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Vision Cone Alternative (How to make QB AWR matter)

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Old 07-31-2016, 06:57 PM   #81
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Re: Vision Cone Alternative (How to make QB AWR matter)8

I don't like the game gifting you with free info. Always hated All Pro's signal stealer ability. It's hard enough to disguised things as is.

I still say awareness should dictate the camera, both during the play and pre play. Pre play, it should reduce how far the camera zooms out when you pull the right trigger. Just like in old Madden, you have to pull the trigger and then rotate the camera to see everything. Post play, have right stick move the camera like a third person game.

This is the simplest way to make awareness more meaningful, and probably the most appropriate.
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Old 08-01-2016, 03:13 PM   #82
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Re: Vision Cone Alternative (How to make QB AWR matter)

Quote:
Originally Posted by NDAlum
I want to say I read a post from solidsquid or bigfndeal in a vision cone thread where they mentioned a "double tap" of some sort within the passing game. I apologize if this specific mechanic I'm about to post has been stated previously. If it has I haven't seen it laid out.

How to make QB AWR matter

Each pass play would have a primary read target where a single button passing mechanic would still apply. After the ball is snapped the receiver icon is vivid and "lit up" to indicate that receiver is the active read at the moment. All other receivers would have dim icons, but still visible. You could manually change the primary read on the pass play at the LOS.

For a QB to move on from the first read to any additional read the user would need to press the corresponding button of that receiver. There would be two variables in determining how fast the dim icon of the receiver becomes lit up and clear that the QB has fully recognized the read.

1. QB Awareness
2. Distance from 1st read to the new read (field could be broken down into 1/2, 1/3, 1/4)

These two variables could then determine the amount of time it takes the newly selected read to go from dim to lit up. The higher the QB AWR, the quicker the icon can light up. The lower the QB AWR, the longer it takes.

When the new read icon is still dim it should be possible to still throw the ball, but there should be an attribute penalty for accuracy on the throw.

It could be a pretty limited system, IMO, that would really enhance the meaning of AWR for QB's. It wouldn't be a distracting visual mechanic and wouldn't stress the user out too much with demanding too much of the way of "user skill". The big factor would simply be what the QB AWR is and how well the user can read the defense and pick what the best first read is against the D they see.

An example:

QB Aaron Rodgers with his likely 95+ AWR is throwing to a non-primary read in a pass play. Below are hypothetical time delays to get from the primary read to the new read and using a field breakdown of 1/3. (Field split into 3 pieces - left/mid/right)

Primary read is on the left side of the field and the new read will be on the right side of the field.

Standard time delay to change receiver: 0.10 seconds
Time delay to go from left 1/3 to right 1/3: 0.10 seconds

So it would take 0.20 seconds for the new read to have the icon light up

Then let's take Colin Kaepernick who struggles with AWR and he's making the same throw

Standard time delay to change receiver: 0.50
Time delay to go from left 1/3 to right 1/3: 0.25

So it would take 0.75 seconds for the new read to have the icon light up

I think this could really change the dynamic of passing and make AWR matter. Keep in mind my #'s are just fillers and it would be something that needed to be tested thoroughly to truly be represented well by this mechanic.

The mechanic would provide a tangible difference in QB user control. It would make AWR matter.
One big problem with this (and a suggested solution): some routes take longer to develop. You wouldn't throw a deep in immediately, so no reason for it to be lit up for a high AWR QB at the start of the play.

Solution: (1) Make the dim lit wrs stay dim lit throughout the play, with a ratings hit for throwing to any besides the lit up WRs. (2) Make the number of WRs dim lit a function of awareness, and make the ratings hit for throwing to them a function of awareness.

Example:
QBs with 80-89 AWR will have four WRs lit, and throwing to the unlit WR will cost 1 accuracy points for 89, 2 for 88, 3 for 87, ..., 10 for 80.

QBs with 70-89 AWR will have 3 WRs lit, and lose accuracy in the same way for dim WRs

QBs with 60-79 AWR will have 2 WRs lit, and same thing for accuracy.

And finally, QBs with 50-69 AWR will have only 1 WR lit, and will lose accuracy throwing to a WR that isn't lit.




Or something to this effect.

Last edited by ForUntoOblivionSoar∞; 08-01-2016 at 03:15 PM.
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Old 08-01-2016, 03:48 PM   #83
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Re: Vision Cone Alternative (How to make QB AWR matter)

You could choose the primary read pre-snap, so you would assume guys would try to get their quick hitting routes as their first reads and then shift to longer developing reads.

This would be more of intellectual user skill vs button pressing user skill.

Not only that you could get in a habit of reading the play and choosing your primary and then have in your mind "If O is covered I'm going X next read". So if you look at O and he's covered you could hit the X button before you even lock on the X target so it already starts the in game mechanic to make the QB look.
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Old 08-01-2016, 04:09 PM   #84
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Re: Vision Cone Alternative (How to make QB AWR matter)

I would really like some form of this mechanism to return.

What also needs to be considered is the cone was not just an offensive tool. Part of the reason for the "flashlight" on the field was for defenders, AI or human to react to the "eyes" of the QB that the cone represented.

The flashlight portion was not received well. So with these great proposals please include how the defense can be included. A large majority of real INTs are a result of that "flashlight" or the QBs eyes leading defenders to the ball. Staring down WRs.

