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Main / Suggestions / Possible change to Depth Chart Search Forum
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smokerteer
posted: 2014-02-16 01:43:52 (ID: 100024217) Report Abuse
At the moment you can choose your first string and then back-ups for each position. I'm suggesting instead of that, being able to order your depth chart by position.

For example at the moment at Wide Receiver, (if you have five on your depth chart). You can either choose two first string and risk your 5th WR coming in as 3rd choice, or choose four 1st string and risk your 4th choice playing in 2WR plays. Rather than the 'x' or 'blank' option we have at the moment, I am suggesting the ability to number each player by your preference, i.e. best '1', 2nd best '2', etc.

Admittedly it would have limited affect on certain position (QB, OG, DT, etc, but would be of value to positions that have a varied starting number of players WR (1, 2 or 4), TE (1 or2), CB (2 or 4), etc.

I don't know if this is possible or wanted but I thought it may help players have a little more control of who is actually on the field of play.
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andrew2scott2
posted: 2014-02-16 02:04:55 (ID: 100024218) Report Abuse
so you want to beable to make a 2nd string and 3rd maybey 4th if there that much depth. More or less.

Where 3rd string would come in only is injury happen and your 2nd string would only play if you had a formation such as a dime or 4wr shotgun/spread O

or 3 3 5 where you have SF you dont want playing a starting spot but would play if the 3rd SF was need on the field.

Last edited on 2014-02-16 02:06:18 by andrew2scott2

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smokerteer
posted: 2014-02-16 02:14:22 (ID: 100024219) Report Abuse
That's the idea, just so we can differentiate between a player that your starting WR, one that's there as injury cover to starting WR or for 4 WR formations, and a WR that is there only for injury cover on 4 WR formations. (I think you put it best: 1st String, 2nd string, 3rd string etc)
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Brickington
posted: 2014-02-16 07:06:18 (ID: 100024248) Report Abuse
I fully support being able to prioritize players more effectively. (1st, 2nd, 3rd string, etc.)

Additionally, change the current "First string" option to something that tells the computer to put the player in at some point. The strings could then be incorporated to tell the AI how to prioritize playing time for the players.

For example:

QB #1 (First String, [*] Play This Player) Plays on 30 of 50 snaps
QB #2 (Second String, [*] Play This Player) Plays on 13 of 50 snaps
QB #3 (Third String, [*] Play This Player) Plays on 7 of 50 snaps
QB #4 (Fourth String, [] Play This Player)

QB #4 has the box left unchecked so the AI knows he's a reserve guy who should not be played unless he's needed.

Last edited on 2014-02-16 07:09:51 by Brickington

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andrew2scott2
posted: 2014-02-16 10:16:48 (ID: 100024266) Report Abuse
The way I think pete could add such a feature is add a energy subing by
string in the depth chart.
And then have your game setting use the depth chart setting

So you could set it like so
1st 90
2nd 80
3rd 60
4th injury only

The 1st would sub in and out with other first string at the 90% mark.
But at any time that any player would drop below 80% then the 2nd string would come in to play. And then only if a player need sub out drops below 60 then the 3rd string would come in.

Last edited on 2014-02-16 10:17:47 by andrew2scott2

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Gambler75
posted: 2014-02-18 19:38:11 (ID: 100024519) Report Abuse
Count me among the folks who would like to see the players *not* set to first string, actually have where they are on the depth chart generate SOME preference in the snap count, rather than a perfect 50/50 or 33/33/33 snap count split.

Barring that, having the first string designation give like 80-90% of the snaps, rather than 100% barring an injury.
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andrew2scott2
posted: 2014-02-18 21:44:53 (ID: 100024534) Report Abuse
I wouold agree with you there but pete already stated that can not be done. As the amount of snaps can not be perdicted in a game.It has to be base on engery used if anything else.

But it always seem any time anyone suggest a way to get a true rotation in snaps that can have player at OL and HB can sub at differnt rate it get shot down.
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pete
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Top Manager



 
posted: 2014-02-18 22:16:36 (ID: 100024537) Report Abuse
for reasons...mostly.

There is a very thin line between a playable game, and a true football simulation...on some parts we hit the maximum possible already, in my opinion...on other parts we can do something more...

It is quite easy: if you suggest such changes, do yourself a favor and write the manual for the function you wish to come true. If the "manual" is clearly understandable even by less experienced players, the addon is probably a good one. But if you think "oh boy, how to explain this to my 76 ys old grandma"...it is probably more or less a complicated thing
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andrew2scott2
posted: 2014-02-18 23:44:14 (ID: 100024540) Report Abuse
While the first string you added is a nice addtion. That keeps injury reserve players off the field. It still does not do what I wish for.

I dont care really how .I just what a way .To have players ,by position to sub at different rates. Instead of the one size fits all we have now.

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ausonny
posted: 2014-02-19 01:10:05 (ID: 100024542) Report Abuse
I would like something along the lines that a couple other players have asked for. (Well, I would like a dropdown list for every line on the depth chart so that every players energy levels could be set individually, but I'm sure that's a little too much for now.)

To keep the UI simple, maybe just a single dropdown in game settings, next to the current energy substitution, which has a number, say maybe a default of 10. Also you would need a new radio button under "Based on Fitness / Energy Only"

The way it might work is that every player gets a bonus to energy equal to the number selected as compared to the player one spot below him. So the bonuses at QB when 3 qbs are listed would be:

QB1 gets a 20 point bonus
QB2 gets a 10 point bonus
QB3 gets a no bonus.

The same setting would be used for each position, although if we could get one for every position that would be great too!

So for 6 WRs, again assuming a setting of 10:

WR1 gets a 50 point bonus
WR2 gets a 40 point bonus
WR3 gets a 30 point bonus
WR4 gets a 20 point bonus
WR5 gets a 10 point bonus
WR6 gets no bonus

Alternatively rather than calling it a bonus you could call it a penalty applied to everyone below the first position in the depth chart if that makes more sense, but of course that's just a matter of semantics.

Whichever players energy is highest taking the bonus into account would be on the field.

To explain it maybe: "How much of a bonus should each player receive over the player below him in the depth chart."


Edit: For clarity's sake I'm not suggesting that the players get an actual bonus or penalty to their energy, it would only be used to choose who is on the field.

Last edited on 2014-02-19 01:24:45 by ausonny

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