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Offensive Preference


Bodom

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I can almost swear this info was discussed somewhere, but I can't find it.

Does anyone know the % chance that a run/pass play will be called based on O-pref?

Heavy Rush vs. Rush vs. Pass vs. Heavy Pass

too late now, we already drafted. though this info would have been helpful before.

No, I know. I posted this after we drafted. I wanted this info for something else.

More important, I think, is the playbooks and # of runs available to the team RBs. Also important that only a few people really know about, is the original QB / WR Priority Pass %. Playbooks make all the difference in the world.

I was trying to use this info for when you're playing against the computer, not SKP games. Which leads me to my next question....offensive preference does play a part in COM games, right? Not just SKP simulations....

I think what I'm going to do is run 2 full seasons out. One all teams on COM, the other all teams on SKP. Set 7 teams to Heavy Pass, 7 teams to Balanced Pass, etc.... Then record the Run/Pass percentages to get a range.

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Here's the first half of the testing. I know this is common knowledge that 'heavy rush' teams will rush more (Capt. Obvious!), but I wanted to get an idea of percentages and ranges.

SKP season - Original 28 team ROM. 7 teams were set to each (Heavy Rush, Balanced Rush, Balanced Pass, Heavy Pass).

Heavy Rush Teams

....	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 247 163 410 60% 40% 10-6

Tm 2 262 170 432 61% 39% 9-6-1

Tm 3 243 174 417 58% 42% 9-7

Tm 4 237 174 411 58% 42% 8-8

Tm 5 256 190 446 57% 43% 7-9

Tm 6 251 171 422 59% 41% 4-12

Tm 7 281 177 458 61% 39% 8-7-1

TOT 1,777 1,219 2,996 59% 41% -

AVG 254 174 428 59% 41% -

Range: 57 - 61% Rush.

Balanced Rush Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 217 170 387 56% 44% 9-7

Tm 2 194 200 394 49% 51% 9-7

Tm 3 223 205 428 52% 48% 9-7

Tm 4 225 189 414 54% 46% 8-8

Tm 5 248 193 441 56% 44% 7-8-1

Tm 6 230 186 416 55% 45% 7-9

Tm 7 211 188 399 53% 47% 5-11

TOT 1,548 1,331 2,879 54% 46% -

AVG 221 190 411 54% 46% -

Range: 49 - 56% Rush.

Interesting note that 1 team actually passed more.

Balanced Pass Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 186 212 398 47% 53% 14-2

Tm 2 201 211 412 49% 51% 11-5

Tm 3 193 217 410 47% 53% 10-6

Tm 4 186 207 393 47% 53% 7-9

Tm 5 215 239 454 47% 53% 6-10

Tm 6 197 209 406 49% 51% 6-10

Tm 7 172 244 416 41% 59% 4-12

TOT 1,350 1,539 2,889 47% 53% -

AVG 193 220 413 47% 53% -

Range: 51 - 59% Pass. More than half were 53%. Team 7 (Patriots) was on the higher side and passed more than one of the 'Heavy Pass' teams. Wondering if this was due to their 4-12 record?

Heavy Pass Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 161 213 374 43% 57% 15-0-1

Tm 2 155 242 397 39% 61% 11-5

Tm 3 145 253 398 36% 64% 9-7

Tm 4 155 231 386 40% 60% 6-10

Tm 5 136 276 412 33% 67% 5-11

Tm 6 142 251 393 36% 64% 5-11

Tm 7 171 256 427 40% 60% 4-12

TOT 1,065 1,722 2,787 38% 62% -

AVG 152 246 398 38% 62% -

Range: 57 - 67% Pass. Team 1 (49ers) was on the low side, possibly because of the undefeated record. Not sure if Tecmo thinks like that in SKP mode...

I actually thought the "heavy" teams would be higher in their respective plays, like up near the 70% range, but it looks like it's a bit more balanced.

I plan to run out the same season with every team on COM and see how it compares to this.

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Don't bother testing com, offensive preference affects skp mode only. In com games the play selection is random.

In all COM games? So it's random in COM vs COM and in MAN vs COM? What about MAN vs SKP?

[ Post made on a Tecmo Super Mobile Device!] mobile.png

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I'm too curious not to test it out.

