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Rocketcan

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Posts posted by Rocketcan

  1. 15 hours ago, JC. said:

    I'd argue that either man or zone can/should be played from all these formations. I'm not familiar with any formations in football that cannot be adapted to play both. Obviously teams tend to have a bias for one due to the strengths of their scheme and/or personnel but a defense should always be flexible enough to play both man and zone so that they can adjust throughout the game depending on offensive playcalling.

    Additionally, with gameplanning there is already an option to run man/zone coverage so I'm assuming the sim gives a malus/bonus based on your players strengths/weaknesses.

    I agree with giving bonus/malus to DBs who are ball hawks/run stoppers and the overall bonus/malus applied for different front 7s but I don't think teams should be cornered into certain schemes based on the secondary as I don't believe this is really true to life.

    Please see this comment: 

    On 11/2/2023 at 2:47 PM, Rocketcan said:

    None of this is entirely in stone. The man/zone dichotomy is on the top of list for revision.

     

    14 hours ago, JC. said:

    2 Gap Zone

    • Scheme Fits: Run Stopper DE, Run Stopper and Nose Tackle DT, Run Stopper and Pass Rush OLB, Run Stopper ILB, Zone Coverage DB

    3 Man Front Spread

    • Scheme Fits: Nose Tackle DT, Pass Rush OLB, Coverage ILB, Zone Coverage DB

    Above are the only two 3-4 formations being proposed, even if 1 of these werechanged to Man coverage, 3-4 teams would have even less flexibility on their scheme and the same can be said for the 4-3 schemes (+ the single hybrid scheme).

    No defensive coordinator has decided the entire scheme based on what coverage the DBs are better at playing. In my personal experience, it's been quite to opposite but I realise that may not be true for everyone so that statement is neither here nor there but defensive backs are mostly capable of playing both man and zone when required. A db with a zone preference will fair much better being asked to play man coverage than a nose tackle would being asked to rush the passer or a pass rushing OLB being asked to constantly set the edge and play the run. This is even backed up by the sims logic as looking at the stats of my db's, whilst they are zone corners, they are only 10 points lower in man coverage whereas my nose tackle is 20 points lower in pass rush than run stopping.

    I completely agree that the archtypes of front 7 players is going to play a large part in determining the scheme, not just because of skill sets but because of the genetic makeup of each player. You never see teams asking pass rushing OLB's to cover athletic tight ends (unless you are Joe Barry and believe Preston Smith is really a 265lb cornerback) but a zone coverage cornerback isn't suddenly going to forget how to play cornerback because he was asked to play man coverage.

    I get the sim won't be as complex as real life and have the ability to run both man and zone because it largely requires the coach to be able to see what is happening on the field in real time but my point is, if we can only choose to play the whole game in either man or zone then we shouldn't have to match our dbs up to an entire scheme. If we wanted to give a malus/bouns for man/zone then I would argue that we'd be better off applying these to the opponents offensive scheme aka a team running a west coast offense could be countered by running zone coverage to stop short routes such as slants/crossers. Give the coach to ability to determine whether they want to 'outscheme' their opponent by trying to take advantage of a weakness in the offensive scheme or rely on the raw ability of their defensive backs to just straight up beat the offense. 

    This as well.

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  2. 38 minutes ago, Rome said:

     

    I'm not gonna pretend to know how the attribute works, but I do wanna throw my ideas out for other "big time" games, both college and pro.

    College

    Rivalry Games - Either Designated or with some sort of "recent history" metric, maybe with a historic adjustment so that you have default rivalries, but they evolve over time. Like OSU-Penn State blossoming into what I always thought was a rivalry.

    Ranked vs Ranked - Both in-conference non-rivalry ranked games and non-con ranked games tend to have pretty raucous atmospheres. To me, that's what really defines a "playoff" atmosphere: how much the crowd cares about each individual play. USC at Ohio State, Texas at Alabama, Oregon vs whoever wanted those hands, always made the game feel very important. I think the players buy into it as well.

    College GameDay Location - You got picked! You're in the spotlight! Now live up to the hype!

    Pro

    Divisional Games - Steelers vs Ravens, Seahawks vs Niners, New England vs everyone else. The 6 games against your divisional opponents are your rivalry games in the NFL, so the extra fight and strategy comes out these weeks. No matter how good the Bengals are lately, the Browns still beat them, and that's because Baker Mayfield was Clutch AF.

