greyghost1225 wrote:
Smirt211 wrote:
It was a must better game when it came down to bending but not breaking defense and also when the strategy consisted of out-lasting the opponent.
Teams/GMs would trade blow for blow and take hits with Post Flags hitting or PA Streaks back and forth but the idea was to survive just enough so that you'd get the QB pitch count up....he'd tire and you'd pull it out.
Or RBs would hit the 20 carry wall and you'd come like the tortoise to pull ahead at the end of the game.
There was strategy then and sparks a-flying with lots of scoring and excitement. It was about having defensive rules in place justtttt enough to prevail while also strategy designed to putter out the opposing team's offense to go to victory.
Now it's how the f do I move the ball by any means necessary. Thanks to the code. :(
I understand. As you know I have always been vocal about different trade guidelines. I am also probably the only person in MFN that think rules part of game planning should be eliminated entirely. The only thing rules do is allow the people that figure out how to beat the code to transfer those rules across numerous leagues. The game shouldn't be about beating the code. The game should be about beating an opponent and that is what I try to do with my franchises. Anyway that is why I don't use rules, it is about out thinking the opponent, not breaking the code.
I have to disagree about the rules only being used to beat the code. I use rules as pure football strategy only. I have the following rules:
I have a "Go for it" rule on 4th and 1 within the opponents end of the field based on score and field position.
I have an "Eat the clock" rule for the 4th quarter when I have a certain lead with a certain amount of time remaining. This guarentees I will run the ball in certain game situations and not leave it up to the A.I.
I have a "2 minute offense" rule for the end of the half and game based on score and position on field.
I have a "goalline offense" rule when I reach a certain down and distance to call specific plays
I have a "redzone defense" rule to call certain defenses when Im defending in the redzone.
I have a "prevent defense" rule to call specific secondary packages when leading by a certain amount at a certain time remaining in the game.
I have a "3rd and long" rule for using specific plays based on down, distsnce, location, score and time.
I have a "down big" rule for when I fall behind by a certain amount with a certain amount of time remaining to call more of a passing offense.
All of these rules are simply based on making better decisions on playcalling during specific scenarios in a football game. Im sure owners make rules to exploit the code but Im not that smart. My rules are pure strategy so I have better control of my team and dont leave it up to the A.I. to make those decisions.
This means I dont have to watch my team leading by 4 or more with 2 minutes remaining throw 3 incomplete passes before punting the ball to my opponent with 1:45 left and 3 time outs. I will run the ball 3 times and make him burn his timeouts.
Rules are in place because once we submit the gameplan, everything is out of our control. Have you ever watched a sim and asked, why the **** would they do that? I dont very often anymore and on the times I do, I make a rule to prevent that from happening.