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Old 08-31-2012, 06:47 PM   #25
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My coworkers wanted to go to the Chinese buffet after work and I had no idea a GameStop was just next door so for $2.92 I picked up 09


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Old 08-31-2012, 07:22 PM   #26
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Re: Knowledge from the past

Mrs, you're kickin *** bro. This **** is beautiful, never would have known I was right in going for special skills first and then development on the head coach. Also wouldnt have assumed that the position coaches matter the most in the development. Keep it coming bro!
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Old 08-31-2012, 08:45 PM   #27
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Re: Knowledge from the past

Do QBs scramble?

Specific word from Chris Staymates on how the game handles QB scrambling. I'm wondering if this was one one of the things that was meant to be in, but didn't make it into the final cut.

Quote:
when do qb's decide to run? r they programmed to after going through their progressions? Im just very curious as to how the game handles these situations, outside of the option.

CHRIS-Each QB is given a tendency which is something like "scrambler" or "pocket passer", or "happy feat", etc. The game handles each one of these tendencies as you might expect from the descriptions.

A scrambling QB is going to look to run more often than a pocket passer and may not require any pocket pressure at all to decide that he is going to take off and run, he may just need to do a quick calculation *in his head* that he can gain X amount of yards *safely* to decide.

A pocket passer (Brady) will almost never take off and run. These are your guys who are more interested in standing in there and tacking sacks than running into the open field and taking hits. You'll see a pocket passer run only when 1) you called a play that forces him to or 2) he needs ~2 yards for a 1st down. Very rare.

The "happy feat" type of guy falls in the middle, and will likely take off, or at least scramble around the backfield at the slightest inclination of pressure.

Hope that helps...
They were most likely able to do this for the existing QBs and QBs in the 2008 draft-Johnson scrambles. Also, I think my Seattle QB was one of the happy feet type-I did seem him run on rare occasions. As for 2009 and beyond-will have to track this.

Last edited by Mike3207; 08-31-2012 at 08:52 PM.
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Old 08-31-2012, 09:48 PM   #28
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Re: Knowledge from the past

Maybe its because I only really had jordan taylor and darius pryor but I dont even think they programmed it into the created players. I think you're right that its just the 2008 draft and people before hand. But maybe it takes a couple years? Or maybe you REALLY have to focus on learning AS MANY qb running plays as possible....

Ive never really stayed with the option run long enough to see if it effects if a qb will start running when he knows he has no one open. I know josh johnson will scramble, same with dennis dixon. Never really seen a created player scramble though....
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Old 08-31-2012, 10:04 PM   #29
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Re: Knowledge from the past

Simmed stats

Josh on how the game determines sim stats:

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whats up with the simmed stats ? Bill reported in his blog....Reggie Wayne getting 2100 yards...only 11 1000+ yd rushers, and 4 or 5 qbs with 40+ td's

JOSH-The thing to remember about our simmed stats is that we are using an entirely different sim engine than Madden is.

Our sim engine determines stats based on the playbooks, plays and the playcalling tendencies of the two teams playing.

Instead of balancing every team so that they essentially all have the same stats, we use the plays you have in your playbook. That means that throwing teams (Mike Martz, Pats, Colts) will have a large amount of passing yards and running teams (Option playbook, etc) will have lots of rushing stats.

When the new coaches come into the league (Texas Tech Offense, Wishbone) their stats will represent their style of play.

I tried to tune it so that nothing was really too extreme, but that it was noticeable how different teams play and how they match up against different defenses.

Last year there were 17 players who rushed for at least 1000 yards but three of them had 1002, 1009 and 1009 yards and Addai had 1072.

This varies season to season, also. I've simmed year 1 seasons where no QB had 40 touchdown passes.
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Old 08-31-2012, 10:10 PM   #30
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Re: Knowledge from the past

Quote:
Originally Posted by Byron Yatch
Maybe its because I only really had jordan taylor and darius pryor but I dont even think they programmed it into the created players. I think you're right that its just the 2008 draft and people before hand. But maybe it takes a couple years? Or maybe you REALLY have to focus on learning AS MANY qb running plays as possible....

Ive never really stayed with the option run long enough to see if it effects if a qb will start running when he knows he has no one open. I know josh johnson will scramble, same with dennis dixon. Never really seen a created player scramble though....
Not sure-Zazzali is thick with Mobile type QBs so it shouldn't take long to see how many of them do scramble. Zazzali is starting for the Bears so if I see him doing a lot of scrambling I'll let you know later.
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Old 09-01-2012, 02:27 AM   #31
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Re: Knowledge from the past

Defining Moments logic

A brief overview on how the Defining Moments logic work in the game-to the extent it does-from Chris Staymates:

Quote:
Chris,

Is it possible to give us a rundown on how the games logic is on which choice is "successful" during Defining Moments?

CHRIS-I wish I would have worked on this system a little more closely, however, I can give you a general run down. Each group (owner, players, fans, etc) has an idea of what they want you to do as well as success criteria based on the outcome of each choice made.

Take 'Go For It or Punt' for example. Younger players and fans are going to want you to go for it, while veterans (depending on the game situation) and your coaching staff may want you to play it safe.

If you do punt, the expected result is that you have a good punt (a bad return would kill the success condition because now you are no better off than you were if you would have gone for it and missed). If you go for it, the expected result is that you get a first down.

This system surely isn't perfect, but it was designed to give a different perspectives to decisions on the field from all invested parties. Owners are generally cautious, players are generally eager. Your staff just wants you to do the right thing. The fans, well, they may not ever like you.
I really liked the part about the fans not ever liking you-how very true.
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Old 09-01-2012, 10:55 PM   #32
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Re: Knowledge from the past

Coach/Knowledge/Gameplan

How the 3 bars work-from Chris Staymates:

Quote:
Coach - This one will update depending on which unit is currently on the field. If your defense is on the field it will reflect the strength of your defense and the other teams offense and vic-a-versa.

Knowledge - This one will update each play based on the average knowledge the the players on the field have of that play. If this meter is maxed out, it means that all 11 guys on the field have the play Mastered.

Gameplan - This one will update depending on whether you (or the CPU team) decides to activate one of the the Gameplan Agendas selected previously in the week on the current play. Some Gameplan Agendas are more powerful than others so you will need to experiement to figure out which ones are the best for the situation.
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