8 man league question (Full Version)

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coachferrier -> 8 man league question (9/25/2007 4:21:18 AM)

ok, so i put together a couple 8 man playbooks to play on US regulation fields.
I am trying to simulate the 8 man leagues in the high school levels here in Washington state.

here's the thing...the scores in washington high school 8 man games are routinely in the 50s with considerably high scores and pretty high offensive yardage numbers.

I simmed a season....the defense rules, and nobody can score. I think three teams had 3+ scoreless ties in their season of 11 games. The offenses rushed for on average less than 2 yards a rush and most of the QBs struggled to complete 1/3 of their passes.

how can I tweak this to reflect the real nature of the 8 man game in Washington?




David Winter -> RE: 8 man league question (9/25/2007 4:31:22 AM)

8 man football on a 100 yard field is going to be a score fest.

The best I can suggest is creating defenses that have 4 defensive backs with two in deep zone coverages. If you are running man to man cover, make sure they cover over, not under. This will put the defender in the spot to tackle first, break on the ball second.

You might also want to create the league at a lower skill level. Say Junior. This will slow down the players and reduce the QB accuracy.

But beyond that, I would expect a lot of scoring with 8 players on such a large area.


BTW, I edited your subject header to be a bit more reflective of the question. No offensive intended.

thanks
David




coachferrier -> RE: 8 man league question (9/25/2007 4:35:18 AM)

none taken David. Thanks for your input.

I set the original league at High School Level, and it played out at the pace and scoring/stats mentioned.

I bumped it up to professional for another year and it didn't get much better

I just use the default defenses that came in the 8 man playbook and those, as simple as they are, dominate the offense!




David Winter -> RE: 8 man league question (9/25/2007 4:38:00 AM)

Oh.. the default 8 man defenses I'm sure will not work in your case. Those defenses were designed with a 50 yard field that is very narrow. When you put the players into a bigger space, those defenses will break down.

I really think new defenses would be required here.

Maybe one of the other members of the board can recommend something. I seem to recall someone else doing something similar.

You would also need to talk to them about how they got punting to work. By default, there is no ability to have punting in an 8 man playbook.

thanks
David




David Winter -> RE: 8 man league question (9/25/2007 4:40:16 AM)

Oh wait.. hang on... maybe I misread your whole point.

You're trying to get more scoring... not less...

Oh.. okay.. well then I would do exactly the opposite of what I told you in the first post [:D]




coachferrier -> RE: 8 man league question (9/25/2007 4:43:28 AM)

somebody posted a punt and a punt return play and they work great!

gonna play with the D this evening if I am lucky




coachferrier -> RE: 8 man league question (9/25/2007 6:14:22 AM)

alright,well i tried everything you suggested and it didn't get any better. the defense, even with each team playing prevent defense, still dominates every game. every team rushed for about 100 yards total on the season in ten games.

ideas?




Tbird -> RE: 8 man league question (9/25/2007 6:37:14 AM)

I have 8 man leagues on a Canadian field  but I play out all the games

between versions the scores have varied





garysorrell -> RE: 8 man league question (9/25/2007 2:30:48 PM)

coachferrier, did you actually sim all the games, or let them play out CPU v CPU?

That will make a major difference in results.

If you are simming, try letting a game or 2 play out full....cpu v cpu. Check the results. They may be more to your liking .
To have sim games reflect your played out games, you may have to tinker with the simgame.dat file. But remember, it will affect all your leagues...so a 12 man league on cfl field would also be affected by it in sims.

I use a similar setup to Tbird, 8 men on CFL field with 5min qtrs. Most games played out are 35-28 type scores. Sim the game and its usually 10-3. I use a custom playbook, so I dont think the quick sim thingy takes the actual contents of the play into consideration as much as it does whether its a run or pass




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