Thanks, all three of you! Hopefully, we can get some real insight into the effect of sliders with this stuff.
UNDERSTANDING THE EFFECT OF SLIDERS...CPU RUNNING
What I was really curious about was how to balance the sliders out. For example, what does it mean to have QBA set to 50, and AWR set to 60? What precise effect does that have? I mean to say...because sliders are so intricately intertwined, how do we measure the effect of moving each of them?
The only way to do this was to zero out all the sliders, then record what affect altering each of them had. Starting with CPU running, here's what I did...
I chose the Tampa Bay Buccaneers as my rushing offense, because they came of average in rushing in the league pretty consistently. For the defense, I chose the NEW York Jets for the same reason (see the above posts). I took these two teams to Practice Mode, set the ball on the Bucs' 20-yard line, and set both teams to call random plays.
I then set all of the sliders to zero, and watched and recorded the YPC of every running play the Bucs ran. I did this thirty times, then recorded the average. Then, I set User Awareness to 100, then did the same thing. Then I lowered User Awareness to zero, and raised User tackle, and recorded thirty more plays.
(As a side note, excised from my records any runs over 20 yards, as they would skew my results. I included in the records situations where the QB ran. I counted four fumbles in all of the trials total, with no variance depending on sliders. More on that later).
I isolated each slider, setting it to 100 while the others were at zero. The results were pretty interesting.
All Sliders at Zero (CPU Running Back Ability, CPU Run Block, User Awareness, User Tackle, and User Break Block)
With all of the sliders set to zero, Tampa Bay averaged 4.03 YPC. This is lower than the Madden rushing average by .5 YPC, and higher than the actual NFL average by .3.
CPU Running Back Ability at 100
With CPU RBA at 100, and all of the others at 0, the CPU averaged 6.35 yards per carry. This is 57% higher than the YPC when it was at zero with the rest. Now, I did not run enough plays per trial (30) to go out on a limb....but, if this stat held up for, say, 100 recorded plays, you could make the following conclusion...
Each click of the CPU RBA slider away from zero will increase the CPU Yards per Carry by .02. So if you set the CPU RBA Slider at, say, 10, the CPU's YPC will be .23 higher than were it at zero.
CPU Run Block at 100
Only one other slider had as great an effect on the CPU rushing game than CPU Run Block. With CPU Run Block at 100, the CPU averaged 6.54 yards per carry. This is 62% higher than the 4.03 the CPU averages when all sliders are at zero. Again, if this were to hold up over more trials, then we could make the following conclusion with great confidence...
Each click of the CPU RBK slider away from zero will increase the CPU yards per carry by .025. So if you set it to, say, ten, then CPU YPC would be .25 highers than were it at zero.
User Awareness at 100
Interestingly, raising User Awareness to 100 had little noticeable effect on the CPU running game, which averaged 3.87 YPC. This is a three percent difference!
One could conclude that User Awareness does not have as much impact in stopping the run as we previously thought. Something to think about. I will point out that I was not paying attention to which plays were draws, counters, and play actions. That is something I will look into.
User Tackle at 100
Increasing User Tackle to 100 reduced the CPU's rushing average to a terrible 1.12 YPC. At a 73% variance from the standard 4.03 YPC, no other slider will affect the CPU running game than changing User Tackle.
To be specific, for every ten clicks away from zero that you increase User Tackle, you lower the CPU YPC by about .3 yards. That is a HUGE effect.
User Break Block at 100
Increasing User Break Block to 100 reduced the CPU running attack to 2.23 YPC. While not as dramatic an effect as User Tackle, it still represents a 50% decrease in CPU running performance. So, again with my caveat, I can conclude that...
For every ten clicks away from zero that you set User Break Block, you reduce the CPU's rushing attack by .18 yards per carry.
CONCLUSIONS
First, while I ran six trials totalling 180 recorded plays, I would bemore confident in my observations. But there are limits to my couch-potatoeness!Still, I think 30 recorded plays per category is statistically sound...it just might not be as precise as I would like it.
Second, there is one huge question that still needs to be answered. Are slider effects absolute or relative. In other words...if I had run the same trials with thebase sliders at 50 instead of zero, would I still get the same percentage differences? If so, they are absolute. If the percentages change, then they are relative, and things would be tricky.
Using, for example the User Break Block slider from above...if all sliders were set to zero, and I increased the Break Block to 100, would the difference in the CPU running game be 25% or would it be some other whacky number? Only running those trials will tell us.