    Week 17, 18 Games - IFF both teams are in the hunt of the playoffs and/or seeding (not eliminated or locked into the 1/4/5), both teams are fighting for their lives. These are the pseudo playoff, playoff-in games. Given these are also rivalry games, it gets extra spicy. Negated if one team rests starters.

    I like all these ideas. Some are more feasible than others, like the week 17/18 games and whether or not starters are rested is a bit gray. But the rivalry games could be determined fairly easily even now. I expect the easier ones could be added no problem, but the harder ones reserved for later upgrades. For example: things like ranked vs. ranked is definitely possible, but requires extra infrastructure on the interface that we do not have just yet.

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  3. Hello Coaches!

    Welcome to another Dev Diary for NewSim on SimFBA! We are continuing our series on the upcoming changes to the simulation engine regarding schemes. This dev diary will be a bit shorter and focus on the changes to attributes that players have. To summarize: there will be two new attributes for players this season.

    Shotgun Rating

    Now, some of the eagle-eyed among you many have spotted some formations in Part 1 of the Scheme Change Dev Diary with the word "Gun" or "Pistol" in the name. This denotes that the formation is considered a shotgun formation. This is not just a way to get the same personnel on the field more often, but also a way to further tailor your offense to your liking and the players at your disposal.

    The rating will have the following possible values:

    • Balanced
    • Shotgun Passer
    • Drop Back Passer

    Quarterbacks with the Balanced rating will not have any bonus or malus in any formation. The majority (about 60%) of players will have this rating, meaning there is a good chance you will find a QB that is fairly versatile in this aspect.

    But not everyone is versatile. Shotgun Passer QBs will prefer shotgun formations and receive a bonus while in them. The downside being that in formations that put them under center they will suffer a malus. While not a majority of players, they represent a good chunk of QBs (about 25%) as some teams have moved to purely shotgun formations.

    The flipside of the modern, shotgun QB is the Drop Back Passer. A relic of the past, the Drop Back Passer prefers to take the snap directly from the Center's hands. They will receive bonuses in formations where he is under center, while suffering maluses when in shotgun formations. This type will be uncommon, but not unheard of (about 15% of players).

    Every single player in the sim will have this attribute, but obviously this is important for QBs only. We haven't entirely put in stone whether or not you can see everyone's rating, but I am leaning towards just seeing it on QB cards. That way we don't clutter up other positions' cards further.

    Now that this attribute is known, I wanted to also announce another small scheme change that didn't make it into Part 1 because I wanted to see if people caught on to the formations with "Gun" or "Pistol". All shotgun formations will receive a (slight) bonus to pass protection, and under center formations will receive a (slight) bonus to run blocking. So even though your QB might be balanced, there are still (albeit small) reasons to choose shotgun or under center formations over one another.

    Clutch Rating

    Potentially my favorite addition to the engine will be the Clutch Rating. This will be an invisible attribute, like progression, but there will be ways you can see if a player is clutch or not and I will explain those later.

    Clutch will be referenced during the following high-leverage situations:

    • 3rd Down
    • 4th Down
    • Two Minute Drill
    • Four Minute Drill
    • Playoff/Bowl Games

    This list might change in the future, but for now these are the situations that will have effects applied. For example, perhaps primetime games, or games against "superior" opponents could be added in the future, but not now.

    There are 4 possible ratings for a player. Since it is a hidden attribute, they technically won't have a name (they will just be a humble number from 0-3) but I will label them with names here for clarity.

    • None: This player does not step up in big moments more than usual, but they also do not shrink from the spotlight. No bonuses or maluses. This will be the most common rating by far (~70%).
    • Clutch: This player knows that big moments call for big plays, and they step up to make big plays. This player will receive a bonus in high-leverage situations. Uncommon, but not rare (~15%).
    • Choker: This player can't get out of their own head and the pressure gets to them consistently. This player will receive a malus in high-leverage situations. Uncommon, but not rare (~15%).
    • David Tyree's Illegitimate Son: This player seemingly becomes super human when all eyes are on him. They thrive and author their best performances in the biggest moments. This player will receive a significant bonus in high-leverage situations Rare (~1%).

