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celamantia

Football Rules

May 23, 2010 at 07:58AM View BBCode

The purpose of this post is to be a scratchpad for what will eventually become the rulebook wiki. Although I am editing the eventual wiki directly, I want to post rules here as well so they can be commented on or questions asked, leading to either the rules, rulwe wording, or code to being revised.

As it is early, I am just throwing a few things here for starters that may not be obvious or would be Frequently Asked Questions, so this may seem quite random for now.

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Field Measurement

All measurements on the field are measured to the nearest 3.6 inches (1/10th of a yard); each 1/10th of a yard is referred to here as a "field unit" (or "unit" for short). The play area is 999 of these units wide, with unit 0 and unit 1000 representing the goal lines.

Because the ball moves in increments smaller than a yard, this may cause apparent mismatches due to rounding, i.e a ball may be reported as moving from the 33 yard line to the 36 yard line, yet be reported as gaining only 2 yards. Likewise, a play that is reported as a 2-yard gain may only change the "To Go" yardage by 1.

Units .5 of a yard or more are rounded up, units less than .5 of a yard are rounded down. Yardlines likewise are rounded at their midpoint. The exception is the area between the goal line and halfway to the 1 yard line, which is reported as the 1 yard line rather than the goal line. "To Go" distances shorter than half a yard are reported as "inches".

Within the simulation, the ball is 3 units wide, and all measurements are taken from the point of the ball nearest the goal the offense is advancing towards. However, in Dynasty Vision, the ball is 9 pixels wide (to make it visible), and each pixel covers 2 units of space, so the ball appears on screen at six times its normal size. The center of the visible ball is aligned with the center of the ball in the simulation, so the ball onscreen may appear to break the plane of the end zone when it really has not.


Field Goal Measurement

The distance of a field goal kick is measured from a point 7 yards behind the line of scrimmage to the goal post 10 yards behind the goal line. Thus, a kick from the 30 yard line will result in a 47 yard field goal attempt.

The kick is simulated internally in 3D space, taking into account the kicker's Kick Power (for distance), Kick Accuracy (for lateral movement and countering the position between the hashmarks), Execution (for countering wind and possibility of better than normal kicks), the holder's Hands and Execution (for the quality of the hold), and wind speed and direction. Calculation of vertical and horizontal position is measured to a tenth of a foot rather than in field units. The center of the ball must pass between the solid portion of the uprights (18.5') and above the solid portion of the crossbar (10'). Balls that are too close to the upright or crossbar may hit the upright or crossbar. Balls that hit the upright or crossbar must actually pass through the uprights and above the crossbar to count; the chance of this happening is related to how close the center of the ball is to the inside of the goal area but it averages out to about a 30% chance of being good on a crossbar or upright strike.


Chances of Making a Field Goal

Various options in the Coach's Preferences may refer to the percentage chance of making a field goal. These percentages are estimated at game time using the exact conditions of the game, and may vary from kick to kick. (Internally, when the game engine needs to estimate the chance of field goal success, it actually runs 1000 "field goals" as a trial run and divides the number of successes by 10 to get the estimated chance of success.)


Player Improvements

Player improvements occur during the week before a game, based on each player's individual training plan. Improvements are tracked internally to a tenth of a point, and a successful improve may encompass a range from a fraction of a full point to over a full point. Thus, in leagues using letter grade systems, counting improvements will not give an exact value of a player's grade, but should provide a good estimation. Average improvement sizes are larger for low grades and smaller for high grades. The maximum value for any ability is 100.0.



[Edited on 5-23-2010 by celamantia]
Hamilton2

May 23, 2010 at 03:06PM View BBCode

Is there any way to set dynasty vision up so that the tip of the ball on the field is aligned with the tip of the ball in play, rather than the center of the ball?

Also, I'm sure it will make sense when we see it, but at the moment the player improvement section is a complete mystery to me. lol

Keep up the good work!
celamantia

May 23, 2010 at 04:16PM View BBCode

Originally posted by Hamilton2
Is there any way to set dynasty vision up so that the tip of the ball on the field is aligned with the tip of the ball in play, rather than the center of the ball?

I had it that way at first, but it seemed "off" to me... but that could just be because I am scrutinizing the display so hard looking for bugs. I'll try it that way again for the beta and let y'all decide if it looks weird. :)

The ball in the field goal display is to scale so it doesn't have this problem, but I had to draw a circle around it to make it visible.


Also, I'm sure it will make sense when we see it, but at the moment the player improvement section is a complete mystery to me. lol


The interface for it isn't done yet, that's one of the reasons Beta hasn't started yet. But here's how it works:

Each role on the field has a different formula to calculate its overall grade. This includes both the "positions" and the "roles". Each week you can set which "role" your player is training for. Naturally, your prime QB will train as a QB, but your backup QB may train as Holder. You can train a running back as an RB or as a specific role like FB or HB or a kick returner, etc. Improvement chances are distributed in roughly the same percentages as those abilities make up the overall grade for that role. (I say "roughly" because there are some chances of improving other areas that can be useful to a role but aren't directly used in the overall grade.)

A special case is the Execution score; you cannot get improvements in Execution if you are training in a role that is not natural to your position. For example, a Safety can get Execution chances training as a Safety, Strong Safety, Free Safety, or Kick Returner, but will not have a chance of gaining Execution if training as a QB. You will also get fewer improvement chances overall if you are training out of position but I have not coded that part yet.

The chance of converting an improvement chance is a function of Age and Attitude (Attidude here representing "Work Ethic"); the size of the improvement is a function of the existing ability score and Potential.

At this time I don't have any offseason improvements.
celamantia

May 23, 2010 at 04:31PM View BBCode

One thing I forgot to mention: Each training role has a conversion adjustment for the success chance; this is to make up for the difference between how many factors a position needs to improve to be successful. This is the same as baseball, where pitchers have lower conversion rates because they are improving fewer skills.
bpearly69

May 23, 2010 at 08:37PM View BBCode

So you can train a Safety to be a QB but he'll never improve on Execution? Or will he only improve on that once he learns QB?
celamantia

May 23, 2010 at 09:31PM View BBCode

Right now I am not sure if I am going to allow the position to actually convert, but he will improve in throw accuracy, throw power, hands, etc like a QB would, and once his rating at QB is over 52 (B-), he can be put on the QB depth chart, although he can't start. (To start at key positions, you must play that position naturally. To be on the depth chart, you have to play that position naturally or have a B- grade or better. That grade is adjustable for private leagues. These restrictions are to prevent playing way out of position to tank.)

The main reason to train a player for a position other than his natural position/roles is to prepare them for special teams.
celamantia

May 23, 2010 at 09:35PM View BBCode

Also note that if a player actually plays out of position, his Execution takes a 66% hit; none of his other abilities are affected (although I am likely to add a hit to Vision as well since it is closely related to Execution).
cowboymatt43

May 24, 2010 at 03:05AM View BBCode

This looks great Chris! You have put so much work into this already!

Thanks!
Hamilton2

May 24, 2010 at 04:31AM View BBCode

OK, that makes a bit more sense. As we work through the beta thing I'll try to help with a re-write that is concise and clear.
celamantia

May 27, 2010 at 06:32PM View BBCode

Originally posted by Hamilton2
Is there any way to set dynasty vision up so that the tip of the ball on the field is aligned with the tip of the ball in play, rather than the center of the ball?

I have changed it to do this. It looks odd on kickoffs, because on a kickoff the receiving team is technically the offense, so it visually gives the impression that you are kicking off from about the 32 instead of the 30. This is something I can fine-tune later though.

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