It's what I love most about MFN!!!
Sure the code isn't perfect and the physics of the game don't match the real world but if you dig deep enough into the massive amount of data like the XFL has accumulated over 24 seasons...you can usually find the answer to why the game does what it does.
Take Smirt's "trap QBs" who have 100s across the board (Intelligence/accuracy/arm/look off/vision) but are slow.
By all evidence on how the sim works based on attributes...this QB should succeed but doesnt...there are a ton of examples of these high rated QBs that never quite pan-out.
What I believe....
*****and I will tell you it's just an assumption that I have come up with and there is no way to confirm it short of the developer telling us it is so*****
.....is every QB has a hidden "clutch" attribute which gives him a bonus on certain RNG during a game.
It makes sense to me that JDB would add a hidden attribute to this position since it's fairly easy to tell what QBs should or shouldn't have success and this was a way for him to make finding the right QB more of a crapshoot like the real NFL.
It also helps explain how a high rated (92 overall QB) can have a 1/1 TD/INT ratio for 10-12 seasons across multiple teams.
What if the hidden clutch attribute was valued from -10 to +10 with 80% of QBs at or near 0?
I've told Smirt about this before and it doesn't necessarily have to be limited to the QB....every position could have this hidden clutch attribute.
How many of you have had highly rated players who did nothing? Or low rated players who constantly out-performed their attributes?
It could even extent to head coaches which can give a boost or actually hurt your chances during certain RNG in the game.
Anyway, it's just a theory of mine and if it doesn't exist.....JDB should make it exist.