Creating Defensive Plays

Questions, comments, suggestions regarding the use of the PDS to create and modify plays and formations for Maximum-Football

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Brockleigh
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Creating Defensive Plays

Post by Brockleigh »

Hey folks...

For those that have made their playbooks, I was wondering if anyone might shed some light on how to create some better defensive plays. I will whole heartedly admit that I'm more of an offensive mind than a defensive one, but included are some screen shots of the final stats from the latest CFL game I've played.


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Brockleigh
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RE: Creating Defensive Plays

Post by Brockleigh »

Offensive Stats...

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Brockleigh
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RE: Creating Defensive Plays

Post by Brockleigh »

... and the Defensive Stats...

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RE: Creating Defensive Plays

Post by Brockleigh »

Now some of you might be thinking, "Okay, the Tiger-Cats offense finally woke up, so what?"

Well, the so what is that I piled up these stats playing seven minute quarters!!! Imagine if I played full 15 minute quarters. Matt Dunigans single game passing yardage record would have been in serious jeopardy!

I played the game to make sure that I had tweaked my offensive plays with PDS 2.0 so that all my plays would run properly in R3, but the more I got into it, the more I realized that while the offensive plays were working as designed, the defensive plays I'd come up with were sadly lacking. I mean, come on, DaVon Fowlkes looked like the second coming of Don Narcisse in this game.

The most glaring evidence of my defensive deficiency is the tackling numbers. Wayne Shaw led the Ti-Cats in Tackles with ten. He's the Safety. Richard Karikari and Lamont Brightful led the Alouettes in tackles with eight each; they are the Safety and a Defensive Halfback respectively. Only one linebacker for either team had morte than one tackle.

The old football axiom is: If someone in your secondary is leading your team in tackles, something's wrong. Well, something's definitely wrong. So if anyone has any rules of thumb to keep in mind when designing defensive plays, or any definite no-no's, or tips on how Maximum-Football processes defensive assignments, I'd be grateful.
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RE: Creating Defensive Plays

Post by Great White »

[font="courier new"]Brockleigh[/font][font="courier new"],[/font]
[font="courier new"][/font] 
[font="courier new"]              Maybe your Defensive plays just do not work against that franchise's Offensive? I mean does not MF have a different UPC plays for each franchise? If so, you should probably keep testing it out on the rest of the franchises. I mean are you not going create a whole new series of Defensive plays? I would, especially if you are going to play Humans.[/font]
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RE: Creating Defensive Plays

Post by Brockleigh »

GW,

No, Max-FB does not have different plays for each team. It has only the plays from the playbook that you assign to each team. In this particular case, I had assigned each team in the CFL my "Canadian 1" playbook. I am considering modifying my playbook in several different ways to mimic how the coaches for each of the different teams call their plays, but I have some work to do in making sure I've bug-tested my stock plays before 'cloning' my playbook

I've tweaked some plays and created others so it's working a little better. Now I just have to tweak the  playbook profiles, as I'm getting a lot of the CFL teams that are calling run plays on 2nd And Long, so that the CPU isn't constantly doing '2 And Outs'
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RE: Creating Defensive Plays

Post by dreamtheatervt »

My experience has been that the defense is still at a huge disadvantage.  I am going to post my thoughts on this in a new thread.
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RE: Creating Defensive Plays

Post by Great White »

[font="courier new"]Brockleigh[/font][font="courier new"],[/font]
[font="courier new"][/font] 
[font="courier new"]              MF needs to develop different plays for different teams, all that come with MF, FBP '98 had that. If I understand you right, MF has say 100-plays or so and just it is the mix of plays which is different per team? [/font]
[font="courier new"][/font] 
[font="courier new"]              Also, do each of the UPC teams have different programmed script to using their plays? IE. Chicago, Atlanta and Pittsburgh Franchises run a lot more than they pass, while Oakland, Philadelphia and New England pass a lot more than they run? Each select from either from the same running/passing plays; however, use different plays? Sorry, I just do not know CFL Franchises well to use them as examples.[/font]
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RE: Creating Defensive Plays

Post by Brockleigh »

GW,

No. MF does not need to develp different plays for different teams. YOU (and by you, I mean the purchaser of the game in general) need to create different plays for different teams. That's the whole point of this game. It's a football construction set. The concept of this game is for the user to create his or her own football league(s) and make them to their own liking.

