I've been playing a couple of games tonight, working on the
NFL Simulation Sliders, and I've broken several really big runs in the process. After reviewing the plays, it was clear the problem with the run coverage. The pathing is wrong.
Ok, we have probably all complained about pathing at one point or another right? But what about the pathing is wrong? The defensive player is heading right towards the player, so surely it's correct, right?
Wrong!
I'm not a football player, or a football guru, but I know how I play defense when I'm playing online against other players, when covering the run, I don't play the runner, I play the Lanes.
After watching the replays it became clear that the defensive players have absolutely no concept of the lanes available to the runner. Lets take an example (sorry, no video, packing up to head out for Christmas, so too lazy to make one tonight).
Example #1 -
No Lanes, Just Following the HB
On this particular run play, Chris Johnson is running to the right with a FB lead blocker. The OLB to the right side, the SS, and the CB to the right, all see him running, and they all start heading the direction that will lead to a collision with the HB.
I turn straight up for a second so I can pull the OLB into the FB, which works perfectly. Since the OLB movement is tracking my HB movement to the pixel, the OLB runs square into my FB and is effectively blocked. Now, not only did the OLB react the quick turn straight up by the HB, but the SS, and the CB reacted as well.
Seeing me turn straight upfield, the SS turned straight down to go towards Chris Johnson head on, putting the SS to the left of the blocked OLB.
Seeing me turn straight upfield (90 degree angle), the CB reacted as well, turn straight left (180 degree angle) towards the middle, effectively putting the CB above the blocked OLB.
As I near the FB/OLB who are engaged in the block, I turn to the right quickly.
Realize the SS is to the left, he tries to turn right, but runs into the OLB/FB. The CB is on top, and turns down and runs into the OLB/FB. I effectively took out the OLB, the SS, and the CB, simply by using my FB and using the bad pathing in the game.
From there, Chris Johnson took it 75 yards to the house as the OLB, SS, and CB were all left in the dust, leaving the FS on the far side of the field as the closest player and he was a good 10 to 15 yards off. Easy 7 for CJ, yet not a TD Val enjoyed.
Example #2 - Using Lanes
When the HB is behind the line of scrimmage, or rather, running directly at the defensive player, then the field needs to be broken down into 'Lanes' that are delineated by possible blockers. The defensive players will each take a lane, with an extra player coming over to handle the necessary blocker.
In the example from #1, here's what should have happened.
The OLB, SS, and FS all react to Chris Johnson running to the right and there is one blocker in play. Thus there is a right lane (call it Lane 1), and a left lane (call it Lane 2), and 1 blocker the OLB (blocker A).
Since is the closest player to the HB, the OLB will take the patch directly towards the HB, and will more than likely engage the OLB in the process.
The SS will run down covering Lane 2, and will only transition over to Lane 1, once the HB has committed to Lane 2.
Conversely, since the CB is farthest to the right, he will stay over and on top of the OLB / FB block and slowly close the gap between himself and the HB on Lane 2, but he will never cross the blocker delineation of the Lanes, and will only transition over to Lane 2 if the HB has committed to Lane 2.
Once the HB commits to a Lane (either 1, or 2), then the defensive player responsible for the lane will engage in a direct path towards the HB in order to attempt the tackle.
Defensive Control of Running Lanes
Controlling the running lanes is key to controlling where the HB is allowed to run, and who will eventually tackle him, yet I don't see any concept of lanes or defensive control of the lanes in Madden 10. Many times the key to stopping the running game isn't converging on the HB, but limiting the HB to the running lanes that give up the shortest yards possible.
Programming the Running Lanes
There should already be some logic in the game for lanes on kickoff returns. Basically you need to have default segmentation of the field when there are no blockers, and then on the fly adjustments when blockers come into play. As the distance between the defensive players and the runner / blockers converge the lanes will shrink and the defenders will share coverage of a single lange and/or making the tackle. Ideally there should never be an open lane in a 3 vs 1 blocker scenario as described in Example #1 above.
Other ideas / thoughts to help fix the pathing problem on defensive run coverage?