I have located some information that some of you may find informative from 25 years ago.
The creators of the vpnfl/pnfl did have a reason for why the profiles are the way they are.
But, the reality is the NFL changed very quickly from the 90s.
Here is what was in the heads of Isamu, Charlie & others.
Offensive Play Codes
RUN MIDDLE - Base package, "running down" run, whether inside or outside.
RUN LEFT - Short-yardage run, typically with beefed up personnel, most often extra tight ends. These plays are called on 3rd & 1 during the normal course of things or when trying to run out the clock at the end of the game. In contrast to RUN MIDDLE plays, little attention is paid to downfield blocking in the play design.
RUN RIGHT - 3rd down runs from spread formations. These plays are from 3- or 4-WR formations and are designed to pick up at least 5 yards against defenses keying on the pass. They are also called in hurry-up situations and sometimes on 2nd and long.
GOAL LINE RUN - Runs from beefed-up packages designed to get into the end zone from close to it. The major difference between goal line runs and Run Left plays is that goal line runs are not necessarily safe to call near your own goal line.
GOAL LINE PASS - Pass plays from goal line formations designed to make only a few yards.
PASS SHORT LEFT - First down short pass. These passes are from base personnel packages, typically with only two wide receivers. (Some teams, like the 1997 Bills and Ravens, routinely use 3-WR sets on first downs. They run and pass from this package.) We consider a "short pass" to be anything under 10 yards, while FBPro's play editor believes that anything over 10 yards is a bomb.
PASS MEDIUM LEFT - First down "not-so-short" pass. These too are from base personnel packages, usually two WRs, two backs and a tight end or two WRs, one back and two tight ends. A not-so-short pass is any pass where the primary receiver's route takes him more than 10 yards down the field.
PASS SHORT MIDDLE - Second down short pass. Like PSL only called on second down. We've been assured that teams really do make different calls on second down than first, though there is some overlap.
PASS MEDIUM MIDDLE - Second down not-so-short pass. Again, the primary receiver can be anywhere from 11 to 50 yards downfield.
PASS SHORT RIGHT - 3rd down short pass. Because the profiles don't care if it's 3rd & 2 or 3rd & 5 but we do, these passes are designed so that the first 3 receivers in the progression run routes at least 5 yards downfield. These plays are typically from 3- or 4-WR sets and may be from the shotgun, depending on the team.
PASS MEDIUM RIGHT - 3rd down medium pass. The most likely call on 3rd & 6-10, these plays are designed to gain at least 10 yards - the first three receivers should run routes to a 10-yard or greater depth. These plays are from 3- or 4-WR sets, possibly from the shotgun.
PASS LONG RIGHT - 3rd down long pass. At least two receivers go at least 20 yards deep. The idea is that if you have 3rd and 20 after a holding call, you've still got a shot. If it's 3rd & 25, you're on your own. Always from 3- or 4-WR sets and possibly from the shotgun.
PASS RAZZLE DAZZLE - End-of-half, "Hail Mary" type plays. These are low-percentage passes that, if they hit, should be good for 40 yards or more.
Not Used - Pass Long Left, Pass Long Middle, Run Razzle Dazzle.
Defensive Play Codes.
RUN RIGHT - Base-package defense (4 DBs) oriented toward stopping the run first (either Rush or Read logic). "Eight-man front" plays.
RUN MIDDLE - Base package (4-DB) defenses with focus split between run and pass. Generally 7 of 11 defenders can be plausibly considered to have run defense as their primary duty.
RUN LEFT - Pass-oriented base-package defenses. At most 6 defenders can be considered as primarily run stoppers.
RUN RAZZLE DAZZLE - Short-yardage midfield plays, often with an extra LB. Called on 3rd & short, near goal lines and when the offense is likely to be trying to run out the clock. Differ from goal line defenses in that they tend to be looser, with a little more concern for defense in depth.
GOAL LINE RUN - Run-oriented goal-line defenses. Often gap-8 or other tight formation plays.
GOAL LINE PASS - Pass-oriented goal line defenses. Very aggressive since the assumption is that any catch is a score.
PASS SHORT - 3rd-down defense for 2-5-yard situations. Often with an extra DB since even in the NFL anything over 3rd & 2 is a passing down.