Outside the game running properly, the word 'should' does not enter the Maximum Football vocabulary. That's by design. If the user wants to have a level playing field and have all teams use the same playbook, that's fine. If they want to vary it up and create different books for different teams, that's fine too. It's up to each and every person who buys and plays this game how much realism to put into plays and playcalling. Furthermore, if you don't want to create the playbooks on your own, then there's folks like mnleague and Old Coach (and pretty soon, me) that have done that for you.
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RE: Creating Defensive Plays

Post by Great White »

[font="courier new"]Brockleigh[/font][font="courier new"],[/font]
[font="courier new"][/font] 
[font="courier new"]              Surprised, you have not thought of this, if you are in a league (off-line or on-line, even with just 1-UPC team), then which ever human who creates their plays has huge advantage when playing that UPC-Team(s) they created the plays for. Come on man, you and I both know that there is no FB Game where every purchaser is in an off-line or on-line league with all human owners. [/font]
[font="courier new"][/font] 
[font="courier new"]              Okay, so I understand you correctly you are posting:[/font]
[font="courier new"] for purchasers who have UPC teams to either spend hours creating custome plays for the UPC teams (they probably will never own)? [/font]
[font="courier new"][/font] 
[font="courier new"]If so, that is crazy amount of hours (per UPC Team; when one also wants to have a diverse life) for custom plays that will be figured-out quickly and then have create more custom plays, yet again. [/font]
[font="courier new"][/font] 
[font="courier new"]or [/font]
[font="courier new"][/font] 
[font="courier new"]download plays from other purchasers' websites? [/font]
[font="courier new"][/font] 
[font="courier new"]First, will be figured-out quickly and then the downloader or the purchasers who provide the plays will have to create more custom plays,[/font]
[font="courier new"][/font] 
[font="courier new"]Second, it really hurts those who provide the plays for downloading; because any opponent they play in their leagues will simply get the plays.[/font]
[font="courier new"][/font] 
[font="courier new"]The best situation is if the purchasers: use the UPC plays provided-quickly figured out-, creates more custom UPC plays-extremely quickly figured out-, download custom plays-figured out and then downloads again custom plays-quickly figured out.[/font]
[font="courier new"][/font] 
[font="courier new"]Do not get me wrong, the purchasers who provide custom plays, jerseys and etc are awesome MF people, I really appreciate them.[/font]
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RE: Creating Defensive Plays

Post by Brockleigh »

GW,

Respectfully, with you not having bought the game, you really don't have a clue with regards to how the game and it's AI works.

The game is very faithful in how it has the defensive players react and respond to the action on the field. Even in Arcade mode, where the user can deviate from what the CPU should see on the field, the game compensates well.

Just about every one who has bought this game has done so with the intent and purpose of creating competitive leagues that will have them deeply involved in the gameplay. In doing so, they've created playbooks for the game that are fair and balanced. Moreover, with this being a game a 'coaching first' game, it's harder to exploit any deficiencies in the AI when you can't directly control the players on the field. There aren't many 'money' plays you can draw up, and if you create one playbook for the entire league, the CPU would also has access to those 'money' plays.

With myself, it's a constant process with playbook building. I created the offensive plays first, and then had to design a defense to stop it. Then when the defense got too wise, I had to start creating more offensive plays to beat the defense, which begat more defensive plays to combat them. I'm still tinkering with them.

It didn't take 'crazy hours' to put this together. My offensive playbook took maybe 3 hours to input the 50 plays I have thus far, and maybe another 1½ hours to pop in the defense (defensive plays are a little easier to put together). Seeing as this game has become something of a hobby for me, I don't consider 4½ hours of work to be a problem at all, seeing as I know that the playbooks I have created and the game it's within will be intensly engrossing.

I see the Playbook I'm working on, Canadian 1, being very thick when I finally consider it complete, so that I can segment it into different coaching profiles.

Now with the very flexible nature of Maximum Football I suppose you could create a situation where I quote you here:
[font="courier new"]if you are in a league (off-line or on-line, even with just 1-UPC team), then which ever human who creates their plays has huge advantage when playing that UPC-Team(s) they created the plays for.[/font]

I suppose you could create Playbooks and playbook profiles where you could exploit the CPU team and get easy wins whenever you'd want, but why would you? Where would be the fun in that? To do so, you'd really have to be a schmuck.

