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Admin

Short term plans

October 12, 2011 at 07:15PM View BBCode

Here's what's coming up:

- First thing is to finish rebuilding the tiebreaker code.

- Next big project is to build the auto-corrections into the system to keep key indicators on track

- After that I can start tearing apart the engine and put in the extra detail necessary for the following:

-- Break tackles on runs/fumbles on receptions
-- Tracking tackles, safeties, and other defensive stats
-- Tracking left/right position of the ball

- Once that additional detail is in, the bottlenecks are gone and I can add:

-- More formations
-- Specific plays
-- Editing playbooks

- After that:

-- Defensive adjustments based on offensive formation
-- Offensive audibles based on defensive formation

Other things I plan to add soon that do not have to be in a specific order:

- Draw plays
- Injuries with lasting effects

Have I missed something that I've promised or you've been waiting/hoping for? Post it here.

--Chris

[Edited on 5-31-2014 by Admin]
RichNYC1

October 12, 2011 at 08:16PM View BBCode

That sounds great. I think that many of the changes made lately have been good, but we are to the point where without new strategies, the game seems to be more abut luck than skill, we just know each other too well. I am really looking forward to seeing some playbook advances
Admin

October 12, 2011 at 08:22PM View BBCode

The thing playbooks will give you most is the ability to really tailor your strategies to your players. For example, if you have a strong TE, you can load up your short pass playbook with TE routes.

--Chris
casperthegm

October 12, 2011 at 08:30PM View BBCode

And then conversly, we'd have the ability to counteract that by playing a 3-4 defense. More options, more strategy...sounds promising.
Admin

October 12, 2011 at 08:53PM View BBCode

The downside is that it really makes the game start to tilt toward people with more time on their hands to analyze their team and their opponents. So I need to find a way to help that analysis be easier, maybe a list of the percentages of plays that your opponent has run in the last [insert number] games. (This won't necessarily give away strategy completely as a single play could appear in more than one playbook.)

--Chris
Goldambre

October 12, 2011 at 10:12PM View BBCode

Originally posted by lancereisen
Many acolytes may need a tutorial.


Acolytes? Apparently, idiots like me still need a tutorial. :puzzled:
Fulla

October 13, 2011 at 02:08AM View BBCode

Originally posted by Admin


Have I missed something that I've promised or you've been waiting/hoping for? Post it here.

--Chris


You once mentioned redesigning dynasty vision to where you can see more movement or directions. We currently see a formation then we see a ball appear down the center of the field.
Not a big deal tho, I'm happy with the way it is now.
redcped

October 13, 2011 at 04:44AM View BBCode

I think it should come after offense and defense, but it would be excellent to have some kind of understanding of what happens on special teams plays. Other than the very good interface on FG and PAT, it's an area that needs work.

How much value do Gunners have?

What kind of player is important in what spot on kickoffs?

Do guys with the highest Jumping block the most kicks, or are there other more important factors?

Once tackles are credited to the proper player and we can "see" who is performing on punts and kicks, that will be helpful.

Some teams clearly work harder on having great special teams, and it can make a major difference. The ability to train certain players to be better there would be great, so you can develop the Steve Tasker type who might not be a starter but has a critical role.
Goldambre

October 13, 2011 at 05:10AM View BBCode

I know it is not on the radar, and I don't expect it to be a very high priority, but is there a way that a position-wide fatigue substitution percentage could be set. It would be more convenient to set my teams default fatigue substitution rather than going through each position individually.
tworoosters

October 13, 2011 at 06:43PM View BBCode

Sorry Chris I'm a little late to this, a couple of things I'd like to see:

1) fumbles and fumbles lost in the boxscore, on the team section

2) interceptions, fumbles forced, fumbles recovered in the players section

3) pass defense and run defense team stats added to defense stats page (or seperately): total yardage, completion % against, yards per catch, yards after the catch,yards per carry, yards per game that sort of stuff .
redcped

October 13, 2011 at 06:56PM View BBCode

Originally posted by tworoosters
Sorry Chris I'm a little late to this, a couple of things I'd like to see:

1) fumbles and fumbles lost in the boxscore, on the team section

2) interceptions, fumbles forced, fumbles recovered in the players section

3) pass defense and run defense team stats added to defense stats page (or seperately): total yardage, completion % against, yards per catch, yards after the catch,yards per carry, yards per game that sort of stuff .


I second all of that.
casperthegm

October 13, 2011 at 07:19PM View BBCode

Yep, defesnisve stats for players and teams would especially would be nice. It's not only realistic, but can help an owner figure out what areas to attack, adding a nice element of strategy to the game.
tworoosters

October 13, 2011 at 07:26PM View BBCode

Originally posted by casperthegm
Yep, defesnisve stats for players and teams would especially would be nice. It's not only realistic, but can help an owner figure out what areas to attack, adding a nice element of strategy to the game.


We don't have the capability for individual stats yet, other than sacks and the pass defense stuff, I can't wait for them to be available, but the team stuff is already there just not categorized and complied.
Admin

October 15, 2011 at 05:05PM View BBCode

Originally posted by Fulla
You once mentioned redesigning dynasty vision to where you can see more movement or directions. We currently see a formation then we see a ball appear down the center of the field.
Not a big deal tho, I'm happy with the way it is now.


For now you'll only see this in the ball; the ball will move side to side as well as down field. This will also cause teams to line up on a hash mark rather than in the center, which will add some strategic wrinkles as well.

