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Punt/FG Orders
Forum index >> Suggestions >> Punt/FG Orders Goto page : 1, 2
 
PatsNationFTW
Posts: 90
Posted on 2016-10-26 1:31:48
Hello, maybe it is just me that I am doing it wrong, but often times, with any orders, my team will punt the ball at for example at the 15 yard line even though my order says otherwise. I think there should be a more advanced fg order instead of "punt or kick a fg", so you can actually choose between fg or not
  
Hard-core fan (ultimate supporter owner)PHI 21GI Supporter
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Hard-core fan (ultimate supporter owner)
Posted on 2016-10-27 15:22:42
PatsNationFTW wrote:

Hello, maybe it is just me that I am doing it wrong, but often times, with any orders, my team will punt the ball at for example at the 15 yard line even though my order says otherwise. I think there should be a more advanced fg order instead of "punt or kick a fg", so you can actually choose between fg or not




What do you have your field goal orders set?

Remember that when kicking field goals, the distance is not the line of scrimmage. You need to add 10 yds for the endzone plus another 7 yds for the spot of the kick behind the line of scrimmage. Being on the 15 yd line and attempting a field goal would be a 32 yd attempt.
  
Gatr22GI Supporter
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Posted on 2016-10-27 15:34:13
PHI 21 wrote:

PatsNationFTW wrote:

Hello, maybe it is just me that I am doing it wrong, but often times, with any orders, my team will punt the ball at for example at the 15 yard line even though my order says otherwise. I think there should be a more advanced fg order instead of "punt or kick a fg", so you can actually choose between fg or not




What do you have your field goal orders set?

Remember that when kicking field goals, the distance is not the line of scrimmage. You need to add 10 yds for the endzone plus another 7 yds for the spot of the kick behind the line of scrimmage. Being on the 15 yd line and attempting a field goal would be a 32 yd attempt.



That's the key for all new managers to understand. In the game orders, it's just like in real life. Ball is spotted 7 yards behind the line of scrimmage and then add 10 yards for the end zone, since the goal post lines up with the back of the end zone. So line of scrimmage plus 17 yards, as PHI stated. Set your game orders accordingly if you want your kicker to kick or punt or even just go for it on 4th down.
  

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dg_31
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Posted on 2016-10-27 16:49:49
Gatr22 wrote:

it's just like in real life.



And it's not very often we say that about this game
  
linkleo911
Posts: 1831
Posted on 2016-10-27 17:04:53
dg_31 wrote:

Gatr22 wrote:

it's just like in real life.



And it's not very often we say that about this game



  
Gatr22GI Supporter
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Posted on 2016-10-27 17:20:04
dg_31 wrote:

Gatr22 wrote:

it's just like in real life.



And it's not very often we say that about this game



Pretty true, but for all the quirks, the randomness actually does end up making the results about as similar to real life as you could hope for in an online game. You get your upsets mixed in with ridiculous passing stats or occasional defensive struggles, but no pick sixes, no safeties, no punt/kick returns for TDs, no last second FG option, etc. I'd love to see a simple game like this incorporate all of that, but haven't yet
  

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dg_31
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Posted on 2016-10-27 18:43:13
It would probably be easy to incorporate quite a few things without fundamentally changing the game. As well as the things you've proposed, "hidden" skills that the game could use (e.g. some weighted combination of passing and strength to give a QB a "deep ball" attribute, speed and catching to give a WR a "deep threat", matching them up to create the QB/WR tandem with intelligence, along with the speed, catching, vision etc. of the CB determining how often he'd try to go deep. Similarly for the O-line, different weightings of strength and blocking, and perhaps footwork, to determine effectiveness in run and pass blocking). Of course this would require a new match engine but not necessarily a new user interface.
  
BSwagger
Posts: 1280
Posted on 2016-10-27 19:48:16
dg_31 wrote:

It would probably be easy to incorporate quite a few things without fundamentally changing the game. As well as the things you've proposed, "hidden" skills that the game could use (e.g. some weighted combination of passing and strength to give a QB a "deep ball" attribute, speed and catching to give a WR a "deep threat", matching them up to create the QB/WR tandem with intelligence, along with the speed, catching, vision etc. of the CB determining how often he'd try to go deep. Similarly for the O-line, different weightings of strength and blocking, and perhaps footwork, to determine effectiveness in run and pass blocking). Of course this would require a new match engine but not necessarily a new user interface.



You are new around here, aren't you?
  
Gatr22GI Supporter
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Posted on 2016-10-27 20:47:37
dg_31 wrote:

It would probably be easy to incorporate quite a few things without fundamentally changing the game. As well as the things you've proposed, "hidden" skills that the game could use (e.g. some weighted combination of passing and strength to give a QB a "deep ball" attribute, speed and catching to give a WR a "deep threat", matching them up to create the QB/WR tandem with intelligence, along with the speed, catching, vision etc. of the CB determining how often he'd try to go deep. Similarly for the O-line, different weightings of strength and blocking, and perhaps footwork, to determine effectiveness in run and pass blocking). Of course this would require a new match engine but not necessarily a new user interface.



Please let us know when you're done with creating the match engine then. I'm delighted to hear how easy it will be for you to accomplish
  

Owner of the Orlando Gators FC
Member GIAC
League 383-173 (TD Champs S17,S21,S22)
Regional Cup 223-25 (Cup Champs S14,S15,S17,S19,S20,S21)
AFLC 45-14 (Iron Bowl Champs S18,S22,S23)

It's Great To Be A Florida Gator

RudeBoi
Posts: 0
Posted on 2016-10-27 21:12:16
dg_31 wrote:

It would probably be easy to incorporate quite a few things without fundamentally changing the game. As well as the things you've proposed, "hidden" skills that the game could use (e.g. some weighted combination of passing and strength to give a QB a "deep ball" attribute, speed and catching to give a WR a "deep threat", matching them up to create the QB/WR tandem with intelligence, along with the speed, catching, vision etc. of the CB determining how often he'd try to go deep. Similarly for the O-line, different weightings of strength and blocking, and perhaps footwork, to determine effectiveness in run and pass blocking). Of course this would require a new match engine but not necessarily a new user interface.

Like to see - a change in pass play to run, run to pass - if your behind or in front.say by 16. a 2 back to a slot Offense..or the other way slot to back.
  
 
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