What you might be getting at is the human team would know what's in the CPU teams' playbook, but in real life, that already exists. By rule in every professional football league, each team must exchange game film with the other so that the both teams can look over the other's plays and tendencies. So to know what's in the other team's playbook is nothing new or even remotely advantageous.

Besides, if I created different playbooks for each team, there's no way I'd be able to remember every play I parked in Pinball Clemons' playbook, or Danny Barrett's, or Wally Buono's. (For those who don't know Canadian Football, that's Toronto, Saskatchewan and British Columbia, respectively)
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RE: Creating Defensive Plays

Post by Brockleigh »

dreamtheatrevt,

The biggest deficiency I've found is that the Safeties (and in the Candian game, the Defensive Half Backs), can drop into the deep zones, but they tend to allow Receivers to get behind them a little too easily.

The run stopping I'm happy with. The short zones seem to work okay. Man on Man I'm still working with to make better. It's the deep zones that are providing the biggest problems in my mind.
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RE: Creating Defensive Plays

Post by dreamtheatervt »

Brockleigh,
 
I agree that the deep zones give up way to much.  I typed up a huge post, but when I went to submit it, I was timed out, and haven't felt like retyping it yet.  The short zones should be deeper to give the deep zones less area to concern themselves with, which isn't too much of a stretch considering the normal drop for a LB is 10-15 yards.  Maybe after work I'll retype my manifesto (abrieviated this time probably).
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RE: Creating Defensive Plays

Post by Great White »

GW,

Respectfully, with you not having bought the game, you really don't have a clue with regards to how the game and it's AI works.
 
                 [font="courier new"]No disrespect taken. Every time, I bring about questions why this or that is not in PD for offenses or defenses I read it is because it takes advantage of the opposite sides' deficiencies in the AI.[/font]
[font="courier new"][/font] 
Just about every one who has bought this game has done so with the intent and purpose of creating competitive leagues that will have them deeply involved in the gameplay. In doing so, they've created playbooks for the game that are fair and balanced.
 
Moreover, with this being a game a 'coaching first' game, it's harder to exploit any deficiencies in the AI when you can't directly control the players on the field.
 
[font="courier new"]I had forgotten that purchasers are not allowed to control players. That is bad news for a game, in an industry that has been dumbed down to the most important thing is to control players and try to make moves like they do in The Real League/Association.  Take for enstance, me - I never was good at controlling players and unbelieveable about creating plays and managing Franchises and Programs that will level the field against people that do control players. I think like I typed above destroys chance for quality coaching and managing of Franchises and Programs. Yet, I would want to work on my ability to control players; because I want to become the complete FB Game Coach and Player. Also, the UPC controlled decision can never be as good as human that created (thus learned) plays are.[/font]
 
There aren't many 'money' plays you can draw up, and if you create one playbook for the entire league, the CPU would also has access to those 'money' plays.
 
[font="courier new"]What do you mean if, do you mean if the purchaser only make one-playbook for all UPC Franchise or Programs? The only way there cannot be many money plays (even with EAS's sorry ass play editor) is if commissioners limit PD to uncreative plays, to protect bad logic when dealing with deficiencies in the AI. To a coach minded person like me (keep in mind I want be complete as well), there is no point ever considering those leagues/associations.[/font]
 
It didn't take 'crazy hours' to put this together. My offensive playbook took maybe 3 hours to input the 50 plays I have thus far, and maybe another 1½ hours to pop in the defense (defensive plays are a little easier to put together). Seeing as this game has become something of a hobby for me, I don't consider 4½ hours of work to be a problem at all, seeing as I know that the playbooks I have created and the game it's within will be intensly engrossing.

 
[font="courier new"]You do realize?, it all depends upon:[/font]
[font="courier new"][/font] 
[font="courier new"]the restrictions on play creation by leagues/associations commissioners (if they dumb down all participants or not)-less time, [/font]
[font="courier new"][/font] 
[font="courier new"]how many plays you want in your playbooks* (great decision by MF staff)[:)] and how many repeated plays (not a bad thing, great/'Money Plays' should be in as many Playbooks as possible, and [/font]
[font="courier new"][/font] 
[font="courier new"]lastly of course quality of MF's PD (which with Defensive coverage options is less than FBP '98 and that is just reading the options in pass coverage on here)Less time (compared to FBP '98 defense coverage plays.[/font]
 
I see the Playbook I'm working on, Canadian 1, being very thick when I finally consider it complete, so that I can segment it into different coaching profiles.

