Miniature Football Home  

Go Back   Miniature Electric Football Forums > Solitaire (The all by myself forum)
FAQ Members List Calendar Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 11-12-2010, 05:56 PM
RooMorgans's Avatar
RooMorgans RooMorgans is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: Baltimore County, MD
Posts: 1,136
Default

Quote:
Originally Posted by mantaraydre View Post
Ef,

I will explain it further either tonight or tomorrow. I will explain the entire reason for the pointer. Until then, just note, the dice are now the brains for the players. The numbers on the dice determine their actions. This takes the game out of your hands and gives you the feel of playing someone else. Its no challenge knowing whats going to happen already. When i mentioned the numbers 1-4 indicates the qb MUST THROW IT THAT RECEIVER. That is the dice telling you that was the decision he made and not you. No matter where the defenders are, the dice triggered him to try that pass. it can result in a great completion or a interception. THE DICE SAID THROW IT.
How easy would it be to say, " there are too may defenders near that 1 wr so i will throw it somewhere else " . THAT'S YOU MAKING THE DECISION TO CHANGE. The 1-4 on the dice told you the qb already made up his mind.
1)your the coach.
2)A certain number on the dice sends in the play.
3)another set of numbers, acts as the players brains and contols there actions.
4)all you can do is follow those actions and sit back like any other coach and hope the players execute.


mantaraydre
So ... a question. What do you do if the dice calls you to throw to a receiver who is:

A) Engaged by a defender
B) Out of bounds
C) Behind the quarterback, such that a pass would actually be a lateral, and therefore a run
D) Out the back of the end zone

Not asking for giggles. I'm just curious how you handle that. In the next post, I'll detail the passing system I use so that people can see the different ideas that we all use - which will be in play in our co-op solitaire league this spring.

Ed
__________________
GO PITT!!!
Reply With Quote
  #2  
Old 11-12-2010, 06:23 PM
RooMorgans's Avatar
RooMorgans RooMorgans is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: Baltimore County, MD
Posts: 1,136
Default

OK, so the ECFA and the EPFA use the same passing system. This is something that in part I've used for many years in solitaire.

1) I do not call plays before hand. I was using a play-calling chart, but got tired of seeing runs called on 3rd-and-18. I line the offense up in a recognized formation, and the defense is set up always with 4 DL, and then the linebackers, corners, and safeties are aligned as needed. All defenders must have a responsibility. They can't just be in a spot for no reason.

2) Once the board goes on, if a receiver comes open in a spot where I can hit him with the TTQB pass, I stop the board.

3) At this point, two 6-sided dice are rolled. One is red, one is white, and the red die is read first, so there are 36 different results. Rolls of 12, 21, 22, 56, and 65 make the pass incomplete. Play over.

3a) A roll of 11 is an interception by the nearest unengaged defender, and he is down right there. A roll of 66 is an interception by the nearest unengaged defender, and he can return it (he can be pivoted, but the rest of his team cannot be). Unengaged offensive players can be pivoted to try and tackle the interceptor.

4) Any other roll allows me to try the pass. But first, I have to measure from the quarterback's helmet to the receiver's helmet. The result will be 1 second (0-20 yards), 2 seconds (21-40 yards), 3 seconds (41+ yards). This will be the time the defense has to react to the receiver if he catches it.

Let's say in this case, the dice allow me to throw the pass, and it's complete, and the defense gets 2 seconds.

5) The receiver is replaced by a referee on a magnet. Unengaged defenders are pivoted, and the board is run for the 2 seconds. If a defender hits the magnet, the receiver is tackled. Play over. If not, the receiver is put back on the field, pivoted, the defenders are re-pivoted, and the play is run to its completion.

It sounds like a lot, but after getting used to it over just a few plays, the process becomes second nature. It makes it interesting in game play, because I may see a receiver and stop the board, then realize he isn't as open as he looks, because there is a linebacker underneath and a safety over the top helping out where the cornerback failed. But big passing days are still possible, too, with BYU's quarterback throwing for 399 in his team's opener.

Ed
__________________
GO PITT!!!
Reply With Quote
  #3  
Old 11-13-2010, 12:21 AM
dogwood30's Avatar
dogwood30 dogwood30 is offline
MFCA MEMBER
 
Join Date: Mar 2009
Location: Boonton NJ
Posts: 371
Default Dice for play choice

My play selection with dice is similar to Ed's. Before each play I set up my offensive line with the TE slightly off the tackle and a wide reciever on each side. The defense lines up with end and a tackle across from the 2 guards and off tackles leaving a gap in front of the center this is where my middle line backer goes. I have a cornerback on each of the 2 wideouts and a linebacker on the TE. Before I position the QB and RB's on offense and the 3rd LB and 2 safties on defense I rool my 30 sided dice. An odd number is a run and ane even number is a pass. I set my offense up first to any play I think is best for that team and the same for the defenders. A roll of 30 on the dice allows the offense to run anything they want.

