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The Wasatch
Football League
began in 1989 and
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FAQs


Detailed Gameplay Breakdown
from Action! PC Football

Passing Game

Offensive Blocking
The average offensive line has 30 pass block points, or an average rating of "6" per lineman. For every point above or below 30 the game adjusts the sack percentage by 10%. For example, if the offensive line is rated 33, the sack percentage for the quarterback is reduced by 30%.

Defensive Pass Rush
The average defense has 8 pass rush points, or an average of just over "1" pass rush point per member of the defensive front seven. For every point above or below 8 the game adjusts the sack percentage by 10%. For example, if the defense has 6 pass rush points, the sack percentage would be adjusted 20% in the offenses favor.

Yards To Goal Line
The game subtracts from both the completion percentage and average per play as the offense approaches the opponent's goal line. The net play result can be reduced by as much as 30%.

Intended Receiver
Receivers have a major impact on the result of a play:

  • Completion Percentage: The number of catches made by a receiver can reduce the percentage by up to 8% for receivers with low catch totals and increase the percentage by up to 10% for receivers with high totals.
  • Interception Percentage: The number of catches made by a receiver can increase the percentage by up to 1% for receivers with low catch totals and decrease the percentage by up to 1% for receivers with high totals.
  • Yardage: In general the deeper the pass route the more impact the receiver's average per catch has on the play. For example, a receiver with an 8 yard average will be very similar to a receiver with a 20 yard average on a short pass. However, the 20 yard average receiver will be much more effective on longer routes.

Offensive Play Call
As a general rule, the long passes result in lower completion percentages, higher the sack percentages, higher interception percentages, and higher averages per play.

Pass Pattern
Each pattern has it's own unique yardage distribution and characteristics:

  • Cross: Route across the middle of the field. Average chance for a breakaway. Slightly better versus man coverage. Also known as a "Down-and-In" pattern.
  • Slant: Angle route over the middle. Excellent chance for a breakaway. Best versus man coverage.
  • Hitch: Straight curl route. Very predictable yardage result but not a very good chance of a breakaway. Best versus zone coverage.
  • Out: Sideline pattern. Low chance for a breakaway.
  • Straight: Route straight downfield. Best versus zone coverage. Good chance for breakaway.
  • Flat: Flair pass. Low chance for a breakaway. Best versus deep coverage.
  • Seam: Pass designed to beat the zone. Not a very good chance for a breakaway. Poor versus man coverage but very effective versus zone coverage.
  • Isolate: Pass designed to beat man coverage. Good chance at a breakaway. Poor versus zone coverage but very effective versus man coverage.
  • Fly: Straight route down the sideline. Best versus man coverage. Also known as a "Go" route.
  • Post: Deep slant route. Best versus zone. Route designed to split the safeties.

Coverage
In addition to the differences in routes versus coverage listed above there are a few basic differences in "man" versus "zone" coverages.

Man coverage results are based on individual pass coverage ratings where zone coverages are based on team total rating points.

Zone coverages tend to be more conservative yielding fewer breakaways but a slightly higher completion percentage.

Note: If your corners are highly rated, it is suggested to play more "man" coverage. If your safeties and linebackers are highly rated, it is suggested to play more "zone" coverage.

Defensive Play Call vs. Pass
The following is a brief description of how defensive play calls affect the play result:

  • Pass Defense: Reduces completion percentage by an average of 15%. Also, increases interception percentage by an average of 1%.
  • Prevent Defense: Reduces completion percentage by an average of 15%. Also, increases interception percentage by an average of 1%. Greatly reduces chance for a breakaway or a sack.
  • Blitz: Reduces the average completion percentage by 3 to 25%, increases interception percentage by up to 2%, increases sack percentage by 3 to 25%, increases yards per completion by an average of 3 to 10 yards, and greatly increases the chance for a breakaway. Blitz result variations depend on the number and effectiveness of blitzers.
  • Run Defense: Increases the completion percentage by an average of 25%, decreases interception percentage by up to 2%, and increases sack percentage.
  • Goal line: Decreases completion percentage by an average of 15%, increases the average gain per play by 5 to 25 yards. Greatly increases chance for a breakaway.

Double Coverage
Double coverage adjustments are made in addition to the adjustments made based on the defensive play call:

  • Doubled Correct: Decreases completion percentage by an average of 36%, and increases chance for an interception or fumble.
  • Doubled Incorrect: Increases completion percentage by an average of 24% and decreases chance for an interception or fumble.

Coverage Depth
The depth of coverage affects the completion percentage, interception percentage and breakaway potential of a pass play. For example, "short" coverage will reduce the completion percentage of screens and short passes by as much as 20%, but increase the completion percentage of long passes or bombs by up to 20%. As a general rule the deeper the depth the less chance for a breakaway.

