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Main / Discussions / Important factors in RZA Search Forum
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Chrill
HAMBURG SEA LIONS

Germany   Chrill owns a supporter account

Joined: 2022-08-07/S48
Posts: 1716
Top Manager



 
posted: 2026-03-25 23:24:56 (ID: 100198768) Report Abuse
MacsUltraVideosYT wrote:
What do you mean by that I know you can set a depth chart and playbook and s e l e c t them in game settings but to link those two together???

First off: I don’t know if that’s in any way conducive to being an important factor in RZA, as the title of this thread suggests. It’s just something that I found out about by thinking a lot about a new playbook.

And I’m happy to share. It is a bit nerdy, though:

You know that you can set up your depth chart in a way that certain players play on certain positions at the start of the game, until fatigue sets in and they get rotate in and out to whichever position needs a fresh player. Those starting lineups are set by the players position on the depth chart, on offense first one goes left, second goes right.

It got really interesting when I decided to put a strong HB out-of-position to FB1 for the amount of time I control (will come back to this aspect later). Now I had to dig into the Formations-Section of the Manual to look up the formations I could use with him on either position, especially looking at the way the engine picks the players off the depth chart each play.

This information is then very useful for setting up the playbook, that I now can truly link to the depth chart through chosing the play directions to take advantage of certain players. As I said, though, only for the time I control the flow of the game.

That’s usually the first quarter, after that the substitutions for PC-reasons set in. You can, though, prolong said time of control. First, of course, through making the player „first string“ for the whole game by ticking their box on the depth chart. But the second is an interesting option, too: You can set up the game settings by choosing the quarter you want the substitutions to start. So you can put up the playbook with certain players for certain plays in mind for as long as you want in a game, even without ticking „first string“.

That „discovery“ was a fun one. And was initially triggered by playing against one of the most veteran managers of this game in the Supercup
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MacsUltraVideosYT
MacsUltraVideos & RileyMiniSchnauzer YT

Usa

Joined: 2026-02-12/S63
Posts: 169
Senior Manager



 
posted: 2026-03-25 23:28:54 (ID: 100198769) Report Abuse
Chrill wrote:
MacsUltraVideosYT wrote:
What do you mean by that I know you can set a depth chart and playbook and s e l e c t them in game settings but to link those two together???

First off: I don’t know if that’s in any way conducive to being an important factor in RZA, as the title of this thread suggests. It’s just something that I found out about by thinking a lot about a new playbook.

And I’m happy to share. It is a bit nerdy, though:

You know that you can set up your depth chart in a way that certain players play on certain positions at the start of the game, until fatigue sets in and they get rotate in and out to whichever position needs a fresh player. Those starting lineups are set by the players position on the depth chart, on offense first one goes left, second goes right.

It got really interesting when I decided to put a strong HB out-of-position to FB1 for the amount of time I control (will come back to this aspect later). Now I had to dig into the Formations-Section of the Manual to look up the formations I could use with him on either position, especially looking at the way the engine picks the players off the depth chart each play.

This information is then very useful for setting up the playbook, that I now can truly link to the depth chart through chosing the play directions to take advantage of certain players. As I said, though, only for the time I control the flow of the game.

That’s usually the first quarter, after that the substitutions for PC-reasons set in. You can, though, prolong said time of control. First, of course, through making the player „first string“ for the whole game by ticking their box on the depth chart. But the second is an interesting option, too: You can set up the game settings by choosing the quarter you want the substitutions to start. So you can put up the playbook with certain players for certain plays in mind for as long as you want in a game, even without ticking „first string“.

That „discovery“ was a fun one. And was initially triggered by playing against one of the most veteran managers of this game in the Supercup
so basically you set your players in a certain order in the depth chart and set your playbook in a way where this player will be used for this play based on the formations? interesting...
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Drogon
Gardians

France   Drogon owns a supporter account

Joined: 2011-12-07/S02
Posts: 1183
Top Manager



 
posted: 2026-03-27 03:02:33 (ID: 100198802) Report Abuse
There isn't one determining factor in the game.
There are several factors, different weight each :

2 rosters + 2 playbooks (or gameplays) + 1 engine = win or loss, no magic, no "dices-draw-luck"
That's the first level since we need to go deeper through more detailed levels to make a guess about hidden determining factors.

There's only one game engine for 2 teams, which means same "dices-draw-luck" for both.
Actually, considering "dices-draw-luck" as one "explanation" for the outcome is explaining nothing at all, it's is just speculation about a mystery, something we do not know and can't understand to be able to provide a consistent explanation (that follows the required analysis) ; in fact, about something we do not master.

What's left ?
2 rosters + 2 playbooks (or gameplays).
Winning or losing is always relative, relying on two teams (not one team), i.e. 2 opponents with 2 rosters + 2 playbooks (or gameplays) for each game.
That's the first level.
Go deeper to next level if you have enough time to do it properly (or do it badly if you think it's good enough).
Once everything is under control (except the engine), spend more time to go even deeper with the following level.
You decide what your goals are and how many levels and time you need to be the best or a winner but if you're not fit for the purpose do not blame the engine (you may need some tools to be an efficient competitor).

