Each defensive play has four audibles that can be set up as adjustments upon seeing the offensive formation.
what factors does the cpu see in order to trigger the audible logic ?
this has to be known before i can design a single defense
I still play FBPRO and cannot grasp the logic behind why audibles are made
and so I just turn them off, which is greatly distressing since that is my whole
system in real life football
defensively , are the checks based on formation strength
which could be done as simply as a player count on either side of the ball
and being outnumbered by a factor of 2 would trigger a shift
or an IN THE BOX count?, for both sides so that if there are 4 TEs, you
realign from nickel,
because now in football sims, the most hay can be made by calling a screwy
unrealistic set in an improbably situation, that the AI or the other coaches
AI settings cannot counter, by sheer percentages,
I currently play dime on short yardage, just so i dont get burned by
5wr spread while we all stand around in goalline, sure the rush is
great but its a TD if the ball gets released,
Fooling your opponents is one thing, but the game should be constructed as to
be played in the light of day, which I realize is a challenge in a sim based construct