View Full Version : Football Text Sim Gameplanning
10-27-2006, 09:23 PM
This will have an FOF (especially 2k7) focus, but I don't think it's limited to just it.
The question is: how do you think gameplanning should work? Not how it does, but how would you like to see it set up?
10-27-2006, 09:28 PM
To get the ball rolling:
I think there are two key methods. One is what we've got now with most of these games, which is a detailed situational breakdown with instructions for the game. Detailed gameplanners have a ton of power.
A second approach is a much more general description of your desired "style", which the game can convert into whatever details it needs for its AI. It could be as simple as "run-and-shoot", "west coast", "Tampa 2", etc, or simply a small set of prompts:
run vs pass preference
aggressiveness on short yardage (get the 1st down, or go for broke)
aggressiveness when behind (stay the course, or start throwing)
aggressiveness when ahead (stay the course, or grind the clock)
aggressiveness in opponents side of the field (kick the FG or go for first down)
linemen to run behindBasically a set of simple questions that could be answered by shifting a slider. These sliders can be converted to all the detailed breakdowns the game needs.
Any other ideas? What questions are you asking yourself when you gameplan? What do you do when you tweak it? For me, I tweak the things above: adjust run / pass percentage in all situations, tweak my run directions in all situations, etc.
10-27-2006, 09:31 PM
I would like to see several changes:
1) Slide bars instead of pure % changes
2) Profiles or templates if you will of certain styles, or if the only option is a recommend button then at least different styles based on the coach. "This Coach prefers to have a Power running game."
3) A more visual GP screen, move a bar to shade coverage here or there. Show the base lineup and the changes you are making with the sliders or other inputs.
4) You should never be able to set a coverage or formation to 100% (or 0%), no team ever runs the same thing over and over again. At least in today's NFL.
5) I want to be able to choose a "run n shoot" offense and know that I can ignore TE's and FB's as a GM.... OR.... choose a "cloud of dust" and know that I need FB's and TE's as a priority.
More to come...
10-27-2006, 09:48 PM
Why not have both options available? Some people like micro, some people like macro. In MP Leagues, a setting could be set at the beginning to force everyone in the league to all conform to macro or micro. That way, macro oriented players don't feel like they have to get bogged down in game planning to be competitive--they can just join a macro league.
It took me a long time to learn to like the FOF 2004 game plan format, but now I can whip up an excellent game plan for both offense and defense in about 6-7 minutes.
I like the way it's done in TCY--you have a base offense and then you can also adjust the %s. In FOF 2k4, there are usually just a few gameplan idfferences from year to year and team to team. In TCY, I like that there is a big difference between a Run and Shoot offense and a Power I. Of course, in a pro football sim the differences will have to be more subtle.
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