PASS MEDIUM - 3rd-down defense for 6-10-yard situations. Always either nickel or dime personnel.
PASS LONG - 3rd-down defense for 10+yard situations. Usually dime personnel, but always at least 5 DBs.
PASS RAZZLE DAZZLE - Prevent defenses. These will give up a lot underneath to prevent the long completion. Called late in halves to string out an opponent's drive, especially when the opponent is behind late in the fourth quarter.
Play Codes PNFL Season 1
-
- Posts: 1673
- Joined: Tue Jun 11, 2019 12:16 pm
- Location: Gilbert, Arizona
- Contact:
-
- Posts: 1673
- Joined: Tue Jun 11, 2019 12:16 pm
- Location: Gilbert, Arizona
- Contact:
Re: Play Codes PNFL Season 1
And more....
The PS, PM and PL defenses may be called in obvious passing situations other than 3rd down.
3. Custom Gameplans
3.1 You may, of course, modify/create gameplans.
3.2 Be sure that all the plays that your gameplan points to are in the "run," "pass," "34," "43," or "special" subdirectories under the c:\sierra\fbpro98\vpnfl directory. Note that that is the VPNFL subdirectory, NOT the PNFL subdirectory. This will allow you to access all plays that come with the VPNFL without having to duplicate them. Remember, the plays are going to be simmed on the commissioner's computer, and your directory structure must be identical to mine!
3.3 All offensive gameplans MUST have 64 plays and all defensive gameplans must have at least 32 plays.
3.4 Package rule:
If you pass from a package you must run from it in the "same" situations. For instance, if you have K-formation pass plays that may be called on running downs, you must have at least one 3-WR RM play. If your third-down passes include shotgun plays, your RRs must have at least one shotgun play. Packages can broadly be broken down into: 3-WR, 1 TE, 1 RB; 3-WR, 2 RB; 2-WR, 1 TE, 2 RB; 2+ TE formations. The package rule applies to goal line situations. That is to say, your GLP plays must fit the package you use on GLRs.
3.5 After creating/modifying a gameplan, be sure to give it the exact same name as the one your team uses in the ORIGINAL VPNFL99 files.
Example: For the Colts, I would use the IND-O.pln name for offense and the DEFINDY.pln name for defense. If you wish to save the original gameplans for possible future use, put them in a temporary subdirectory if you wish, but you can always extract them from the VPNFL99 files.
3.6 If a new gameplan causes a crash during a sim, the commissioner shall use the default VPNFL99 gameplan for that team.
4. Custom Plays
4.1 We shall not allow custom plays during the first season of play, unless there is a specific, unique play* that is used in the NFL and a similar play is not included in the stock VPNFL99 files.
*If you think you have such a play and it adheres to the VPNFL conventions, then submit it before the season starts for verification/authorization.
4.2 After the first season, owners will be allowed to submit custom plays during the offseason. All plays shall be verified for compliance to the VPNFL/PNFL conventions, AI buster rules and aesthetics (i.e., does it look like an NFL play?). Because of this and because even the commissioner and his helpers have real lives outside of FBPro, we would like you to keep the number of plays you submit to a minimum. (Even if each owner submits only five plays each, that's 150 plays that have to be checked!)
4.3 The commissioner shall make the final decision with regard to whether a play is accepted or not.
5. General PNFL Play Design Conventions
Note: The conventions listed in this section must be considered when making custom plays.
5.1 "Running downs" - 1st and 10 or less, second and 10 or less, 3rd and 1, with more than 2 minutes to go in the first half, more than 5 minutes to go in the second half, the rest of the second half for a team ahead or tied.
5.2 "Starters only" on running downs. On running downs TE2+, WR3+ can only be designed into plays where the players ahead of them in the depth chart also appear.
5.3 For all non-special teams plays, OL must be T1-G2-C1-G1-T2 in that order from left to right. Non-starter OL may only be designed into special teams plays.
5.4 On plays with one tight end, he must line up on the right in the pre-shift formation, either on or off the LOS. On plays with two TEs, one of them must line up on the right pre-shift. All formations must be either balanced or strong right pre-shift as well. (In passing formations the strong side is the side with the most receivers on it. That means there can be no trips left formations pre-shift.)