Play Action
If the defense guesses run the average pass play has the completion percentage increased by 10%. Likewise if the defense guessed pass the completion percentage is decreased by up to 15%.

Fatigue
Tired receivers or passers will reduce the chance for a completion by up to 15% depending on the level of fatigue.

Era
Action! PC Football has a built in complex formula which is used to standardize statistics between different eras.

Wide Receiver Count
The effectiveness of the passing game is reduced with less than 2 receivers. Playing without wideouts can reduce the completion percentage by up to 15%.

Home field Advantage
Completion percentages can be increased or decreased by up to 5% depending on the actual stadium

Shotgun
Using the shotgun decreases the chance for a sack by up to 15% and reduces the average per play by up to 2 yards. Shotgun also decreases the chance the passer will run.

Rollout
Using the rollout decreases the chance for a sack by up to 15% and reduces the average per play by up to 2 yards. Rollout also increases the chance the passer will run.

Randomness
Random numbers are used to simulate the unpredictable nature of football.

Running Game

Offensive Blocking
The average offensive line has 30 run block points. In general, for every point above 30, the game adds (.1) yards and for every point below 30 the game subtracts (.1) yards.

Therefore, a player rated 10 will add a half yard more to a play than a player rated 5 for a draft team. This formula varies with the direction of the play (left, right, inside) and the linemen in the significant positions for that play.

Blocking ratings for tight ends and running backs affect the play in the same fashion. The blocking adjustments vary slightly between pro and draft teams.

Defensive Run Points
The average defense rates 28 run defense points. In general, for every point above 28 the game subtracts (.1) yards, for every point below 28 the game adds (.1) yards. This formula also varies with the direction of the play.

Yards To The Goal Line
The game subtracts from the play average as the line of scrimmage approaches the goal line. The average can drop by as much as 30% as the ball gets closer to the goal line.

Coverage Depth
"Short" depth will yield more breakaways and more losses while "deep" depth will yield fewer breakaways and fewer losses.

Short Yardage Rating
The game use the ball carriers short yardage rating to determine the frequency of "non-gain" plays. This rating is also altered by the actual play call.

For example, a dive will yield few losses while a pitch will often result in a loss. Further alterations are made based on the defensive line, offensive line, defensive line strategy and actual defense.

Breakaway Rating
The ball carrier's breakaway rating determines the chance the ball carrier will break a long gainer. This rating is altered by the actual play call, the defensive play call, the offensive line, run defense and coverage.

Fatigue
Tired ball carriers may have their averages reduced by 20% - 50% percent depending on the level of fatigue.

Era
Action! PC Football has a built in complex formula which is used to standardize statistics between different eras.

Defensive Line Strategy
The strategy employed (if any) by the defensive line alters the play based on the direction of the play. For example, if the offense "sweeps left" and the defensive line calls "slant-right" the play result will be reduced.

Likewise, if the defense had called "slant-left" the play result would have increased.

Defensive Play Call
Following is a brief description of how defensive play calls affect the play:

  • Pass Defense: Adds 1.5 yards to the average and makes it easier to pick up short yardage.
  • Prevent: Adds 1.5 yards to the average, makes it much easier to pick up short yardage and more difficult to breakaway.
  • Blitz: Adds 1.0 to 3.0 yards to the average, greatly increases the chance for a loss or a breakaway.
  • Run Defense: Subtracts 2.0 yards from the average and increases the chance for a loss.
  • Goal line: Reduces average by 1.0 yards and significantly increases the chance for a loss or breakaway.

Keying Ball Carrier
Keying adjustments are made in addition to the adjustments made based on the defensive play call:

  • Keyed Correct: Subtracts between .5 and 3.0 yards (less for "workhorse" ball carriers and more for seldom used ball carriers). Correctly keying also yields more fumbles.
  • Incorrect Key: Adds between .25 and 3.0 yards (more for "workhorse" ball carriers and less for seldom used ball carriers).

Running Style
Ball carriers rating "I" (Inside) will not be very effective running outside and those rated "O" (Outside) will not be very effective running inside. Those rated as "B" (Both) are effective running inside and outside.

Weather
Warm, dry weather increases averages; cool, wet weather decreases averages and increases the chance for a fumble or breakaway.

Home Field Advantage
Averages for players in their home stadiums are increased by (.1) to (.4) yards depending on the specific stadium. Likewise averages for players on the road are decreased by (.1) to (.4) depending on the stadium.

Stuffs
Defenses with players who achieved high real-life stuff totals will increase the number of losses.

 

For more league information, contact:
raiders@pcfootball.com

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