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WarEagle
Half-time Adjustments
by WarEagle @ 5/06/2015 10:23 am
I would like the ability to set rules for half-time adjustments.

For example:

I could say that if I'm averaging less than 2 yards per carry, increase the % of pass plays on offense.

Etc., etc.

I hate to see my team continue to run the ball over and over and over ending up with a total of 30 carries for 20 yards.
Liked by CoachDumphool123
Kenchi
Re: Half-time Adjustments
by Kenchi @ 5/06/2015 10:38 am
I'll bet you see that a lot in Denver!

But it's only on Opposing Teams that, very seldom, leave there with a Win!!
Last edited 5/06/2015 3:39 pm
jdavidbakr
Re: Half-time Adjustments
by jdavidbakr (Site Admin) @ 5/06/2015 12:06 pm
I've tried to come up with a good way to implement halftime adjustments, would love to see everyone pipe in on this thread with some ideas of what they would like to control.

One idea I did have (it would be a completely different league type) is to split the games into two sims, i.e. the first half would sim one day and the second half would sim the next, with the ability to adjust your game plan (but not play selection) between. Not sure if that would be something people would take advantage of enough to justify the effort involved or the confusion of adding yet another league type but it's an idea that has intrigued me.
Gustoon
Re: Half-time Adjustments
by Gustoon @ 5/06/2015 12:14 pm
jdavidbakr wrote:
I've tried to come up with a good way to implement halftime adjustments, would love to see everyone pipe in on this thread with some ideas of what they would like to control.

One idea I did have (it would be a completely different league type) is to split the games into two sims, i.e. the first half would sim one day and the second half would sim the next, with the ability to adjust your game plan (but not play selection) between. Not sure if that would be something people would take advantage of enough to justify the effort involved or the confusion of adding yet another league type but it's an idea that has intrigued me.

Yikes, I would hate that :(

I'm with WarEagle on this some kind of slider should be used, a bit like the GP Distance Adjustment Speed that is already in use, couple this with the system that we use for when we go for a 2 pt conversion but used with length of plays.
Liked by CoachDumphool123
dmcc1
Re: Half-time Adjustments
by dmcc1 @ 5/06/2015 12:35 pm
I wouldn't like it split over 2 sims either.
Liked by CoachDumphool123
Ares
Re: Half-time Adjustments
by Ares @ 5/06/2015 2:31 pm
jdavidbakr wrote:
One idea I did have (it would be a completely different league type) is to split the games into two sims

That's certainly a creative solution, but I don't think I'd personally be in favor of it.

I see two ways it could be implemented. The first would be an 'auto-adjust' feature that would be a slider, 0-100. If set on 0, your game plan would never change, regardless of the first half outcome. The higher the setting towards 100, the more dramatically your game plan will shift in response, adjusting the %s on your game plan based off what's succeeding/failing. The downside to this is that with a limited sample size, you're going to sometimes get wonky results (your whole offense struggled, but you only threw one deep pass and it happened to succeed; now your noodle-armed QB is going to be throwing it deep every chance he gets this half!), so the slider's default should be on the low side.

The second would be the ability to add in rule sets for specific circumstances, as WarEagle requested. The down side to this is that it would much more inflexible and much more difficult for the average user to implement themselves.

I'd favor the first option, myself.
Last edited 5/06/2015 7:40 pm
jgcruz
Re: Half-time Adjustments
by jgcruz @ 5/06/2015 6:04 pm
We now have a limited opportunity to make halftime adjustments by rule based on differential in score. But it would be much better to be able to make adjustments based primarily on the success/failure of our game plan, with score differential being a lesser consideration.

It would also be helpful to know about first half injuries, weather and projected exhaustion of the players. But unless you split the game into halves (which I would play), I don't know if that's possible.
Mr.Krazy
Re: Half-time Adjustments
by Mr.Krazy @ 5/06/2015 6:09 pm
My idea is to have a separate gameplan for offense and defense for the 2nd half. basically have two more tabs under gameplanning that say 2nd half offense and defense. If people don't want to change their 2nd half offense and defense gameplan, they can just leave it as is with their created gameplan.

Don't know how it would be transitioned into the game, but it sounds more easier than a two day gameplanning stage.
Sardean
Re: Half-time Adjustments
by Sardean @ 5/07/2015 12:37 am
i feel the problem might be more with the GP distance adjustment speed. This feature can be used for good or bad however it is lacking a few controls. For instance if your QB throws 80 yard passes 3 times in a row, your team would think a short pass would be needed for a 10 yard gain. BUT, it could be that your short plays will be inefficient against that team but your longs will be extremely successful. So in that instance you would want to stick to your long plays 90% of the game.

I guess what I am saying is that I would want my team to gravitate towards successful trends. If a team did this automatically there is no real need for a half time sim.
sealbc
Re: Half-time Adjustments
by sealbc @ 5/07/2015 8:36 am
I was doing some thinking on this idea.What if the game planning was adjusted for off and def by quarters?This may solve everything.It could still be set in the game planning.The idea of taking 2 days too finish a game may turn people of .Which may cost us long term players from staying around.We need too find a way too keep them over 1 season and done.
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