5.5 "Passing downs" - 2nd and 10+, 3rd and 2+ any time. In the first half, any down after the two minute warning. In the second half, any down with less than five minutes to go in the game for the trailing team only.
5.6 The "starters rules" apply to the defense.
5.7 The stock VPNFL plays include some that have an eligible tackle (a tackle in the TE position) and some pass plays with a CB used as a receiver. These plays are to be used as is (if at all), and the formations must not be used to make custom plays.
5.8 Additional Plan and Profile Guidelines (adopted during the 1998 season)
5.8.1 Profiles
Offense Profiles
1) Pass play categories that can be designated on 1st down & 10:
Pass short left (category 1)
Pass medium left (category 4 and 7)
Pass short middle (category 2)
Pass medium middle (category 5 and 8)
2) Pass play categories that can be designated on 2nd down and 10 or less:
Same as above.
3) Within 5 yards of either Goal, Goal Line Pass or Run may be used anytime. 4) For any down of 1 yard to go, Goal Line Pass or Run may be used anytime. 5) For any down of >10 yards to go, any play may be used anytime.
The above is being implemented to prevent any unrealistic personnel mismatches that the computer AI cannot catch, but a real coach would (by either putting in the correct personnel or calling a time out).
Note: The safest way to modify a profile is to use an existing stock VPNFL99 profile and just adjust the percentages and not touch the play categories. However, please use moderation and be sure that there is some chance of each category being called; e.g., none of this 98 percent for one category and 1 percent for each of the other two.
Defense Profiles
1) Each profile situation should have three different defensive play categories with some chance of a play category being called in each situation, with the following exceptions in which two different defensive categories is the minimum:
3rd & +10 yards or other "prevent" situations.
Goal line situations inside the defense's five yard line.
Midfield short yardage situations with one yard or less to go.
5.8.2 Plans
Offense Plans
1) Your plan should include at least three of each of the following categories of plays:
Pass short left (cat 1)
Pass short middle (cat 2)
Pass short right (cat 3)
Pass medium left (cat 4)
Pass medium middle (cat 5)
Pass medium right (cat 6)
Goal line runs
Goal line passes (cat 0)
2) Your plan should include at least eight of the following:
- Run Middle (running down runs -- see 2.7 above for a definition of "Run Middle" plays).
- At least half of an offensive plan's Run Middle plays must be runs that are between the Tackles. In other words, if you have the minimum eight Run Middle plays, then you must have four running plays that go between the tackles (holes 0 to 5), and the other four plans can be, for example, two off tackles and two sweeps.
Reminder: All offense plans must have 64 unique plays.
Defense Plans
1) Each defensive plan should contain at least four of each of the following categories of plays:
Run right
Run middle
Run left
2) At least three of each of the following:
Pass short
Pass medium
Pass long
Pass razzle dazzle
Goal line pass
Goal line run
Reminder: All defense plans must have 32 unique plays.
6. Play Design Guidelines
The following guidelines are just that, and are not the final, absolute word on play design. The league may even allow you to stretch the guidelines a bit IF you are CERTAIN that the play you have designed and submitted is a real NFL play. All plays will have to be submitted to the commissioner for verification and authorization.
6.1 Definitions
6.1.1 "The Box":
The Box is defined as the area between the hashmarks in the play editor. When referring to the "backfield" of the offense, we are referring to the box.
6.1.2 Ball-Handlers:
Those players whose position calls for them to handle the ball and attempt to gain yardage and score, that is, QBs, WRs, TEs and RBs.
6.1.3 Inside the Box
Having no more than 1 character of a player's position designation outside the hashmarks in the play editor, such that the player is recognized as "Backfield" by defensive man-to-man defenders. This latter part is the critical determining factor. Regardless of the running back's actual position, he MUST be recognized as backfield by the defense in pre-shift position.
6.1.4 Outside the Box
Placed such that none of the two numbers (of a two digit number) is touching the hash marks.
6.2 Specific Rules
In general there are two types of rules, aesthetic and AI.
6.2.1 Aesthetic Rules: These are the rules that make the gameplay look as realistic as possible.
6.2.2 AI Rules: These rules exist to eliminate unfair manipulation of the game through plays that abuse the game logic.
6.3 Offense
6.3.1 Initial Formation & Motion
There is one general rule for offense: Use realistic NFL formations before and after any motion occurs. The essence of the PNFL is to create a league that resembles real football. This can only be accomplished if we use real formations. This does NOT mean you are limited to the stock formations provided by the game or the league. It just means that any formation you use must be one that is used by a real NFL team.