Don't mind telling your opponent to do the same as you did (or better than you) because it's 2 + 2 (not only yours 1 + 1) ?

I may change my mind.
Time might be the determining factor.
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MacsUltraVideosYT
MacsUltraVideos & RileyMiniSchnauzer YT

Usa

Joined: 2026-02-12/S63
Posts: 169
Senior Manager



 
posted: 2026-03-27 11:26:19 (ID: 100198804) Report Abuse
Drogon wrote:
There isn't one determining factor in the game.
There are several factors, different weight each :

2 rosters + 2 playbooks (or gameplays) + 1 engine = win or loss, no magic, no "dices-draw-luck"
That's the first level since we need to go deeper through more detailed levels to make a guess about hidden determining factors.

There's only one game engine for 2 teams, which means same "dices-draw-luck" for both.
Actually, considering "dices-draw-luck" as one "explanation" for the outcome is explaining nothing at all, it's is just speculation about a mystery, something we do not know and can't understand to be able to provide a consistent explanation (that follows the required analysis) ; in fact, about something we do not master.

What's left ?
2 rosters + 2 playbooks (or gameplays).
Winning or losing is always relative, relying on two teams (not one team), i.e. 2 opponents with 2 rosters + 2 playbooks (or gameplays) for each game.
That's the first level.
Go deeper to next level if you have enough time to do it properly (or do it badly if you think it's good enough).
Once everything is under control (except the engine), spend more time to go even deeper with the following level.
You decide what your goals are and how many levels and time you need to be the best or a winner but if you're not fit for the purpose do not blame the engine (you may need some tools to be an efficient competitor).

Don't mind telling your opponent to do the same as you did (or better than you) because it's 2 + 2 (not only yours 1 + 1) ?

I may change my mind.
Time might be the determining factor.
well yes there are certainly many factors that determine your success, here is how I would view it:

Also these are ordered by importance so 1 is more important than 2, and so on.

1. your rosters skill level; of course you'll need a good roster to try and win

2. tactics; this includes your playbook and depth chart; this can be the deciding factor when both teams are around the same in #1

3. game engine stuff; here you account for home field advantage and whatever dice rolls the computer does like Math.random(1-50)+skill level which may result in good pass, touchdown, incomplete or Interception....

The engine has probably 100s to 1000s of lines like that Math.random() plus the skill adders that determine the results of a play, I was actually able to build a mini game engine to emulate the game in Google sheets, but I haven't been able to break through yet in trying to code possessions, but its a good drive simulator...

basically the first sheet has all of the players stats which include QB, LB, and OL (the 3 factors in the code). you either get stuffed, sacked, or success or a turnover...

The code that determines the result of the play looks something like this:

=IFERROR(IF((VLOOKUP(C2, Roster!$A:$R, 14, 0) + 30 + RANDBETWEEN(1,20)) < (VLOOKUP(B2, Roster!$A:$R, 4, 0) + (F2/15) + RANDBETWEEN(1,20)), "SACKED! 🚿🪓", IF(RANDBETWEEN(1,100) <= 2, "TURNOVER! 🏈⚠️", IF((VLOOKUP(A2, Roster!$A:$R, 16, 0) + VLOOKUP(A2, Roster!$A:$R, 13, 0) + 6 + RANDBETWEEN(1,30)) > (VLOOKUP(B2, Roster!$A:$R, 8, 0) + VLOOKUP(B2, Roster!$A:$R, 7, 0) + (F2/10) + RANDBETWEEN(1,30)), "SUCCESS!🏎️💨", "STUFFED! 🛡️"))), "Check Roster Tab Name")

There is also yardage code which generates the number of yds based on the result, which looks like this:

=IFERROR(IF(D2="SACKED! 🚿🪓", RANDBETWEEN(-8, -4), IF(D2="STUFFED! 🛡️", RANDBETWEEN(-2, 1), IF(RANDBETWEEN(1, 100) > (88 + (F2/10)), INT(RANDBETWEEN(12, 25) + (VLOOKUP(A2, Roster!$A:$R, 3, 0)/8)), RANDBETWEEN(3, 9)))), 0)

I also have a down tracker and a downs to go tracker, as well as a tracker for the yardage marker, as well as a score tracker, clock (30 secs per play) and a quarter tracker, and when you are done the game you can hit score reset which resets the score, the time and quarter

I also have the drive reset, which brings the ball back to your own 25 yd line on 1st & 10...

Getting there on the WR/RB functions, and then maybe possessions and Kicking could be implemented, we will see how it goes

Also I would like to consider myself an amateur coder, as I know a bit of JavaScript and a bit of google sheets code, whatever language that is... (I looked it up and it is Google Apps Script apparently, based off of Javascript even though its not that similar...

Well that certainly went off track but whatever...
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