    As stated before, this attribute is a hidden one, but you can get an idea about a player if you do some scouting on your own. Finding players that consistently show up in high-leverage situations is a good indication that they have a good clutch rating. Choking with the game on the line in the two-minute drill? Likely a bad rating. This will be easier to see with players like QBs, RBs, and receivers, but it is definitely possible to determine this for defensive players and specialists as well.

    That is it for this dev diary. The next dev diary in this series will continue the scheme updates, specifically regarding some new offensive play options that will be available.

    Behave yourselves...

    Until next time,

    Rocketcan

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  4. On 10/16/2023 at 2:38 PM, Jieret said:

    I am SO excited for these new schemes! And the ideas of having multiple formations is great, much more fun than just choosing slider numbers.

    Question: As listed the entire defensive scheme have strengths/weaknesses versus specific formations. Any thought to adjusting those numbers based on the formation inside the defensive scheme?

    E.g. If I run a Speed Man scheme, it's weak to Wing-T and Double Wing (heavy run concepts). But in Speed Man we have 4-1-6 Dime and 4-4 Heavy formations. While acknowledging the Wing formations as an overall weakness, a 4-4 shouldn't be as susceptible to running offenses as a Dime formation. 

    That will already happen because the 4-4 already is less weak to the run than a 4-1-6, for example. The sim already has some factoring for number of players in the box. It's less of a chance that there is a large hole to break through. I say all that to say no I don't think we will add any more granularity to the strengths and weaknesses. At least not for now.

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  5. Team Offensive Scheme Defensive Scheme
    Akron Pro 4-3
    Appalachian State Pro 4-3
    Arkansas State Spread Option 4-3
    Boise State Double Wing Option 3-4
    Buffalo Double Wing Option 3-4
    Charlotte Spread Option 3-4
    Cincinnati Pro 4-3
    Coastal Carolina Spread Option 4-3
    Eastern Michigan Double Wing Option 4-3
    FIU Pro 3-4
    Florida Atlantic Double Wing Option 4-3
    Georgia State Spread Option 4-3
    Georgia Tech Air Raid 3-4
    Iowa Pro 3-4
    Kent State Double Wing Option 4-3
    Liberty Double Wing Option 4-3
    Louisiana Spread Option 3-4
    Louisiana Monroe Spread Option 4-3
    Louisiana Tech Spread Option 4-3
    Miami (OH) Spread Option 4-3
    Michigan State Air Raid 4-3
    Middle Tennessee Pro 4-3
    Missouri Spread Option 4-3
    NC State Spread Option 4-3
    New Mexico State Double Wing Option 4-3
    North Texas Air Raid 4-3
    Old Dominion Pro 4-3
    Rice Pro 4-3
    South Florida Pro 4-3
    Southern Miss Pro 4-3
    Texas State Spread Option 4-3
    Toledo Air Raid 4-3
    UAB Air Raid 4-3
    UConn Pro 4-3
    UMass Pro 3-4
    UTEP Air Raid 4-3
    UTSA Double Wing Option 4-3
    Vanderbilt Spread Option 4-3
    Virginia Pro 3-4
    Wake Forest Spread Option 4-3
    Washington Pro 4-3
    Western Kentucky Spread Option 4-3
    Jacksonville State Pro 4-3
    Sam Houston State Pro 3-4
    Kennesaw State Double Wing Option 4-3
    Youngstown State Air Raid 4-3
    Indiana State Spread Option 4-3
    Illinois State Air Raid 3-4
    Missouri State Pro 4-3
    Murray State Air Raid 3-4
    Northern Iowa Spread Option 3-4
    Southern Illinois Pro 4-3
    North Dakota Spread Option 4-3
    North Dakota State Pro 4-3
    South Dakota State Spread Option 4-3
    South Dakota Air Raid 4-3
    Western Illinois Double Wing Option 4-3
    Bucknell Spread Option 4-3
    Colgate Air Raid 4-3
    Holy Cross Air Raid 4-3
    Lafayette Pro 4-3
    Lehigh Pro 4-3
    Fordham Air Raid 4-3
    Georgetown Spread Option 4-3
    UC Davis Pro 4-3
    Cal Poly Spread Option 3-4
    Eastern Washington Spread Option 3-4
    Idaho Pro 4-3
    Idaho State Pro 4-3
    Montana Double Wing Option 4-3
    Montana State Spread Option 3-4
    Northern Arizona Pro 4-3
    Northern Colorado Spread Option 3-4
    Portland State Air Raid 4-3
    Sacramento State Spread Option 3-4
    Weber State Pro 3-4
    Brown Spread Option 3-4
    Columbia Spread Option 4-3
    Cornell Spread Option 4-3
    Dartmouth Spread Option 3-4
    Pennsylvania Pro 4-3
    Harvard Spread Option 3-4
    Princeton Air Raid 4-3
    Yale Spread Option 3-4
    Furman Air Raid 4-3
    Samford Spread Option 3-4
    The Citadel Spread Option 4-3
    Wofford Double Wing Option 3-4
    Chattanooga Pro 4-3
    East Tennessee State Pro 4-3
    Western Carolina Pro 4-3
    Mercer Pro 3-4
    VMI Pro 3-4
    Grambling Pro 4-3
    Bethune-Cookman Spread Option 4-3
    Prairie View A&M Air Raid 4-3
    Alcorn State Air Raid 4-3
    Southern Double Wing Option 4-3
    Alabama A&M Air Raid 4-3
    Arkansas-Pine Bluff Spread Option 4-3
    Florida A&M Spread Option 3-4
    Alabama State Spread Option 3-4
    Texas Southern Pro 4-3
    Mississippi Valley State Pro 4-3
    Jackson State Pro 4-3
    • Like 2
  6. Hello coaches!