 
[font="courier new"]*Each FBP '98 Playbooks were full, only after 64-plays. Can purchasers make more than one-playbook for each side, of the ball? If purchasers are not allowed to create more than one-playook for each side of the ball; then yes short term time, of creating playbooks, is decreased; however, long term of having the previous  playbook used again is greatly increased.[/font]
I suppose you could create Playbooks and playbook profiles where you could exploit the CPU team and get easy wins whenever you'd want, but why would you? Where would be the fun in that? To do so, you'd really have to be a schmuck.


[font="courier new"]You just twisted what I posted, that is no way what I posted. I am sure, having played EAS FB Games with my Junior High 8th grader cousin (shamefull behavior) that there will be other EAS strategy game players that will want to rig the UPC Playing, if EAS FB Games would allow them; however, how many of those fans even care about MF? I doubt more than what can counted on one-hand.[/font]
What you might be getting at is the human team would know what's in the CPU teams' playbook, but in real life, that already exists. By rule in every professional football league, each team must exchange game film with the other so that the both teams can look over the other's plays and tendencies. So to know what's in the other team's playbook is nothing new or even remotely advantageous.
 
[font="courier new"]As a former coach, you DEAD WRONG, at least for THE USAn LEAGUES and ASSOCIATIONS, FRANCHISE are not required in any USAn LEAGUES and ASSOCIATIONS to hand over their plays. It is considered a unwritten rule to hand over what you want to hand over, not all you have. If you have bad relationship or very important game with the other Franchise, Program or Team; you not going to get it. I coach a high school games where other teams' (that already played them) coaches handed it to us and vise versa. The TV coverage are required to handle over their broadcasts, not the same what coaches watch. The Franchises and Programs and most High Schools do their own filming, that is what my first-job in High School teams was. Professional Franchises and CFB Programs are required to hand over management type of moves; but only to governing bodies and thus gets to the leagues and associations. Maybe all these are where you became confused.[/font]
Besides, if I created different playbooks for each team, there's no way I'd be able to remember every play I parked in Pinball Clemons' playbook, or Danny Barrett's, or Wally Buono's.

 
[font="courier new"]If you are taking seriously to make the CPU Playbooks competitive, you are going either give them unneeded plays or take a lot of time to give them very good plays; thus you remember them.[/font]
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RE: Creating Defensive Plays

Post by Brockleigh »

Wow, where to start:
[font="courier new"]I had forgotten that purchasers are not allowed to control players. That is bad news for a game, in an industry that has been dumbed down to the most important thing is to control players and try to make moves like they do in The Real League/Association.[/font]

You can control players directly, if you so desire, by selecting Arcade control over Coaching control. It just so happens that the game was designed, and most user are playing, the game in coach mode.
[font="courier new"]What do you mean if, do you mean if the purchaser only make one-playbook for all UPC Franchise or Programs? The only way there cannot be many money plays (even with EAS's sorry ass play editor) is if commissioners limit PD to uncreative plays, to protect bad logic when dealing with deficiencies in the AI. To a coach minded person like me (keep in mind I want be complete as well), there is no point ever considering those leagues/associations.[/font]

Perhaps I should be clear: A "Money Play" (at least in the vernacular I've been accustomed to) is a play that exploits a bug in the AI. For instance, I believe there was a bug in one of the previous releases where the CPU had difficulty getting the ballcarrier if he tightroped the sideline, so creating a pass play to fade a receiver along the touch-line so the CPU couldn't tackle him would be an example of a money play. A good Flood play (for example) to have three receivers overlead one DB in a zone, or having a good blocking WR come across and seal off the line on a sweep are just well-designed plays, but for the purposes of bug-testing, isn't a Money Play.
[font="courier new"]You do realize?, it all depends upon:[/font]

[font="courier new"]the restrictions on play creation by leagues/associations commissioners (if they dumb down all participants or not)-less time, [/font]

[font="courier new"]how many plays you want in your playbooks* (great decision by MF staff) and how many repeated plays (not a bad thing, great/'Money Plays' should be in as many Playbooks as possible, and [/font]

[font="courier new"]lastly of course quality of MF's PD (which with Defensive coverage options is less than FBP '98 and that is just reading the options in pass coverage on here)Less time (compared to FBP '98 defense coverage plays.[/font]

