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Old 02-25-2015, 06:44 PM   #25
Art01
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OVR: 6
Join Date: Sep 2007
Location: Raleigh, NC
Re: Coach Run/Pass Tendencies

Referencing both Jbrew and Return Specialist immediately previous posts:

I agree that in-game progress influences CPU play calling, as it should. My test games turned out to be close, low-scoring games, which probably permitted the CPU to call run/pass plays in line with the basic coaching strategy.

All of my sliders are set to 50 (play and penalty). I use the Offense and Defense Difficulty settings options to influence game play, depending upon the relative strength of the team I am coaching and the CPU team.

I don't believe the CPU AI is very well developed. I have seen too many bone-headed calls, especially when the CPU is on Offense and with a chance to win at the end of a tight game - even with Defense Difficulty set to Heisman. I would expect that the AI for the CPU pretty much operates in the same manner as the "ASK COACH" feature - presenting three situation-based play options and randomly choosing one of the three.

Incidentally, one of the CPU's tricks to stop the clock near the end of a close game, when the CPU is on Offense, needs a score to tie or win and is out of time outs, is to cause a False Start, which stops the clock until the ball is next snapped. I have seen this gimmick employed in a number of one score games.

As for the Playbooks, I have looked at them externally, using Modio 3 and the Editor to extract them from the game, but I have not tried to determine what the columns mean or how they might be used.
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