Your choices will always start with:
- Short
- Medium
- Long
Once the defensive captain chooses which set, he will proceed to play selection. He will see 3 possible plays to use. At this point, the team is locked in and cannot backtrack.
- Plays, in short, will typically have all SuperStars in tight to the line of scrimmage.
- Plays in the medium will typically have a mix of SuperStars in tight to the line of scrimmage and back deep. They may shift into blitzes.
- Plays in long will have all SuperStars in positions to cover the deep pass and prevent the big play. They may shift into blitzes.
Time Out
The defensive captain can call a time-out on either of these screens by tapping an extra button, likely L1 or similar – provided that their team has timeouts remaining. When a time-out is called, the game clock will stop, and the time limit to call a play will reset (and perhaps be longer than normal).
Play Details
The following will all be defined within every play:
- Where each player initially lines up
- This includes which position each SuperStar is playing (regardless of location within the team’s formation)
- Any “pre-snap motion” and related behaviors such as
- Fully-defined motion (Offensive man in motion)
- Logic-based motion.
ALL pre-snap motion is automatically controlled and that user controls do nothing until the ball is snapped
Standard post-snap behaviors such as:
- Pass routes
- Running back paths
- Blocking directions
- Defensive movement into zones
- Pass targets for the play
- Primary play restrictions if any
- Allow playing to be called at most once per game/half/quarter
- Allow play to appear as a potential choice at most once per game/half/quarter
Plays will be defined relative to the line of scrimmage and middle of the field. When they are used there will be translation to the actual current field position.
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