I use the dice to call the plays during the first half up to the 2 minute warning. Inside of 2 minutes the offense can call run or pass.

The dice calls the plays on first and second downs only. Third and fourth down the offense can call pass or run unless on 4th down when a punt or field goal is attempted.

The one thing I changed this season is if the offense loses yardage on a loss, sack or penalty on first down they may then call any play on second down.

Right now the second half play choices are totally the offenses. I try to impartially play head coach for both sides in the second half. If a team has the lead and has a good running attack they will usually play conservative and mostly run the ball. A team that is behind may pass alot. Some third and fourth down decisions are tough. Turnovers are more likely in the passing game so I do have to run once and awhile.

I have adopted a new draw play rule as follows:

On a pass play lets say the 2 backs are lined up in front of the QB. I turn on the board and no reciever breaks free or even if he has broken free but not in position to gain any yardage the QB may give the ball on a draw play if any part of his base is behind the line of scrimmage and his base is in contact with one of the backs bases whose base is not touching a defenders. This play is effective alot on short yardage. I may have a reciever open for say 10 yards but I only need 3 yds for a first down and the draw play presents itself I may take the draw play if the runner looks like he will make the first down and not risk the pass. It depends on the score and situation. This play only works if the players happen to end up in the position for the draw to happen. It may not even present itself during a game and sometimes it may happen several times. It ends up being a surprise play against the defense like a draw play should be. On the flip side the play may not work out for the offense. It depends on those little guys.
Reply With Quote
  #4  
Old 11-13-2010, 02:02 AM
Phillyfanatic's Avatar
Phillyfanatic Phillyfanatic is offline
MFCA MEMBER
 
Join Date: Apr 2009
Location: Germany
Posts: 115
Default Unpredictable

Those are good systems as well. I'm going to try and change/alter my passing system for my league. I'm striving for unpredictability, but keep the gameplay fluid. I also roll dice to determine the play and I try to make play charts team specific by downs (I watch a lot of current NFL games to determine this). What I'm working on is a way to determine strictly by chance

1) when will the QB throw the ball (first stop, second stop)
2) if qb is under pressure after board stops, will he try to run, throw or take sack
3) how do I determine if the defense reads, playaction, jump routes, draw plays. I want to simulate the defense blowing up plays
4) more importantly, I want to differentiate poor qb from elite qb
Reply With Quote
  #5  
Old 11-13-2010, 02:33 AM
mantaraydre's Avatar
mantaraydre mantaraydre is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: new york
Posts: 2,866
Default roo

Roo,

Answers to your questions. if the receiver is

1)engaged by a defender.

If the receiver is engaged by a defender @ the time the ball is thrown. That will result in a pass interference call on the defense. First and 10 to the offense

2) out of bounds

Playing stops, there is no reason why a player should run out of bounds when he will be directed at the next stop. Each route is carefully drawn up to run the first stem of thee route and final stem towards the catch.

3)behind the qb

The dice will call for several plays that occur behind the qb that are not running plays. (THIS SECTION WILL NOT REQUIRE THE LASER POINT, JUST THE 4 YARD STICK DUE TO THE ACTION HAPPENING BEHIND THE LINE)
1)quick out to receiver behind the line
2)swing pass to running backs
3)wr screens
***whatever play the dice calls

4)back of the endzone
I have a special section devoted just to red zone play.

a)20 yard line (continue with 2 stops)

b) any pass play beginning at the 15 yard line or less , the receiver will run only the first stem of his route, board stops and pass is thrown within 2 seconds.
***Due note game play changes completely when the red zone is involved.
I have a

1) 2 yard stick
2)3 yard stick

These represent tighter passes thrown in extreme traffic in the endzone. A receiver should not have to run 4 yards to catch the ball when the field is shortened that drastically. If the ball is on the 5 yard line and a pass play is drawn, i will only have the wr run 2 yards to beat the defender to the ball. Being that the defenders are sitting in the endzone waiting for the wr's to come their way.It is up to me to throw a pinpoint pass in the perfect area for the wr to make a play. Back corner of the endzone.
Every football team has special plays designed only for the red zone, i felt i had to follow suit to keep the game realistic for me.

Thanx
mantaraydre
__________________
IF YOU PASS WITH STICKS, YOU INCREASE THE LEVEL OF PICKS.
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Forum Jump

All times are GMT -4. The time now is 09:03 AM.

Powered by vBulletin Version 3.6.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.