--Chris
Admin

October 15, 2011 at 05:14PM View formatted

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[quote][i]Originally posted by redcped[/i]
How much value do Gunners have?
[/quote]
Gunners have a lot of value. The chance of a fair catch or short return is almost 100% dependent on the time it takes the gunners to get to the punt returner. The gunners get a bit of a headstart on the kick (depending on the punt formation) and at that point they are trying to outrun the hang time, using the exact same formulas that you see on the Drills page. If the math says they outrun the hang time, it almost always results in a fair catch or a downed ball.

If you have gunners that aren't doing the job, make sure they are fresh and have good Attitudes so they aren't taking conditioning/fatigue hits.

(Is there a stat for Gunners? Do I need to create one? "Fair catches forced" or something?)

[quote]
What kind of player is important in what spot on kickoffs?
[/quote]

Kickoffs really don't differentiate much between positions; you generally want your most agile and best tacklers out there on the kicking team; on the receiving team you want run blockers, and the KRB's should have some kick return skills in case they get the ball on a short kick.

[quote]
Do guys with the highest Jumping block the most kicks, or are there other more important factors?
[/quote]
It is mostly Jumping and Strength (strength being how far they can penetrate the line before they have to jump if they go through the middle) with some Agility (if they go around). Accuracy of the kicker and distance of the kick have a lot to do with it too, because both long distance kicks and lower Accuracy can result in low kick angles that are easier to block.

-Chris
Admin

October 15, 2011 at 05:18PM View BBCode

Originally posted by Goldambre
I know it is not on the radar, and I don't expect it to be a very high priority, but is there a way that a position-wide fatigue substitution percentage could be set. It would be more convenient to set my teams default fatigue substitution rather than going through each position individually.


It actually is on the radar, I just forgot to list it, and it will likely be sooner rather than later as it's about 75% done. It's part of an interface that will also allow you to select when to sit starters in preseason games and on both sides of a blowout.

--Chris
redcped

October 15, 2011 at 05:50PM View BBCode

Thanks, Chris, for those special teams explanations.

Maybe we could work something into the description that shows the Gunner's success in there. Right now it's just invisible. The stat is a fine idea, but I also think something in the PxP would be useful:

Joe Punter kicks a 33-yard punt.
Kick hang time: 3.88 seconds.
Stan Gunner beats the kick downfield.
Bob Returner calls for a fair catch at the SD 20.
redcped

October 15, 2011 at 05:53PM View BBCode

To clarify the Jumping answer a bit more ...

Does it matter which position the guy is lined up in? Does the NT get more block opportunities, for instance?
Admin

October 15, 2011 at 06:06PM View BBCode

Originally posted by redcped
To clarify the Jumping answer a bit more ...

Does it matter which position the guy is lined up in? Does the NT get more block opportunities, for instance?


It matters mostly in that the matchups; if your high strength guy is matched up against a guy with low strength and low pass blocking, he's going to have a better chance of making the block.

--Chris
Fulla

October 17, 2011 at 04:41AM View BBCode

http://www.simdynasty.com/oldforum-viewthread.jsp?tid=314840
Conversations in Walter Payton suggest a pause during the college draft similar to how the NFL switch to a 2 day draft.
Admin

October 17, 2011 at 05:54AM View BBCode

Originally posted by Fulla
http://www.simdynasty.com/oldforum-viewthread.jsp?tid=314840
Conversations in Walter Payton suggest a pause during the college draft similar to how the NFL switch to a 2 day draft.


Here's what I posted there:

Originally posted by spyboy1306
what i was thinking was:

you give the college draft its own day.

have each round run one hour apart. Round 1 1pm. Round 2, 2 pm, and so forth. that way you could have 59 minutes between rounds to adjust your list and preferences for the next round. it overly advantages owners who happen to be home at those times, but i'd take an afternoon off from work now and then for this kind of draft.


This was actually the original design, but it proved overly complex to code (and, as noted, too much of an advantage to owners who could watch it all day) so I went with what we have. But this sort of draft may still appear at some point in the future as an option.

--Chris
Admin

October 17, 2011 at 05:56AM View BBCode

(Specifically, it's the user interface that gets complicated, not the actual draft code, because you're dealing with a draft class that is partially allocated and partially up for grabs. Not that it can't be done, it just takes time away from other things that are higher priority right now.)

--Chris
zimmer89

June 29, 2014 at 10:59PM View BBCode

Originally posted by Admin
Originally posted by redcped
To clarify the Jumping answer a bit more ...

Does it matter which position the guy is lined up in? Does the NT get more block opportunities, for instance?


It matters mostly in that the matchups; if your high strength guy is matched up against a guy with low strength and low pass blocking, he's going to have a better chance of making the block.

--Chris


I noticed on the FG/PAT depth chart run blocking is listed in the abilities but not pass blocking. Is pass blocking the actual preferred skill in this formation?
Admin

June 30, 2014 at 04:17AM View BBCode

No, you are seeing the abilities for the position listed. Eventually, there will be the possibility of fake field goals, so the formation has both guards and tackles even though they all really form the same protective pocket for a field goal.

Chris
paulcaraccio

March 30, 2015 at 06:39AM View BBCode

i just played my first Sim football game today, (fun game) and most of the things I thought were missing are listed in this thread...from 4 years ago. mainly tracking tackles, more formations, and the playbook-effect of scheming towards certain offensive weapons like a strong TE.

still have any plans to add any of these?

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