View Full Version : Instinctive/Natural Ability MODE
Sef0r
February 14th, 2007, 07:34 PM
I have been thinking about this for a long time and if 2Ksports like this idea they could implement it into the game this year (I am allowed to dream).
Its basically a mode that you could enable before playing a game or in the settings but will only be used while playing a game.
This idea is based around the game engine using a players ratings to perform football related moves automatically, similar to Zelda's auto jump. Reason why I would like this option is because too many times I can take a poor tackling LB and control him manually and make a big hit, intercept balls and basically make him a Pro Bowler when all I really want is for him to play to his ratings and potential progression.
My responsibility will be putting the player in position to make the play. This means I only control the analogue stick for player movement and speed burst.
Example 1 - Cornerback
On BnR coverage the CB would play up to the WR.
When the play starts the corner automatically engages the WR. At this point I am not doing anything.
If the WR disengages from BnR then depending on the route he's running I would try and follow the WR as closely as possible.
My CB would watch the WR running his route while following closely behind, beside or in front of the WR.
From here several things can happen.
The CB doesn't know when the pass is thrown but reacts to the WRs eyes and hands. Depending on some specific ratings my CB can either:
1. turn around to look for the ball for an interception
2. put his hands up ready to swat at the WRs hands, therefore guessing the timing of when the ball is going to get there.
3. turn his head to find the ball and swat at it.
4. prepares to tackle WR as he is out of position to make a play on the ball, maybe trailing too far behind.
On loose coverage the CB plays 5 to 10 yards off the WR.
When the plays starts the CB watches the WR. If I see the WR run a "quick in" I would run my player toward the WR. If the pass is thrown, and depending on the angle I take my CB will:
1. jump in front of the WR and make an attempt to intercept the ball
2. reach and knock the ball into the air giving himself or his team a chance at the ball
3. reach for the ball to knock it down
4. prepare to make a tackle, it will either be a wrap tackle or a hard hit (depending on his weight and ratings)
I can go into other positions and how they would play but I am finishing work and want to get this out there for some discussion.
Sef0r
February 19th, 2007, 05:39 PM
Example 2 - Quarterback
This is probably the one I would look forward to the most.
In NATURAL ABILITY mode the player would be responsible for making the most important decision, passing the ball and not worry about moving the QB when pressured.
The controls for the QB are simple. Left analogue stick normally used to move the player will now be the QBs eyes. One of the face buttons on the controller will be the pass button, which is sensitive to bullet/lob passes. Both shoulder buttons will be used for throwing away the ball and throwing screens/check downs.
When the ball is snapped on a passing play, the QB takes whatever drop back the play is designed for (eg, 3 step drop). When the QB looks down the field a little target pops up on the field, similar to what NFL fever had. The target would start by pointing to the primary receivers route destination. The player can then move the target around to another receiver as desired. A primary receiver can be chosen before the play - when the team lines up for the formation, a transparent screen showing the receivers numbers/names and a button to choose that player as the primary.
The ratings of the QB will determine many things:
Awareness/Pocket Presense
Determines how well the QB avoids pressure. This is all automated, the player focuses on his receivers and their routes. A QB with a high rating here will step up or out of the pocket to avoid pressure, giving the player a little bit more time to throw the ball. The lower the rating the less time the player will have to make a decision on the throw as there is a good chance the QB will get sacked or scramble.
Accuracy
Suggests how close you (the player) will have to point the target to the intended receiver. The higher the arruracy the more you can lead a receiver with the target and still place it where he can catch it. The lower the accuracy the more precise the player will have to be when placing the target before passing the ball. Let me expand on this.
Lets say WR1 runs a slant route. With my 90 accuracy QB I can put the target 10 yards in front of the WRs route and throw the pass. By default the route calls for a 5 yard lead, my QB wont actually throw 10 yards in front of him but as close to the 5 yards required. The game determines before the pass that due to the QBs high accuracy it cuts back on the throw, cutting 10 yards to 5 yards. A lower rated, 60 accuracy QB will have to put the ball closer to that 5 yard lead. Placing the target 10 yards in front of a WR with a low accuracy QB will result in overthrows.
Throw Power
I guess this one should be simple. The higher the rating the further you can point the target down the field. With a low throw power rating the target would stop at a certain point down field, maybe at a maximum or 35/40 yards from where the QB is standing.
The best part about this is you can lead the WR and get him the ball where only he can catch it. It also depends on the WRs skills but if my WR was running a go route and the CB and S are playing inside position for the pass I could pass to the outside shoulder by pointing the target to the outside of the WR. If I have a high accuracy QB I can point the target 5 yards past the sideline and get it just on the WRs outside shoulder. With a low accuracy rated QB I would have to be a little more precise.