I'm not sure why you keep going on about "league/association commisioners". Maximum Football does not support H2H on-line play and won't anytime soon, so there can't be any 'leagues' set up that way. If you buy Maximum Football, you do so to play it on your PC for you and you alone to enjoy. You can play Head To Head with another person physically in the room with you, but any multi-person league you'd want to be commisioner of would be just you and however many friends in your town you want to include, and would involve you to have a constant parade of people coming over to your house to play the game on your PC, or you lending out your laptop to folks.
[font="courier new"]*Each FBP '98 Playbooks were full, only after 64-plays. Can purchasers make more than one-playbook for each side, of the ball? If purchasers are not allowed to create more than one-playook for each side of the ball; then yes short term time, of creating playbooks, is decreased; however, long term of having the previous playbook used again is greatly increased.[/font]

Each team works off one playbook at a time per game. You could substitute playbooks between games, if you so desire.
[font="courier new"]You just twisted what I posted, that is no way what I posted. I am sure, having played EAS FB Games with my Junior High 8th grader cousin (shamefull behavior) that there will be other EAS strategy game players that will want to rig the UPC Playing, if EAS FB Games would allow them; however, how many of those fans even care about MF? I doubt more than what can counted on one-hand.[/font]

I didn't twist what you posted; that's what I thought you were referring to. To be perfectly honest, I have a great deal of difficulty following your grammar and syntax, and sometimes have to re-read your posts four or five times to try and determine the point your trying to make. As is evidenced by the remainder of your paragraph. I've read it six times, and still can't understand the point your trying to make.
[font="courier new"]As a former coach, you DEAD WRONG, at least for THE USAn LEAGUES and ASSOCIATIONS, FRANCHISE are not required in any USAn LEAGUES and ASSOCIATIONS to hand over their plays. It is considered a unwritten rule to hand over what you want to hand over, not all you have. If you have bad relationship or very important game with the other Franchise, Program or Team; you not going to get it. I coach a high school games where other teams' (that already played them) coaches handed it to us and vise versa. The TV coverage are required to handle over their broadcasts, not the same what coaches watch. The Franchises and Programs and most High Schools do their own filming, that is what my first-job in High School teams was. Professional Franchises and CFB Programs are required to hand over management type of moves; but only to governing bodies and thus gets to the leagues and associations. Maybe all these are where you became confused.[/font]

You've missed the mark in two places. First, I clearly stated I was referring only to professional leagues. What happens in High School and College Football is of absolutely no consequence to what I was referring. Second, I didn't say that teams were required to hand over their plays. I said they were required to hand over their game film. Each NFL team still films their games and are required to exchange their game film with their opponents for the following week. The rule used to be that the Film had to be messengered to the oppostion by Noon on the Thursday before the two teams met, but that rule might have changed in the age of overnight couriers. In the NFL, it isn't an unwritten rule. Quite the opposite, it is indeed written. The CFL has a similar rule. I'm sure the various Indoor Leagues and NFL Europe have their rules as well.
[font="courier new"][/font][font="courier new"]If you are taking seriously to make the CPU Playbooks competitive, you are going either give them unneeded plays or take a lot of time to give them very good plays; thus you remember them.[/font]

Then perhaps you have a much better memory than I do, because I certainly can't remember every play I've slotted into each formation until I look over them. In coaching mode, once the ball is snapped, that's the end of your control, so if you recognize what the offense is running after the snap, you can only bite your nails if you know you're going to get burned, or smile to yourself if you know you're going to stuff the other team. In Arcade mode, you'd have a little more input, but I'm a West Coast Offense disciple, where the whole premise is to run many plays out of few formations, so if the CPU is using a playbook I've designed, the play is pretty well masked until it's well underway.

Again, I mean no disrespect with anything I've posted here. I've I've been blunt, it's for the sake of clarity.
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RE: Creating Defensive Plays

Post by Marauders »

I'm not sure why you keep going on about "league/association commisioners". Maximum Football does not support H2H on-line play and won't anytime soon, so there can't be any 'leagues' set up that way. If you buy Maximum Football, you do so to play it on your PC for you and you alone to enjoy. You can play Head To Head with another person physically in the room with you, but any multi-person league you'd want to be commisioner of would be just you and however many friends in your town you want to include, and would involve you to have a constant parade of people coming over to your house to play the game on your PC, or you lending out your laptop to folks.
 
