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Pre-snap adjustments

Posted: Tue Apr 05, 2005 11:33 pm
by ajfortwengler
Will I (or the AI) be able to make any pre-snap adjustments such as check-offs on offense, or changing coverage on defense. My 2-level defense relies completely on pre-snap reads and adjustments.

RE: Pre-snap adjustments

Posted: Wed Apr 20, 2005 4:25 am
by Marauders
Each defensive play has four audibles that can be set up as adjustments upon seeing the offensive formation.

Each offensive play has four pre-snap audibles as well.

I am not sure if that will work for your defense, but adjustments can be made if the coach wants to use the audibles to do so.

RE: Pre-snap adjustments

Posted: Wed Apr 20, 2005 8:08 pm
by ajfortwengler
Finally! Thanks for an answer! [&o]

Two weeks for an answer and David wants to know why people don't like these boards...

Anyway, do you know if those adjustments can be "created" in the playbook development section (i.e. Actaully mapping out an adjustment), or are they generic adjustments like you have in Madden (i.e. DL shift left/right LB shift, etc...?

RE: Pre-snap adjustments

Posted: Fri Apr 22, 2005 5:52 am
by Marauders
As I recall, one actually switches the play.

If my league moves to Maximum-Football, we will have to set up some rules on this to avaiod wholesale cheats, but it certainly should allow some flexibility.

Here is a screen shot that show the audibles:

Image

RE: Pre-snap adjustments

Posted: Fri Apr 22, 2005 7:30 pm
by Marauders
Here is some information from the Developer Chat on Audibles:
[Marauders] Audibles ... 4 offense and four defense ... is that per formation?

[David_Winter] That's per play.. four audibles for offence and defence.

[Marauders] Does the formation have to stay the same?

[David_Winter] audibles are not formation dependent. you could have a field goal as an audible (don't know why, but you could)

[Marauders] An audible from a pro set to a four receivers set would be wacky.

[David_Winter] Sure, that's true for 11 man football, for 8 man, audibles to different formations are common.

[CFLColts] Would the kicker come in to kick it b/c I doubt the running Back can get it done?

[David_Winter] No, the kicker wouldn't come out.. no time on the playclock for that too happen anyway.

[David_Winter] Remember, this game has to handle all formats so that means that 'restrictions' might be lifted.

[Marauders] Canadian rules too ... lots of motion allowed. I guess I'll have to set up some league rules.


RE: Pre-snap adjustments

Posted: Wed Apr 27, 2005 9:47 pm
by BCtheQB
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

RE: Pre-snap adjustments

Posted: Thu May 12, 2005 6:56 pm
by BCtheQB
ORIGINAL: ajfortwengler

Finally! Thanks for an answer! [&o]

Two weeks for an answer and David wants to know why people don't like these boards...

Anyway, do you know if those adjustments can be "created" in the playbook development section (i.e. Actaully mapping out an adjustment), or are they generic adjustments like you have in Madden (i.e. DL shift left/right LB shift, etc...?


I would pay double for that capability alone

RE: Pre-snap adjustments

Posted: Sun May 15, 2005 5:18 am
by Marauders
ORIGINAL: BCtheQB

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

I do not know what the defensive AI does for audibles. David would have to answer this.



RE: Pre-snap adjustments

Posted: Thu Feb 16, 2006 7:56 pm
by Marauders
David, can the AI logic trigger an audible, or is this for humans only?

Does the offensive AI count the defenders in the box as a read?