Allows good players to look off defenders without Madden moving your defender out the way. And I know I'm not the only one who has had a high awareness defender standing in great position, then all of a sudden move away from where the ball is coming to allow a catch.
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Old 08-01-2016, 09:14 PM   #85
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Re: Vision Cone Alternative (How to make QB AWR matter)

Quote:
Originally Posted by ForUntoOblivionSoar∞
One big problem with this (and a suggested solution): some routes take longer to develop. You wouldn't throw a deep in immediately, so no reason for it to be lit up for a high AWR QB at the start of the play.
It wouldn't be lit up immediately after the snap ( in that situation ) regardless of the quarterback's awareness rating. What would differentiate the lower awareness qb from the higher one is the amount of time it would take to progress to the second read; meaning, if the user sees that the dig route isn't going to be open, and he presses a button corresponding to another receiver, it will take longer for that receiver's icon to be highlighted (signifying that the QB is now looking at him ). The longer it takes for the next corresponding receiver to be highlighted, the less receivers the user can highlight on any given play.

Quote:
Originally Posted by ForUntoOblivionSoar∞
Example:
QBs with 80-89 AWR will have four WRs lit, and throwing to the unlit WR will cost 1 accuracy points for 89, 2 for 88, 3 for 87, ..., 10 for 80.

QBs with 70-89 AWR will have 3 WRs lit, and lose accuracy in the same way for dim WRs

QBs with 60-79 AWR will have 2 WRs lit, and same thing for accuracy.

And finally, QBs with 50-69 AWR will have only 1 WR lit, and will lose accuracy throwing to a WR that isn't lit.
Your suggestion nullifies the mechanic for QBs with an 80-89 rating or higher ( I imagine QBs with 90+ AWR would have all five receivers available ). It would also not allow QBs with 80 plus awareness rating to look off defenders. The fifth option is usually a check down, so four receivers being highlighted would take the ability ( and the need ) to look off of defenders away from the user. You would only need to look off defenders ( regularly ) with quarterbacks that have an AWR rating of 79 or below.

Looking off defenders, or not staring down receivers, is big part of playing quarterback--especially in the NFL. Quarterbacks, as they develop, stare down receivers less while getting better at looking off defenders. The double tap system as it was proposed by the original poster simulates that reality better ( than differentiating the amount of highlighted receivers ) in my opinion.
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Old 08-02-2016, 03:00 AM   #86
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Re: Vision Cone Alternative (How to make QB AWR matter)

Quote:
Originally Posted by smace767
I would really like some form of this mechanism to return.

What also needs to be considered is the cone was not just an offensive tool. Part of the reason for the "flashlight" on the field was for defenders, AI or human to react to the "eyes" of the QB that the cone represented.

The flashlight portion was not received well. So with these great proposals please include how the defense can be included. A large majority of real INTs are a result of that "flashlight" or the QBs eyes leading defenders to the ball. Staring down WRs.

Allows good players to look off defenders without Madden moving your defender out the way. And I know I'm not the only one who has had a high awareness defender standing in great position, then all of a sudden move away from where the ball is coming to allow a catch.
Yeah that's a great point that is being overlooked. I think having the QB turn in the direction they're looking would be enough to accomplish that.
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Old 08-02-2016, 05:14 AM   #87
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Re: Vision Cone Alternative (How to make QB AWR matter)

I think with the double click option I think the cone should return. One it allows you to look of defenders or the defenders to jump the route.

2 you can physically see the time it takes the cone to get to the receiver so you know when you can throw instead of waiting for the icon to light up.

3 the size of the cone would allow for the difference as a smaller cone would take longer to get to the other side of the field versus a larger cone.

Also allow the qb to throw to anyone inside the cone. So if you stare down the fly route an out route might brake into the cone and you could hit them.

So the first click would send the cone to the person while the second click would be who you throw to. But that is just my two cents

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Old 08-02-2016, 09:29 PM   #88
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Re: Vision Cone Alternative (How to make QB AWR matter)

Here is my thoughts on how you could implement qb awr without over complicating the passing mechanics.

First is Audibles at the line these include changing the play, flipping the play, flipping the run, motioning a guy, o line blocking to a side, hot routes.

For QB with less than 60 awr: 0 Audibles allowed
Less than 70 awr: 1
Less than 80 awr: 2
Less than 85 awr: 3
Less than 90 awr: 4
90 or more: Unlimited

So basically when you break huddle you are allowed to make only a certain number of audibles before you hike the ball. If you have a QB with 62 awr, you can make one Audible. Be it changing the play or telling your TE to stay in and block. If you had 83 awr you could call a pair of hot routes and have the oline block to the left.

Fake Hike

They should scale the chance for your QB to draw the defense offsides or get your oline to jump. A Qb with 97 awr would have a great chance to get the defense to jump. A qb with 55 awr wouldn't and would be more likely to have his guys jump.


Make throws under pressure less accurate with low awr guys

Simply as stated above, scale it so the lower the awr is, the more the penalty the qb acc receives. It wouldn't have a huge impact on a 75awr guy, but it would on a 55awr guy.


Road Games Hiding Icons
Through a glitch in a Madden 08 mod, I have played several whole games without passing icons (they were all grey boxes). While as long as I memorized which ones were which before the snap I was usually fine. The confusion hit when I would scramble and the play broke down. Sometimes I hit the right button, other times I didn't.

Awr lower than 60 while on the road: 5 Icons blank after the ball is snapped.

Awr lower than 75 while on the road: 3 Icons blank

Awr 75 or above: All icons are displayed.



I feel like these additions would really make people want to upgrade their QB's awr without changing the simplistic passing system.

Thoughts?
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