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- Path: sparky!uunet!dziuxsolim.rutgers.edu!shakespeare.rutgers.edu!trick
- From: trick@shakespeare.rutgers.edu (Mike Trick)
- Newsgroups: comp.sys.ibm.pc.games
- Subject: FPS: Football. Experience as GM
- Summary: Review and suggestions for FSP: Football
- Keywords: football, sports
- Message-ID: <Dec.14.12.08.55.1992.738@shakespeare.rutgers.edu>
- Date: 14 Dec 92 17:08:56 GMT
- Organization: Rutgers Univ., New Brunswick, N.J.
- Lines: 98
-
- After playing with Front Page Sports football for far too much time
- over the last two weeks, I thought I would make a few comments and add
- a wish list for things I would like to see (in the hopes that FPS:
- Football will be the first in an improving series).
-
- First of all, let me echo the comments that the motion and feel for
- this game is very good. Players move very well, and play acts like it
- reflects the real micro-movements of the players, not some randomly
- generated outcome. For many games, I felt that the logic was HBTrap
- vs. OutSideBlitz --> 10% loss 2 yards, 35% gain 3 yards, 55% gain 6
- yards, with little to do with the players involved. This game feels
- right.
-
- Having said that, I have spent relatively little time actually calling
- plays. I love the ability to take teams through a draft in an attempt
- to form dynasties. My role has been to make the personnel decisions,
- decide on the playbook and leave the simulation to the (weak) AI. I'm
- in the tenth season, having made the playoffs the last eight years in
- a row (ten team league, 4 make the playoffs). Unfortunately, I have
- also lost in the first round eight years in a row. I aspire to be the
- Denver Broncos of this league, where at least I would only lose in the
- championship round. I have no patience or skill in the "reflex" side
- of football games, so have not experimented at all with moving players
- myself.
-
- Though I have found this "task" interesting and fun, I do have a few
- gripes that could make things much more wonderful. If some of these
- are there and I don't know about it, I'd love to hear about it.
-
- 1) Improved distinction between starter and backup. The system
- chooses a starter based on some internal measurement (which may be a
- simple as summing the attributes). This means that a person with a
- good attribute that I consider unimportant will start over a person
- with what I consider good attributes. My starting QB for many years
- was who I wanted as my number 2 QB, until I realized that his 92 Hands
- rating meant that my other QB could not start. After trading #1 away,
- I had a much better offense, though I was very vulnerable to an injury
- (since I had a very weak backup left). Two solutions:
-
- a) Ability to designate starters versus backups. You can, of
- course, do substitutions for this effect, but it must be redone at
- least every change of possession.
-
- b) Ability to define ones own quality measure. By this I mean
- giving weights to the characteristics that can vary by position. So
- if I like strong, dumb linemen, I can put a much higher weight on
- strength than on intelligence. This weighting is currently done
- internally: I would like control over it. These weights could also
- be used in the draft to order the players. Again, teams are not
- always picking the "top" player, so some internal weights must be
- used. Allowing me to automatically do the same would be nice.
-
- 2) Improved use of the clock and recognition of score. This really
- breaks my suspension of disbelief. Down 5, 1 minute to go, 4th and 1
- on the 17 yard line. Exciting right? Wrong! Computer kicks a field
- goal. Dumb, dumb, dumb. It all evens out over a season, but this has
- to be done better. Combine the Playmaker Football A.I. system and you
- have a wonderful combination.
-
- 3) Different playbooks for different teams. As far as I can tell,
- computer run teams use off.pln and def.pln in the dyanamix\football
- directory. It is possible to copy over those plans, but all the teams
- then use those plans. The 36 offensive plans provided are already
- characterized by run vs. pass, conservative vs. aggressive. Each team
- should be picking one of the standard plans in keeping with its
- personnel.
-
- 4) Less nasty retirement rules. C'mon! I'm paying these guys a ton
- of money. Why is it that my main receiver, having caught more than
- 600 yards worth of passes (in 10 games) retires after 4 years in the
- league? Once in a while, I would believe they went to the CFL or
- something, but they seem to leave on their own far too often. I
- should be required to kick them out! As it is, I rarely have to cut
- someone; "natural" attrition weeds out too many as it is.
-
- 5) Faster play. It takes about 5 minutes on my 25Mz 486 to simulate a
- game. The drive is hit on each play (2MB EMM, not enough room for
- SMARTDRV). It takes about 5 minutes after each week in order to
- update the play. That amounts to half-an-hour per week played.
- Luckily I have enough to do around the house, but it still takes a
- evening to simulate a season. Why isn't there a fully automatic mode
- at least that could run multiple weeks overnight?
-
- 6) Improved modeling of changes in attributes. Attributes change in
- training camp, but seem unaffected by actual play (I think).
- Something like Intelligence should be gained by playing games. Why
- does Cincy play Klingler now? "To give him experience". In FPS,
- experience is gained by going to training camp, not by playing.
-
- 7) Awarding of MVP, and All--Star awards based on season stats.
-
- 8) Real career statistics for a team. The current ones disappear when
- a player retires.
-
- That's it for now. I definitely recommend the game and hope it gets
- even better.
-
- Mike Trick
-