UMhester04
February 19th, 2007, 07:02 PM
It is a good idea..but what about like running backs? That means we wouldnt be able to pick the hole or anything just stiff arm or something. Correct me if i am wrong though because i like your ideas
Sef0r
February 20th, 2007, 03:31 AM
It is a good idea..but what about like running backs? That means we wouldnt be able to pick the hole or anything just stiff arm or something. Correct me if i am wrong though because i like your ideas
There are other positions I will cover, running back is the next and also the most natural of positions for this mode. You want to pick the hole you run through? No worries, I like that part of the game too...
Just to clarify for some people reading this. I am a coach mode player, used to love playing joystick all the time but this is a great happy medium.
2k can give players an additional mode, PLAYER, COACH, NORMAL, INSTINCT/NATURAL modes.
Sef0r
February 20th, 2007, 01:22 PM
Example 3 - Running Back
Playing running back in this mode will be fun (at least to me) because you only control his movement and speed. No need to press a "side step" button, a "stiff arm" button, a "hurdle" button, a "put head down and hold on to ball with 2 hands" button as it will all be automated.
What fun is that you may say? Well, its fun seeing how your RB will do against specific defenders/tacklers.
With the RB position in Instinct/Natural Ability mode the ratings play a huge part.
At the snap of the ball when the RB gets the handoff you are in control (as per normal). At this point you decide which hole you want to run through and just point in that direction.
Lets say you call a toss sweep to the right. You get the ball, your RB is running torward the sideline, his body at a 45 degree angle to the side his running. You see a defender come free of a block and is about to make a tackle. You can point the joystick LEFT and depending on how agile your RB is will determine his cut to the left.
Again lets assume the RB is running at a 45 degree angle to the right.
If the RB has a high AGILITY rating and isn't running full speed, pushing left would make him cut 45 degrees to the left. With a low AGILITY rating the RB would not cut because he isn't that type of back. Instead an attempt is made to try and bowl over the defender by lowering his body and dropping his left shoulder.
With a fast RB you can use the speed burst and try to outrun the defender to the right.
With a slower RB you would probably be best to just point left or up and try to bowl over the tackler or gain whatever yards you can. Although one would probably not want to call an outside sweep with a slow, hard running RB.
Without the ability to stiff arm and spin, it is up to the player to understand his RB's abilities and call plays and run them knowing his RBs strengths.
Thats not to say there won't be any stiff arms or spins moves and what not, there will be but it just wont be something you will decide on. Its decided by the game. Lets say you run with a Reggie Bush type back and are coming up against a Ray Lewis type LB. If I was playing normally I can just press the stiff arm button and there is a good chance it will work. If the game decides for you, that won't happen. It will instead try a spin move to which side you are pointing your RB. So even though you don't have access to the spin moves and cuts, you get to choose which way to point the joystick and depending on what the game decides to do based on your players skills it will spin, cut or sidestep to the direction you point.
Sef0r
February 21st, 2007, 11:11 AM
Just to clarify my intent with this MODE, its coach mode with player decisions. While the true coach mode only lets you choose plays and the game runs it.
The other reason I wanted something like this is because I want to watch a fluid game, where the engine decides on all animations with regards to interaction with ball or another player.
I want my hard hitting LB to almost always make a hard hit, no wrap tackle without me having to press a tackle buttong. Same goes with LBs who wrap tackle and what not.
Its a mode where there wont be bad animations as everything is handled by the game. The CB jumping for the animation, last thing I want to see is my CB running with his back turned torward the ball and turning around 180 and jumping for the INT just because I pressed a button. He didn't even see the ball coming.
philliesphan026
February 21st, 2007, 01:26 PM
I like the idea. An add-on for the RB, if you don't mind: I would think that this would actually make Awareness a much bigger factor. For example, if a finesse RB with high awareness is approaching a big LB, he would make the best possible move to avoid him to the best he can depending on the situation. So if he was running along the right sideline and the LB had an angle on him, the RB would make a quick cut to the left, or maybe even a stop 'n go, as the LB got close in order to avoid him. Whereas a finess RB with low awareness was in the same situation, maybe he'd attempt a stiff arm or just try to outrun him even though it's quite apparent that the LB would catch him.
Sef0r
February 22nd, 2007, 11:07 AM
I like the idea. An add-on for the RB, if you don't mind: I would think that this would actually make Awareness a much bigger factor. For example, if a finesse RB with high awareness is approaching a big LB, he would make the best possible move to avoid him to the best he can depending on the situation. So if he was running along the right sideline and the LB had an angle on him, the RB would make a quick cut to the left, or maybe even a stop 'n go, as the LB got close in order to avoid him. Whereas a finess RB with low awareness was in the same situation, maybe he'd attempt a stiff arm or just try to outrun him even though it's quite apparent that the LB would catch him.
Thats basically what I want. Sorry if I didn't expand on the RB portion of my idea but thats basically what i want for all positions. The game determining the best possible football move a player makes based on their ratings.
My favorite would have to be the Quarterback, because I will be paying close attention to the play I choose which would include learning at least 2 WRs routes as back up to my Primary receiver. If I don't know my secondary route I won't know where to pass the ball. I might end up pointing the target to the outside route while my 2nd WR cuts in for an inside slant just as I throw the ball.