Brockleigh, I know it is rare, but that is how my league has functioned for many years.   The home team provides the beverages too.
 
A live draft is really great when all of the GM's are actually in the room.

 
- Marauders

 
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Great White
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RE: Creating Defensive Plays

Post by Great White »

quote:

What do you mean if, do you mean if the purchaser only make one-playbook for all UPC Franchise or Programs? The only way there cannot be many money plays (even with EAS's sorry ass play editor) is if commissioners limit PD to uncreative plays, to protect bad logic when dealing with deficiencies in the AI. To a coach minded person like me (keep in mind I want be complete as well), there is no point ever considering those leagues/associations.

Perhaps I should be clear: A "Money Play" (at least in the vernacular I've been accustomed to) is a play that exploits a bug in the AI. For instance, I believe there was a bug in one of the previous releases where the CPU had difficulty getting the ballcarrier if he tightroped the sideline, so creating a pass play to fade a receiver along the touch-line so the CPU couldn't tackle him would be an example of a money play. A good Flood play (for example) to have three receivers overlead one DB in a zone, or having a good blocking WR come across and seal off the line on a sweep are just well-designed plays, but for the purposes of bug-testing, isn't a Money Play.

[font="Courier New"]I agree; however, when ever I used create plays that were different (not by much) that were decent plays, enough to use, I would read about a on-line or simulated leagues/associations and since it was taking advantage of some bug, I was never even aware of, I was told to eleminated the play or not participate. To me it is about Coaching mode, thus creating plays are 33.33% of the enjoyment. Playing enjoyment was also winning 33.33% and managing the Franchise or Program or Team was 33.33% So, now you can read why I hate those restrictions; it is not about cheating, that some might think-not posting you did.[/font]
quote:

As a former coach, you DEAD WRONG, at least for THE USAn LEAGUES and ASSOCIATIONS, FRANCHISE are not required in any USAn LEAGUES and ASSOCIATIONS to hand over their plays. It is considered a unwritten rule to hand over what you want to hand over, not all you have. If you have bad relationship or very important game with the other Franchise, Program or Team; you not going to get it. I coach a high school games where other teams' (that already played them) coaches handed it to us and vise versa. The TV coverage are required to handle over their broadcasts, not the same what coaches watch. The Franchises and Programs and most High Schools do their own filming, that is what my first-job in High School teams was. Professional Franchises and CFB Programs are required to hand over management type of moves; but only to governing bodies and thus gets to the leagues and associations. Maybe all these are where you became confused.

You've missed the mark in two places. First, I clearly stated I was referring only to professional leagues. What happens in High School and College Football is of absolutely no consequence to what I was referring. Second, I didn't say that teams were required to hand over their plays. I said they were required to hand over their game film. Each NFL team still films their games and are required to exchange their game film with their opponents for the following week. The rule used to be that the Film had to be messengered to the oppostion by Noon on the Thursday before the two teams met, but that rule might have changed in the age of overnight couriers. In the NFL, it isn't an unwritten rule. Quite the opposite, it is indeed written. The CFL has a similar rule. I'm sure the various Indoor Leagues and NFL Europe have their rules as well.

[font="Courier New"]No problem, I was not trying post that The NFL has do what the rest of FootBall Levels do. Just giving extra information. I sorry you can shape film sharing into Franchise Management rules all you want, still will not make it true.[/font]
quote:

You just twisted what I posted, that is no way what I posted. I am sure, having played EAS FB Games with my Junior High 8th grader cousin (shamefull behavior) that there will be other EAS strategy game players that will want to rig the UPC Playing, if EAS FB Games would allow them; however, how many of those fans even care about MF? I doubt more than what can counted on one-hand.

I didn't twist what you posted; that's what I thought you were referring to. To be perfectly honest, I have a great deal of difficulty following your grammar and syntax, and sometimes have to re-read your posts four or five times to try and determine the point your trying to make. As is evidenced by the remainder of your paragraph. I've read it six times, and still can't understand the point your trying to make.

[font="Courier New"]Sorry, my fault then. Again, I am sorry for that. I never know sometimes, who is trying to slame me by taking what I posted and twist them. Yesterday, I reach out to those I had problems with, they give me no PM response I give them the benefit of doubt (mending fences) and accept them back/post to them and they trash me. [/font]
quote:

If you are taking seriously to make the CPU Playbooks competitive, you are going either give them unneeded plays or take a lot of time to give them very good plays; thus you remember them.

