Your choices will always start with:
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.
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).
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.