    Here is the changelog for NewSim v0.4.2.

    These will likely be the last bug fixes and adjustments for this offseason.

    Bug Fixes:

    • Hopefully finally fixed net punt statistics. (Please don't kill me @Pumph)
    • Fixed some backend directory issues
    • Tweaked some of the go-for-it on 4th down logic
    • Made the rating for QBs in the NFL be the NFL-style stat (out of 158.3)
    • Fixed fumbles not being reported in the play-by-play if the play went out of bounds, or if an intercepting player fumbled.
    • Fixed autopost script so scores made on the final play of a quarter should be counted in the correct quarter on the box score.

    New Features:

    • Added Weather Forecast posts

    These changes will take effect immediately so they are in time for the 3rd week of preseason and spring games.

    Feel free to ask any questions on these changes here.

    • Like 2
  7. Hello coaches!

    Here is the changelog for NewSim v0.4.1.

    Some very minor changes for this weeks games. Couldn't fit anything else in this week, so more will have to come next week.

    Bug Fixes:

    • Fixed scores at the end of quarters allowing the scoring team to score again at the beginning of the next quarter.

    New Features:

    • Added injuries in their own section on box scores.
    • Added position information to passers and rushers on box scores.

    These changes will take effect for the 2023 week 2 spring and preseason games.

    Feel free to ask any questions on these changes here.

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  8. 1 hour ago, smackemz said:

    Is this changing for the upcoming season? 

    No, base 3-4 basically lines up like a 5-2 and both OLBs pass rushing in a pass situation.

    This will only change once the schemes are updated (probably the flagship feature for the next offseason's update)

    • Thanks 2
  9. 2 hours ago, PoopyRhinoPickle said:

    Great work! This will definitely add to the sim. Just a couple ideas to ponder: will this give us the ability to remove redshirts midseason? Also, a med center would make a good addition to the interface where all injuries are listed and able to sort by team, pending Tuscan’s workload of course. Super excited!

    For now, the redshirt thing I am not sure. I think we go without it for one season while we think about how to implement something like that.

  10. Hello Coaches!

    Welcome to another Dev Diary for NewSim on SimFBA!

    We are continuing along with our updates to the engine to bring us to our v0.4.0 build. Next up is probably the biggest in terms of gameplay implications: Injuries.

    image.png.d2701a25998b6d27cb3f4a2a73cf4d96.png

    image.png.731e6a1c7b02758bb4b1357bea4ae949.png

    image.png.80604dc7efbcaa0b43abd92d08c0b040.png

    Hello

    So every once in a while, the sim will roll that an injury should occur. This can be on any play of the game (except extra points because of some weird little technical issues). If an injury event is rolled, then the next step will be to determine *who* gets injured. If the position that is selected has a player on the field, then that player gets hurt (There could be no player there, like no 3rd WR, which results in no injury).

