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hurricane55 wrote:The pre snap movement is what we are using to create a "huddle break" effect on TSB3 NCAA.
bruddog wrote:Another fun thing to do is to use "randoms" presnap. You probably wrote about them in your guide I'm not sure.

xplozv wrote: In that way I have been trying alot of ways to make COM & MAN play more competitive without boosting player abilities.


TomTupa wrote:How about just boosting one COM player that the MAN opponent has to watch out for? Is there a way to just give the COM player with the number over his head a RS MS HP INT boost? Then you could randomize which player the COM "controls" each play. That would give it more of a MAN vs MAN feel.

xplozv wrote:[bruddog wrote:Another fun thing to do is to use "randoms" presnap. You probably wrote about them in your guide I'm not sure.
I like to do that same thing. My defenses always random shifts and each player most of the time at least 2 to 4 responsibilities postsanp as well. The same look on defense won't mean the same play. I randomly set player to help in run support too by breaking their pass coverage responsibility at any given time. I will have a second guide posted in a day or two explaining how to do those as well. This first guide is just to get anyone's defensive ideas from paper to the game, and then go on from there. My next guide will dig into those deeper things to make a more complicated pro style defense.
My goal with defense is too create a great scheme that any team can win with. On any given sunday, even a bad team can win with the right gameplan regardless of talent. In that way I have been trying alot of ways to make COM & MAN play more competitive without boosting player abilities. By that same token if you pick a blitz and it doesn't get there, you will get burned, too. One thing I never liked about the original TSB was that if a player was one on one, it was nearly always incomplete. So with the your help bruddog as well as jstout, I have been testing a lot of adjustments for receptions and interceptions and just about come up with something that I like. If welker is covered by a garbage LB, most of the time it will be a win for offense, and at the same time, don't throw to chansi stuckey by ed reed and expect a first down. With creating your own defense, you ultimately make it a chess game where vs man or vs com is tough regardless of the team's talent level. This won't give a original TSB feel, but can make a more realistic feel, especially for MAN players. Your opponent will have to do a little reading of the coverage before the blitz gets there, hopefully forcing a few punts. Another adjustment I have been testing is jump picks. In real life action, a underneath LB will often INT a QB who tries to force the ball over the middle, CBs will jump routes for INTs. I want to ulimately force a MAN qb to have to manipulate the pocket to create a passing lane, otherwise beware of the LBs lurking in a shallow zone.
With all that being said, I have just uploaded a rom that I been testing such adjustments. It has the audible shift packages for GL, 4-6, 4-3, 5-2, 3-4, 4-4, Nickel, & Dime in place. I haven't put their base coverages in yet. I would like you guys to test out these ideas for me. Maynard said one something that made me think the other day. He mentioned to me about the MLB making all the defensive calls. So on many of the shifts you will see the MLB go "talk" with a safety or other LB before a shift or audible takes place. The defense may not even audible at all. I added the defensive plays to the playcall screen like Bruddog & Maynard did for their roms. I also changed a few other graphics as well. The player icons are now team colored football. I change the receiver arrow to make a little harder for MAN to know off hand where you are going with the ball. One I add in their base defensive coverages, if all goes well, I might release this rom as Just Bring It 4, or just leave it to be disected for ideas. Let me know what you guys think.

bruddog wrote:I'm not sure what you mean about the ball being always incomplete in TSB? Even when there is coverage a lot of times the QB will "overthrow" the ball and the WR will jump for it. And good qbs and WR's complete a lot of covered passes. There is a whole spredsheet detailing how this works for the most part. Were referring to COM vs MAN play?
bruddog wrote:I think the coverage has to be somewhat diluted for man vs man play since a man defender can cover a lot of ground. For man vs com its probably good to have it fairly strong.
bruddog wrote:One of things I run into is making sure the pass defenses aren't too good as run defenses and the run defenses are too good as pass defenses.


Maynard_G_Krebs wrote:I had tons of strategy involved when I drafted out TSC's initial game play. A notebook of ideas and illustrations. After rehearsal every night, my buddy Dan and I would smoke butts in my kitchen and draft out ideas. Most of them I didn't think were possible until I either learned how to do it, or Jstout pointed me in the right direction, pinning-the-nail-on-the-donkey style. Layers and layers of game play logic thoughts, in not just a football sense, but how to 'best' manipulate TSB, and coupled with a lot of intoxication. I'll guarantee you I've coded this game less-sober more often than not. You can put money on that shit.
I'm pumped to check out new work from people...
I like stealing new functionality.
But seriously, after I'm done with v1.2, I plan to do a good once over the community ROMs out there and start writing down a list of shit that I want to scavenge. Bruddog, your ROM is sounding tasty. And you're doing some interesting things, XP.

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