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| Optional Rules | ||
| Optional Rules | ||
| Reactions To Plays | ||
| Reaction Values | ||
| Fourth Downs | ||
| Fourth Down Options | ||
| Fourth Down Exceptions | ||
| Fourth Down Codes | ||
| Reactions To Plays |
|---|
| After each play the computer tries to determine whether your play call was a good one or not. A play is considered "good" if it gets a first down, a score, or at least four yards without turning the ball over or setting up a fourth down situation (it's considered "bad" otherwise). If it was good then it increases the chance of that play being the one chosen next time you're in the same situation (see Play Calls). If it was bad then the chance is reduced |
| Reaction Values | ||
|---|---|---|
| The strength of reaction is determined by the choice you give
for reactions in your game instructions (there is one value for the offence
and another for the defence). Normal "value" reactions (value from 0 to 4) simply alter the relative chance of the different plays being called within each situation. |
||
| Value |
Reaction
|
Notes |
| 0 | No Reaction | The relative chance of selecting each play from within each situations remains fixed (as in Play Calls) for the whole game. |
| 1 or 2 | Low Value Reactions | Low value reactions ensure that your initial choices are only modified slowly, regardless of their success or failure. If your initial choices were poor then your team may suffer before the balance is changed. |
| 3 or 4 | High Value Reactions | High reaction values modify the play balance quickly, so your initial choices are modified very quickly and are therefore much more vulnerable to extreme results. High values reactions will sometimes be exploited by clever opponents. There are five other choices of reactions available, and these introduce different methods of selecting the play call (replacing the procedure given in Play Calls) as well as a different system of reactions. |
| E | Even | Reaction value is two, but instead of starting with the different choices of play having different chances of being called (see Play Calls) all the choices start even. |
| H | Highest | Reaction value is three, but instead of calling at random from the list in that situation the computer always calls the play with the highest current weight (trying to call the "best" play so far rather than mixing it up). |
| S | Sequence | The computer calls each play in the list in sequence (A then B then C then D and back to A). There is no reaction to the result of the play, and no reactions will be listed in your gameplan. |
| R | Rotate | As sequence, but the computer continues to call the same play until it fails, then it rotates to the next in the list. No reactions are listed in your gameplan. |
| A | Alternate | Same as rotate and sequence, but alternates between them. The first reaction is to rotate, though after repeating a play the reaction always then skips to the next play (so it'll only ever call a play twice before rotating). The next play call is then sequenced and the next one after that rotated. |
| There is no optimum choice of reactions. Different reactions
work differently according to the style of gameplan you write, and may work
well or badly according to the system used by your opponent. Note : After each play call in the listing of your gameplan the computer will show the "reaction ', value accumulated against that play during the game (unless the reaction system used is Rotate, Sequence or Alternate, which don't accumulate reactions in this way). A +ve value indicates that the computer increased the chance of that call being made again, and a -ve value indicates it decreased the chance of calling that play. |
||
| Fourth Down Options | |
|---|---|
| There are three options which allow you to specify the circumstances in which you want to call plays on fourth downs. For each option you give one code. There are a number of situations where your fourth down options are ignored (see Fourth Down Exceptions). If a down is covered by more than one option (e.g. short yardage in midfield) then you go for it if any of the relevant options call for a play. You are unlikely to ever want to set TwoMin to anything other than A (All). If you need a field goal and are in field goal range the computer will automatically kick the field goal, otherwise you want to go for it rather than punt the ball away. | |
|
Option
|
Notes |
| Late | Decides what to do for all fourth downs in hurry up situations. |
| Midfield | Decides what to do for all fourth downs outside field goal range but inside the half. |
| Near | Decides what to do in field goal range. |
| Short | Decides what to do on fourth downs with no more than short yardage to go. |
| TwoMin | Decides what to do after the two minute warning when you're losing. |