101