Good because this place is dead and we need something to read! If not for Tags league... yikes. Football just ended and the tumbleweed is already rollin. ;)

What kind of bear is best? FALSE! Blackbear.

Bears beat Battlestar Galactica

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I'm too curious not to test it out.

Good because this place is dead and we need something to read! If not for Tags league... yikes. Football just ended and the tumbleweed is already rollin. ;)

That's what I'm saying. Odds are, there's maybe 3 people that care about this thread. Maybe. I'm probably overshooting that number. But I should have the COM vs. COM results tonight to determine if preference does play a part in COM games and how it compares to SKP numbers.

The only thing that may throw this off, that I just thought of, is QB rushes. Obviously if a team doesn't have any QB rushing plays, I will add the QB rushes to 'picked pass plays'. But for teams that do have QB rushes such as Philly and the Motor City, I'll never know if the COM picked a run or pass for those attempts. SOMETHING I SHOULD HAVE THOUGHT OF BEFORE I GOT 15 WEEKS IN! Ah well...

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I promise that offensive preference does "weight" COM play selection - of course, like EVERYTHING in TSB, there is randomness to it. I've experimented with it and you can also change the "amount" of the weightings....like in my ROMs, "Heavy Run" or "Heavy Pass" is actually HEAVY-ER than in the original.

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I promise that offensive preference does "weight" COM play selection - of course, like EVERYTHING in TSB, there is randomness to it. I've experimented with it and you can also change the "amount" of the weightings....like in my ROMs, "Heavy Run" or "Heavy Pass" is actually HEAVY-ER than in the original.

I figured it did. And this is actually what I was getting at. I was curious as to the % chance a team would call a run or pass based off this preference and if it could be adjusted to be more balanced or heavy.

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I promise that offensive preference does "weight" COM play selection - of course, like EVERYTHING in TSB, there is randomness to it. I've experimented with it and you can also change the "amount" of the weightings....like in my ROMs, "Heavy Run" or "Heavy Pass" is actually HEAVY-ER than in the original.

I figured it did. And this is actually what I was getting at. I was curious as to the % chance a team would call a run or pass based off this preference and if it could be adjusted to be more balanced or heavy.

I don't think I have my reference notes with me (will check my thumbdrive in a bit), but I will get you the HEX locations later on.

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http://tecmobowl.org/topic/10511-heavier-weighting-of-com-runpass-ratio/#p94344

specifically - >

So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1. Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

AND MY FINDINGS

Since I was focusing on the 1 and 3 levels, that's all I'll report here. I found that a value of xC0 causes a play ratio of 70% to 30%...which is what I was shooting for. Values higher (up to FF) will result in "whatever" being called at an even higher percentage.

In summary:

Teams with a "1 (heavy rush)" and "C0" results: 209 plays = 147 runs + 62 passes => around 70% run.

Teams with a "3 (heavy pass)" and "C0" results: 149 plays = 107 passes + 42 runs => around 71% pass.

I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

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I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

Thanks, buck. This is helpful.

And to your point above - I think you actually do have to sit and watch because I also just realized that my previous test is off by 'sacks taken'. Which won't show up as 'pass attempts', but should be counted towards them. So the % I listed above are slightly inaccurate.

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I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

Thanks, buck. This is helpful.

And to your point above - I think you actually do have to sit and watch because I also just realized that my previous test is off by 'sacks taken'. Which won't show up as 'pass attempts', but should be counted towards them. So the % I listed above are slightly inaccurate.

This would seem logical that this bit would control the com as well as the skp given that you would want/need to assign this value anyway.

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So, to make a "1=Heavy Rush" run "more", increase the number at 0x018AB1. Likewise, to make a "3=Heavy Pass" pass more, increase the number at 0x018AE7.

Teams with a "1 (heavy rush)" and "C0" results: 209 plays = 147 runs + 62 passes => around 70% run.

Teams with a "3 (heavy pass)" and "C0" results: 149 plays = 107 passes + 42 runs => around 71% pass.

I actually sat and watched COM v COM games and wrote down if the play picked was a run or pass!

THANK YOU! I will use this info for my next college rom as you find offenses with a higher percentage of running/passing in the NCAA compared to the NFL. I love this find. You rock.

