01-21-2020, 04:40 PM
(This post was last modified: 01-21-2020, 04:41 PM by caltroit_red_flames.)
[div align=\\\"center\\\"]Cal's New Sim Ideas
Table of Contents
Running Back
Disclaimer
1.) I'm not a football guy. I never played, I don't watch it often (Brett Coleman is lit tho), I probably never will. My opinions are probably gonna be a little shit. Because of that if you bitch at me for being stupid in here I'm not going to care.
2.) This isn't actually a new engine, it's just my idea for what I would want.
Running Back[/div]
The path to victory starts with a good running game. One of the seemingly most simple positions isn't quite as simple as some may think. I personally like to make the distinction between a full back and a running back but considering the lack of that position existing in the NSFL I thought I would leave them lumped together as one position and allow for the position to have relevant attributes for both real life positions. That means the running back is going to both run the ball and in a lot of cases be a lead blocker for a different running back. Generally the most important thing for a running back is going to be how quickly they can move the ball up the field, but you'll find that other nuances to the game can make a whole world of difference. Running backs can follow the lead block to get from A to B, but if Z is the end zone there are a lot of players trying to tackle them on the way there. There might be another person around to help out, an offensive lineman that pancaked their opposing lineman or something, but eventually their going to make contact with a defender and it's about what they do after that which will determine if they can separate themselves from the rest of the running backs in the league.
Strength - The player's raw strength
Endurance - The player's ability to continue to be effective during long drives
Quickness - The player's ability to change their blocking style or position on the field after making a decision
Scheme Recognition - The player's ability to correctly identify which rusher(s) they should block during the upcoming play or what defensive scheme the players behind the defensive line are playing
Lead Blocking - The player's ability to make a block, while moving, that is directly on the route the player with the ball will be running
Acceleration - The player's ability to quickly reach their top speed
Speed - The player's top speed
Catching - The player's ability to catch a contested ball
Route Positioning - The player's ability to run their route in a way that will best position them to catch the ball in relation to the player(s) covering them
Yards After Contact (YAC) - The player's ability to continue gaining yards after their first contact with a defending player on the play
There's a lot to unpack here. Running back is a very versatile position so we'll break it down into the different ways a running back is used.
1.) Carrying the Ball - When a running back is carrying the ball their job is simple: gain yards. You have some very obvious attributes that will effect this. Speed, Acceleration, Yards After Contact, Strength, and of course after a few players Endurance will start to factor in. Acceleration will help them get to their top speed faster, Speed will increase their top speed. But once they've made contact with a player trying to tackle them all bets are off. A combination of Yards After Contact and Strength will determine the likelihood of the player being brought down with each player that has tried to make a tackle on them. Strength really is quite a catch all attribute, but I wouldn't like it to be as important as it is in the current sim. Tackling for a line backer should be the main attribute, but that's not what we have right now. The same applies here, Yards After Contact should be the most important factor in if the player is brought down immediately but a defender but Strength will factor in as well. Alternative to Yards After Contact the running back can depend on their ability to juke out defensive players with their Quickness and try to get past them without making contact. Much less likely to happen but way sexier and will lead to huge gains if successful.
2.) Lead Blocking - This is a pretty obvious one. They're playing as a full back here so they're going to need Strength and Lead Blocking above all else. Acceleration as well to trying to get to their block as quick as possible. In a perfect world they have the Lead Blocking skill to pancake the first block they get to and the Speed to continue running with the running back behind them and stay blocking for them as long as possible, but you can't depend on even the best full back to pancake the opposing defender on every play, or even most of them. And like before they'll want some Strength to go with their Lead Blocking to improve their chances of making the block and pancaking the player. Scheme Recognition will be a big a one too because if they don't go for the correct block, maybe they get confused during the play and go for the same player as a lineman, they'll fuck up the entire play and leave the running back completely vulnerable.
3.) Masquerading as a Receiver - The tough thing about being a running back is that some plays, a good amount of them actually, you'll have to be a receiver. That means in addition to being able to carry the ball you're going to need to be able to do most of the things that a receiver can do. Luckily the overlap in the attributes is really high. I would personally say that running backs shouldn't be able to increase their Coverage Breaking because that's not a primary tool in the running back's toolbox, but if you think you should be able to make a god tier player by all means advocate for that being added to the mix. This is going to require all of the stuff that a wide receiver does. Speed, Acceleration, Endurance, Catching, Route Positioning, and Yards After Contact. That's a lot to cover, but that's a good thing because I personally don't think running backs should as good as receivers at player the slot receiver position. That'd just be way to overpowered.
[div align=\\\"center\\\"]Some Extra Notes[/div]
I think if you're reading through all of this stuff you'll notice that I'm partial to offensive linemen, or maybe you could tell by my player. Or my sig. Or the Fair Rub Club. The point I'm making is that although a great running back is important, I firmly believe that to maximize the abilities of a running back you need a good offensive lineman on a full back to go with it. If nobody is making their blocks good luck gaining even 2 yards per carry. You can only gain so many yards after contact if you're being jumped on by three guys.
So while everyone likes to look at the running back and blame them for when things go well or poorly on short ground gains, it's important to not forget that if they're taken down it's usually because someone else didn't do their job. Their main goal is to gain yards after contact with an opposing player. That's what'll set them apart, but if the offensive line and full back aren't doing their job the running back won't stand a chance. It's a team effort out there!
