Thursday, May 15, 2008

Some Details of Deep Route (Long but worth reading)

OK -- so the game should be ready in June. It's looking great, and I have been given permission to post some attribute info to give you guys an idea of what the game is doing under the hood.

Here's the website again -- keep an eye out for a press release soon. This is going to be fun. From what I have seen first hand, all of these attributes really matter. It's not just window dressing.

Position Rating

This rating is an "overall" rating of how the player compares in aggregate to other players at the same position in primary attributes. This should be used only as an quick indicator, but not in place of good judgment. For instance, you may have an agile QB with lower accuracy rated below a slow footed QB with better accuracy. Which should you use? That all depends on your line and how you use your QB.

Height

Taller receivers may have an advantage over shorter corner backs. Shorter QBs are more likely to have balls batted down at the line of srimmage.

Weight

Weight is used when determining the attributes based on size (Strength / Size, Speed / Size, Cover Skills / Size). Larger players will be naturally stronger than their smaller counterparts, but will also be slower with less ability to cover the players they are assigned to defend. Bigger O-linemen can be naturally harder to move than their smaller counterparts

Strength / Size

How strong your player is based on his size. Again, larger players are naturally stronger, so a 300 pound player with a 50 strength will be stronger than a 250 pound player with a 50 strength. This is used by both blockers and defenders when trying to fight through blockers or fight off defenders. Is also used in determining how hard it is to bring down a player trying to avoid being tackled

Stamina

This is used to determine how quickly a player begins fatiguing, and how quickly he recovers. All players are affected, but some positions (like QB) don’t use it as often (unless, of course, your QB does a whole lot of scrambling). RB’s and defensive players are affected the most, as this helps determine how often they need to be spelled

Toughness

How tough a player is. Can also be a determining factor on how hard a player tacklers another

Athleticism

Not a big determinant on a play by play basis, but is used in several ways. First off, an athletic player may, on occasion, outplay his numbers. Also, it helps determine how well a player may play out of position. Finally, it is used on the kick and punt return coverage as well as the return person himself

Intelligence

Obviously, this is how smart a player is. Smart players tend to make better decisions, and put themselves in positions to make plays more often. Smarter QB’s will call more audibles and make better decisions.

Leadership

Ultimately, teams with strong leaders will tend to perform more consistently as a unit than their counterparts with weaker leaders.

Clutch: Currently only kickers and QBS

Clutch QBs will perform better latter in close games; clutch kickers are more likely to hit field goals

Consistency

How consistently a player performs at his maximum level. Highly consistent players will perform to their levels on almost every play, while less consistent players may make mental errors that cause them to perform at a level not constant with their skill levels on every play

Passing Arm

How far and hard a QB can throw the ball. Strong armed QB’s can throw better long passes than their weaker armed counterparts, and are less likely to get picked off on those long passes.

Passing Accuracy

How accurately a QB throws the ball

Handle Snap

How well a QB can take the exchange from the center

Escapability

How well players can avoid being tackled. A combination of being able to squirm out of tackles and simply keep from getting tackled

Speed / Size

How fast a player is for his size

Footwork

How quickly and accurately a player's feet can do what he asks of them. Obviously important when trying to make cuts, but equally important to exterior blockers (tackles) to make sure they can get in position to block oncoming defensive ends, and to those applying pressure on the QB to help avoid being blocked

Cover Skills / Size

How well a player can cover another player when they are in pass coverage

Shed Blocker

How well a player can get away from a defender who is blocking him and has already engaged in contact

Pass Catching

How well a player catches passes. Also used to determine how well a player fields punts

Route

How well a player runs his assigned route and is where the QB expects him to be when trying to pass

First Step

How fast a player accelerates. Important particularly for blitzers, running backs, pass defenders, and receivers.

Run Blocking

How well a player blocks for runners – NOTE – once a player is past the line of scrimmage, this is used even on pass plays

Pass Blocking

How well a player keeps defenders from getting to the QB

Snapping

How consistent a snapper is in snapping the ball

Motor

How apt a player is to attack a play. Players with high motors tend to be involved in more plays on the defense and pursue more actively, Players with very low motors have a tendency to take plays off

Read Opposition

How well a player diagnoses a play. For QB’s, this would be how well they read the defense. For Defenders, this is how well they diagnose a play. For running backs, it is a bit like natural instincts when trying to make a decision on which way to run

Tackling

How well a player wraps up and tackles

Feel Pressure

Used when a player gets hit. Players that are more prone to know a hit is coming are less likely to fumble. "Feel Pressure" is an indicator of how well a player can "feel" a hit coming before it does.

Protect Ball

The likelihood of a player fumbling.

Find Opening

The ability of the ball carrier to see a hole develop and attack it

FG Accuracy

How accurate a kicker is

Kicking Strength

How strong a punter / kicker’s leg is

Punting Accuracy

How good a punter is, particularly at not allowing returns or pinning an opponent deeper in the endzone

Distraction

Will eventually be used to determine how much of field drama a player is likely to incur.

Leaping

Receivers with great leaping ability may use it at times to reach balls other receivers can’t. Defenders with great leaping ability may be able to knock down balls other defenders couldn’t . Used in conjuncture with height.