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Just finished up the COM vs COM testing and the results were almost exact. So O-Pref matters in both SKP and COM and has the exact affect. Will post the results tomorrow.

Here's the spreadsheet if anyone wants to wade through my statistical mess.

I told you this shit last week.

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Just finished up the COM vs COM testing and the results were almost exact. So O-Pref matters in both SKP and COM and has the exact affect. Will post the results tomorrow.

Here's the spreadsheet if anyone wants to wade through my statistical mess.

I told you this shit last week.

That you did. I wanted to see exactly how close it was.

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Here's the first half of the testing. I know this is common knowledge that 'heavy rush' teams will rush more (Capt. Obvious!), but I wanted to get an idea of percentages and ranges.

SKP season - Original 28 team ROM. 7 teams were set to each (Heavy Rush, Balanced Rush, Balanced Pass, Heavy Pass).

Heavy Rush Teams

....	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 247 163 410 60% 40% 10-6

Tm 2 262 170 432 61% 39% 9-6-1

Tm 3 243 174 417 58% 42% 9-7

Tm 4 237 174 411 58% 42% 8-8

Tm 5 256 190 446 57% 43% 7-9

Tm 6 251 171 422 59% 41% 4-12

Tm 7 281 177 458 61% 39% 8-7-1

TOT 1,777 1,219 2,996 59% 41% -

AVG 254 174 428 59% 41% -

Range: 57 - 61% Rush.

Balanced Rush Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 217 170 387 56% 44% 9-7

Tm 2 194 200 394 49% 51% 9-7

Tm 3 223 205 428 52% 48% 9-7

Tm 4 225 189 414 54% 46% 8-8

Tm 5 248 193 441 56% 44% 7-8-1

Tm 6 230 186 416 55% 45% 7-9

Tm 7 211 188 399 53% 47% 5-11

TOT 1,548 1,331 2,879 54% 46% -

AVG 221 190 411 54% 46% -

Range: 49 - 56% Rush.

Interesting note that 1 team actually passed more.

Balanced Pass Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 186 212 398 47% 53% 14-2

Tm 2 201 211 412 49% 51% 11-5

Tm 3 193 217 410 47% 53% 10-6

Tm 4 186 207 393 47% 53% 7-9

Tm 5 215 239 454 47% 53% 6-10

Tm 6 197 209 406 49% 51% 6-10

Tm 7 172 244 416 41% 59% 4-12

TOT 1,350 1,539 2,889 47% 53% -

AVG 193 220 413 47% 53% -

Range: 51 - 59% Pass. More than half were 53%. Team 7 (Patriots) was on the higher side and passed more than one of the 'Heavy Pass' teams. Wondering if this was due to their 4-12 record?

Heavy Pass Teams

….	Rush	Pass	Plays	Rush %	Pass %	W - L

Tm 1 161 213 374 43% 57% 15-0-1

Tm 2 155 242 397 39% 61% 11-5

Tm 3 145 253 398 36% 64% 9-7

Tm 4 155 231 386 40% 60% 6-10

Tm 5 136 276 412 33% 67% 5-11

Tm 6 142 251 393 36% 64% 5-11

Tm 7 171 256 427 40% 60% 4-12

TOT 1,065 1,722 2,787 38% 62% -

AVG 152 246 398 38% 62% -

Range: 57 - 67% Pass. Team 1 (49ers) was on the low side, possibly because of the undefeated record. Not sure if Tecmo thinks like that in SKP mode...

I actually thought the "heavy" teams would be higher in their respective plays, like up near the 70% range, but it looks like it's a bit more balanced.

I plan to run out the same season with every team on COM and see how it compares to this.

So the numbers were very similar when played out COM vs COM.

Heavy Rush averaged 58% runs. Range 55 - 62%.

Balanced Rush averaged 54% runs. Range 49 - 57%.

Balanced Pass averaged 55% passes. Range 50 - 60%.

Heavy Pass averaged 62% passes. Range 55 - 66%.

I promise that offensive preference does "weight" COM play selection - of course, like EVERYTHING in TSB, there is randomness to it.

This statement pretty much sums it up. There was some randomness as one of the Balanced Rush teams actually passed more (51%) but for the most part, the averages remained accurate.

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