Detailed
Gameplay Breakdown from Action! PC FootballPassing
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. |