Table of Contents
Running Back
Disclaimer
1.) I'm not a football guy. I never played, I don't watch it often (Brett Coleman is lit tho), I probably never will. My opinions are probably gonna be a little shit. Because of that if you bitch at me for being stupid in here I'm not going to care.
2.) This isn't actually a new engine, it's just my idea for what I would want.
Running Back[/div]
The path to victory starts with a good running game. One of the seemingly most simple positions isn't quite as simple as some may think. I personally like to make the distinction between a full back and a running back but considering the lack of that position existing in the NSFL I thought I would leave them lumped together as one position and allow for the position to have relevant attributes for both real life positions. That means the running back is going to both run the ball and in a lot of cases be a lead blocker for a different running back. Generally the most important thing for a running back is going to be how quickly they can move the ball up the field, but you'll find that other nuances to the game can make a whole world of difference. Running backs can follow the lead block to get from A to B, but if Z is the end zone there are a lot of players trying to tackle them on the way there. There might be another person around to help out, an offensive lineman that pancaked their opposing lineman or something, but eventually their going to make contact with a defender and it's about what they do after that which will determine if they can separate themselves from the rest of the running backs in the league.
Strength - The player's raw strength
Endurance - The player's ability to continue to be effective during long drives
Quickness - The player's ability to change their blocking style or position on the field after making a decision
Scheme Recognition - The player's ability to correctly identify which rusher(s) they should block during the upcoming play or what defensive scheme the players behind the defensive line are playing
Lead Blocking - The player's ability to make a block, while moving, that is directly on the route the player with the ball will be running
Acceleration - The player's ability to quickly reach their top speed
Speed - The player's top speed
Catching - The player's ability to catch a contested ball
Route Positioning - The player's ability to run their route in a way that will best position them to catch the ball in relation to the player(s) covering them
Yards After Contact (YAC) - The player's ability to continue gaining yards after their first contact with a defending player on the play
There's a lot to unpack here. Running back is a very versatile position so we'll break it down into the different ways a running back is used.
1.) Carrying the Ball - When a running back is carrying the ball their job is simple: gain yards. You have some very obvious attributes that will effect this. Speed, Acceleration, Yards After Contact, Strength, and of course after a few players Endurance will start to factor in. Acceleration will help them get to their top speed faster, Speed will increase their top speed. But once they've made contact with a player trying to tackle them all bets are off. A combination of Yards After Contact and Strength will determine the likelihood of the player being brought down with each player that has tried to make a tackle on them. Strength really is quite a catch all attribute, but I wouldn't like it to be as important as it is in the current sim. Tackling for a line backer should be the main attribute, but that's not what we have right now. The same applies here, Yards After Contact should be the most important factor in if the player is brought down immediately but a defender but Strength will factor in as well. Alternative to Yards After Contact the running back can depend on their ability to juke out defensive players with their Quickness and try to get past them without making contact. Much less likely to happen but way sexier and will lead to huge gains if successful.
2.) Lead Blocking - This is a pretty obvious one. They're playing as a full back here so they're going to need Strength and Lead Blocking above all else. Acceleration as well to trying to get to their block as quick as possible. In a perfect world they have the Lead Blocking skill to pancake the first block they get to and the Speed to continue running with the running back behind them and stay blocking for them as long as possible, but you can't depend on even the best full back to pancake the opposing defender on every play, or even most of them. And like before they'll want some Strength to go with their Lead Blocking to improve their chances of making the block and pancaking the player. Scheme Recognition will be a big a one too because if they don't go for the correct block, maybe they get confused during the play and go for the same player as a lineman, they'll fuck up the entire play and leave the running back completely vulnerable.
3.) Masquerading as a Receiver - The tough thing about being a running back is that some plays, a good amount of them actually, you'll have to be a receiver. That means in addition to being able to carry the ball you're going to need to be able to do most of the things that a receiver can do. Luckily the overlap in the attributes is really high. I would personally say that running backs shouldn't be able to increase their Coverage Breaking because that's not a primary tool in the running back's toolbox, but if you think you should be able to make a god tier player by all means advocate for that being added to the mix. This is going to require all of the stuff that a wide receiver does. Speed, Acceleration, Endurance, Catching, Route Positioning, and Yards After Contact. That's a lot to cover, but that's a good thing because I personally don't think running backs should as good as receivers at player the slot receiver position. That'd just be way to overpowered.
[div align=\\\"center\\\"]Some Extra Notes[/div]
I think if you're reading through all of this stuff you'll notice that I'm partial to offensive linemen, or maybe you could tell by my player. Or my sig. Or the Fair Rub Club. The point I'm making is that although a great running back is important, I firmly believe that to maximize the abilities of a running back you need a good offensive lineman on a full back to go with it. If nobody is making their blocks good luck gaining even 2 yards per carry. You can only gain so many yards after contact if you're being jumped on by three guys.
So while everyone likes to look at the running back and blame them for when things go well or poorly on short ground gains, it's important to not forget that if they're taken down it's usually because someone else didn't do their job. Their main goal is to gain yards after contact with an opposing player. That's what'll set them apart, but if the offensive line and full back aren't doing their job the running back won't stand a chance. It's a team effort out there!