by MoCrash » Fri Dec 05, 2008 9:21 pm
Hey, Major, I'm interested. I'm in ASFLC with you, but I'd like to form my own team. Give us an idea of what you have in mind (one thing I'd like to see is every team with Average-Average Defense cards, selecting either 4-3 or 3-4 after the draft, instead of drafting defenses separately).
As for coyote303's concerns:
1. Too easy to sack a QB with good blocking by simply blitzing 3 linebackers or getting a successful doubleteam. In other words, a team with 5 pass blocking (best) was no better off avoiding sacks when three blitzed or if the receiver was double-teamed than a team rated 1 (worst). In fact, good blocking teams were actually more susceptible to an all-out blitz than a poor blocking team because their QB had more "pass rush" results. [b:52f81e5a38]There are too many variables to discuss in the CD-ROM version, but the typical overall sack ratio isn't unrealistic.[/b:52f81e5a38]
2. Called right and with a linebacker in the zone, flat passes couldn't net over 4 yards (unless linebacker was burned or on a receiver result). [b:52f81e5a38]Having a LB in the zone doesn't guarantee that is how it will read. It depends on whether a team is out of its default alignment, is showing safety blitz or is subject to dump offs. There is no yardage limitation even with a LB in the zone.[/b:52f81e5a38]
3. Throwing long passes to your halfback was a good way to combat the defense when they double-teamed three receivers. [b:52f81e5a38]It can still be, unless, of course, the Receiver leads one to the HB's long pass card.[/b:52f81e5a38]
4. For that matter, being able to double-team three receivers always seemed a bit much. This also ties in with #1. [b:52f81e5a38]Like anything else, actions have consequences. If three receivers are being doubled, big zones are opened. The only time this is routinely effective is when playing "prevent" defense late in halves, in which case the odds for deep passing attacks goes down anyway IRL.[/b:52f81e5a38]
5. Key a running back and you always get negative yardage off their card (exceptions made for really good running backs). [b:52f81e5a38]On all but good running backs, calling Right is often enough to produce negative yardage. Makes sense to me.[/b:52f81e5a38]
6. Fumbles only occurred on running plays (and special teams). This made running riskier than passing for many teams. [b:52f81e5a38]Receivers and quarterbacks can fumble, too, so can those returning fumbles.[/b:52f81e5a38]
7. Unless kicking out of bounds, punts were always fielded for a return (or possible fair catch). [b:52f81e5a38]Non-coffin corner punts are not always returned, and the ball can bounce for plus- or minus-yardage.[/b:52f81e5a38]
A new concern: What's the penalty for keying a running back if there is only one viable runner? Years ago, teams had a HB and FB and they were both a threat to run the ball, so keying had risk. What's the risk now? [b:52f81e5a38]Keying a RB takes the FS out of the Long Pass zone. Dare you to do that unless you have a 6 covering Larry Fitzgerald.[/b:52f81e5a38]
Hope this helps. Strat Football can be infuriating because even if you do everything seemingly right, you can still get beat fairly often. On the other hand, you don't always pay for your own stupidity.