Then perhaps you have a much better memory than I do, because I certainly can't remember every play I've slotted into each formation until I look over them. In coaching mode, once the ball is snapped, that's the end of your control, so if you recognize what the offense is running after the snap, you can only bite your nails if you know you're going to get burned, or smile to yourself if you know you're going to stuff the other team. In Arcade mode, you'd have a little more input, but I'm a West Coast Offense disciple, where the whole premise is to run many plays out of few formations, so if the CPU is using a playbook I've designed, the play is pretty well masked until it's well underway.

[font="Courier New"]My offensive and defense plays are so unique and successful, that I can remember them. I do the same with formations and ton more plays; except as a FB Gaming defensive coordinator I do the same; but each formation is used to shut down the intire (sp?) options of a offense formation, of the opponents. Thus, my defensive playbook is super large. Yes, I mask everything, as well, every formation is developed to its stretching point and game plans limit of 64-plays (that is why I love what MF has done-making it unlimited).Ton of options out of the same formation is what makes one super successful in FB Gaming; unrealistic though because real FootBall takes chemistry.[/font]
Again, I mean no disrespect with anything I've posted here. I've I've been blunt, it's for the sake of clarity.

[font="Courier New"]I am sorry, I do not want the members that I get along with to feel that they have to walk on egg shells. I just get so mad with other members (especially when they expect the same -clear communitication all the time and the rest) from me as others, taken advantage of my good nature and bully me on this forum. [/font]
Thank you. Not racist/favorite animal. Hate Madden/NCAA/Industry is behind. Past-coach/player/sports radio/referee, now-private: teacher/coach/owner-Great White's Sports Association-FootBall/Rugby/Lacrosse, planned-late ‘2010. Student/industry person? PM
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Great White
Posts: 318
Joined: Mon Nov 06, 2006 10:00 pm

RE: Creating Defensive Plays

Post by Great White »

ORIGINAL: Marauders
I'm not sure why you keep going on about "league/association commisioners". Maximum Football does not support H2H on-line play and won't anytime soon, so there can't be any 'leagues' set up that way. If you buy Maximum Football, you do so to play it on your PC for you and you alone to enjoy. You can play Head To Head with another person physically in the room with you, but any multi-person league you'd want to be commisioner of would be just you and however many friends in your town you want to include, and would involve you to have a constant parade of people coming over to your house to play the game on your PC, or you lending out your laptop to folks.

Brockleigh, I know it is rare, but that is how my league has functioned for many years.   The home team provides the beverages too.

A live draft is really great when all of the GM's are actually in the room.


- Marauders

[font="Courier New"]Not trying start any thing; however, so what you are posting is that you are involved in a H2H Leagues/Association? Just want to make sure I understand what I though was posted to me was right.[/font]
Thank you. Not racist/favorite animal. Hate Madden/NCAA/Industry is behind. Past-coach/player/sports radio/referee, now-private: teacher/coach/owner-Great White's Sports Association-FootBall/Rugby/Lacrosse, planned-late ‘2010. Student/industry person? PM
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Great White
Posts: 318
Joined: Mon Nov 06, 2006 10:00 pm

RE: Creating Defensive Plays

Post by Great White »

quote:

I'm not sure why you keep going on about "league/association commisioners". Maximum Football does not support H2H on-line play and won't anytime soon, so there can't be any 'leagues' set up that way. If you buy Maximum Football, you do so to play it on your PC for you and you alone to enjoy. You can play Head To Head with another person physically in the room with you, but any multi-person league you'd want to be commisioner of would be just you and however many friends in your town you want to include, and would involve you to have a constant parade of people coming over to your house to play the game on your PC, or you lending out your laptop to folks.
 
[font="courier new"]On-Line, but simulated Commissioners can also review for bugs right?[/font]
Thank you. Not racist/favorite animal. Hate Madden/NCAA/Industry is behind. Past-coach/player/sports radio/referee, now-private: teacher/coach/owner-Great White's Sports Association-FootBall/Rugby/Lacrosse, planned-late ‘2010. Student/industry person? PM
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dreamtheatervt
Posts: 483
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Location: Virginia

RE: Creating Defensive Plays

Post by dreamtheatervt »

Again...another thread that is completely hijacked.
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