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Old 09-16-2012, 04:23 PM   #18
carnalnirvana
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Join Date: Jan 2007
Location: brooklyn, ny
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Re: AI, Animations & Momentum

Quote:
Originally Posted by EmmdotFrisk
Good points here. If you had the keys to the kingdom how would you re-program ball carrier vision, special moves, route running, etc. ?
it wold be good if team tendencies were were programmed in but i think CPU AI can be improved using the ratings we have now..

1. use awareness to let the cpu playcall, if the RB has high awareness let the team call plays for him mostly, i think thats how it works now but make it more pronounced, same for the WR, TE, etc

2. use the route running rating as a "target" rating as well, a big issue with the cpu is that they dont know who their best players are or who can get open, most times the best route runner is the beast, and if he isn't he is a damn good outlet....

also let good route runners run short to intermediate so they can use their abilities to get open, this combined with the AWR playcalling would eliminate the forced deep routes that make the cpu predictable easy to dominate....

the problem with the playcalling in ncaa 13, is they call too many deep passing plays, the AI is way too aggressive without any strategy....

5 yd dumpoffs are difficult to defend

now the AI is always facing a 3rd and long and the current programming has them calling streaks to get the yardage, the AI needs to get 5 on 1st....

for the offense to execute AI QB's need to look for their main guys then either take off or bump it off, but thats not possible if they weight each receiver importance equally...some guys need to be looked off
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