    I Hear You're Feeling Down

    Next step has the sim roll against a large chart using the injured player's injury rating to see how long the injury will last. This can be anything from until the end of the quarter to about 20 games. This is all influenced by what kind of injury rating your player has. The worse the rating, the more catastrophic injuries will be. It is possible for there to be no length of time a player needs to be out, despite the injury (given a high enough injury rating and good roll). It is always possible for a player to miss multiple games, no matter how  good the injury rating is. For example, there is a column in the injury length table that has over a 70% chance of nothing happening, but there is always still at least a 2% chance of missing anywhere from 1-20 games after the game the injury occurred in. 

    Can You Show Me Where It Hurts?

    So now that the injured player has been selected, and their injury rating has been used to determine how long they will be out, the next step is to determine what the injury actually is. First, the severity of the injury is determined. There are four categories of severity:

    • Minor: Anything 2 weeks of recovery or less.
    • Moderate: 3-6 weeks of recovery.
    • Severe: 7-12 weeks of recovery.
    • Season-Ending: 13+ weeks of recovery.

    Each position group (QB, RB, WR, DL, etc.) has their own set of injury probabilities based on severity, so the next step is to cross reference the injured player's position group with the severity to find the right list. Then, a weighted roll is made to see what the exact injury is. For example, hand injuries are more important for QBs and WRs, so even seemingly minor injuries of these types might be listed as moderate or severe, since it hampers a QB's play more than an OL's play.

    The injury type is just flavor text. For now, there is nothing like "this player has sustained a knee injury, and therefore are more likely to injure their knee again." While we would like to do that for the future, for now we didn't have the bandwidth to get that in.

    I Can Ease Your Pain And Get You On Your Feet Again

    All players will eventually heal from their injuries. Some injuries are so minor that they will heal during the game, and those players will be put pack onto their team's depth charts. However, more likely, players will be out at least the rest of the game or longer. While a player is injured, they cannot be placed on your depth chart. If you attempt to place a player on the depth chart, you will receive a warning. Also, after a game in which any of your players are injured, the interface will redo any positions with injured players automatically in order to ensure that all slots are filled. It would be prudent to check each week to make sure your depth chart is to your liking.

    It is possible that a player receives an injury that will last longer than the rest of the season. In that case, that player's season is over. Technically, it is also possible that a player that receives a "Season-Ending" injury make it back in time for something like the Super Bowl, but that will probably be rare. If that does happen though, that player will be available as soon as they heal like normal.

    Just The Basic Facts

    How will you know if one of your players got hurt in the game? Well in terms of things that currently are in the engine: all play-by-plays will have a blurb if there is an injury. It will provide who it is, what the injury was, and how long they will be out. In addition, injured players will show up in red on the interface depth chart. It has not been done yet, but what will likely happen is the box scores posted to the site will also have a new section showing any injured players.

    Is There Anybody In There?

    Injuries will be effective come the NFL preseason, and week 0 in NCAA. NCAA spring games will not be affected because they are in the spring. We will be attempting to limit the number of injuries initially to about 0-2 per game max. To be clear, though, there is no hard cap, and technically it is possible for more than that to happen. I would rather the sim have too few injuries rather than too many.

    I really hope that this feature adds new layers to decision-making in the sim. Do you play your starters in the NFL once you have secured the best possible playoff seed? Do you play your starters in all of your preseason games to determine the best scheme despite the risks? What about playing rookies that you want to develop? An injury early in their career could really derail their development. Regarding that development, for now I think the best approach is for players that are hurt to not receive additional penalties to growth, rather they just end up with far fewer snaps than they likely would. This will reduce their potential multiplier and likely give them worse progression than a healthy player. Also, there will be some form of Injured Reserve for the NFL, but the details of that have not been hammered out just yet, so keep your eyes peeled for that.

    For those of you wondering about whether or not you want to keep your starters in a blow out, that may or may not be the next feature I am working on...

     

    This was probably the biggest lift for this update, so it is (mostly) downhill from here in terms of engine development. There are still some more features I'd like to add, but most of them are on the smaller side. After the last of the new features are added, we will need to do some testing, do a couple of balance passes, and then we have to do some logistical work to make sure that the engine can run on the server. This will ensure that none of the admins (particularly me) need to be home in order for the sim to run. This automation will mean that it will be much easier to keep this sim moving on a weekly basis. You will probably hear more about that in the coming weeks, but we are hoping to get the spring games and NFL preseason going fairly shortly after the NFL draft.

    That is it for this dev diary.

    Until next time,

    Rocketcan

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