To that end, the offensive line MUST have 2 offensive lineman and 1 ball-handler (WR, TE or RB) on both sides of the ball on the line of scrimmage (not set back) in the initial formation _and_ at the snap. **NO MORE, NO LESS**. The ball-handlers on the LOS must be in an eligible position.
The two ball-handlers who are on the LOS (line of scrimmage) at the snap do not have to be the same ones who were on the LOS in the initial formation.
6.3.2 Offensive Line Rules
No player on the OL is allowed to have any logic across the LOS on a pass play. This includes drawing a motion line across the LOS.
6.3.3 Receiver Rules
For the purpose of these rules, TEs and WRs are the same.
WRs may not line up more than 4 yards deep behind the LOS. Doing so takes advantage of the "cushion" the DBs give the WRs in M2M coverage. This is a game flaw.
Two WRs may be stacked one behind the other so long as neither WR violates the 4-yard rule and that they do not run the exact same route.
6.3.4 Quarterback Rules
The QB must line up either directly behind the center or in the shotgun in-line with the center. If the QB is in the shotgun he cannot line up more than 7 yards behind the LOS.
When the QB is in the shotgun, no player may be lined up between the QB and the center. The game will hike the ball "through" this player. This is unrealistic and also not a real formation.
The QB is not allowed to use any passing logic on any play where the QB's purpose is to run the ball.
Inside the box the QB may not drop back more than 12 yards behind the LOS. On roll out plays, outside of the box, the QB may not be more than 10 yards behind the LOS. Screen plays are limited to these rules.
Roll-outs: the QB must end his roll out movement line 5 yards behind the LOS.
6.3.5 Running Play Rules
Definition: a running play is defined as any play in which the QB uses the logic "handoff/pitch to" after receiving the snap from center.
Hand-offs: All hand-offs must be recorded as a "hand-off" in the play.log file. Handing off the ball to a RB across the LOS is illegal. All hand-offs must occur behind the LOS. The RB who receives the hand-off may not have "look for pass" logic at any time.
All logic boxes that contain "handoff/pitch to" logic must be located inside the box as defined in the RB rules above. This applies to both the QB and any subsequent player who may use this logic.
No play may be designed such that the reception of the "handoff/pitch to" is recorded as a forward pass. The play-by-play log must record all such transfers of the ball with the phrase "gives to."
No player executing a "handoff/pitch to" may have "pass-check receivers" or "timed pass" in any of his logic boxes.
No eligible receiver other than the ballcarrier or QB may have logic which goes backwards.
6.3.6 Passing Play Rules
Definition: a passing play is defined as any play in which the QB uses the logic "pass-check receivers" OR "timed pass" after receiving the snap from center.
No offensive lineman (C, G, or T) may have a logic box or movement path that extends beyond the LOS in the design of any passing play. All OL logic boxes must at least touch or remain behind the LOS.
No player who's logic includes "pass-check receivers" or "timed pass" may have a logic box that touches or extends beyond the LOS. Furthermore, he may not have any logic which includes any of the "run" (inside, left, to daylight, etc.) logic choices.
All passing plays must result in the play being recorded as a forward pass. The play-by-play log should record all such transfers of the ball with the phrase "The pass from....is caught by" or "The pass from....was incomplete."
On all passing plays, every player selected in the QBs "Pass - check receivers" logic must have "look for pass" somewhere in his own logic.
A minimum of 2 receivers must be checked on every passing play.
All passing plays must result in the QB throwing a pass to an eligible receiver when practiced in the play editor without a defense present.
6.3.7 Screens
Screens are a special type of offensive play and they merit special rules. The objective of any good screen is to trick an aggressive defensive rush into overpursuing the QB. The offense takes advantage of this pursuit and throws a pass to the flat which -with proper blocking- can result it good yardage for the offense. The trick in FPBRO is accurately representing these plays without adversely affecting the stats of the game or unbalancing the game. Thus the following rules:
The QB may not drop back more than 12 yards from the LOS.
On screen plays the offensive linemen may have "move to" logic before any blocking logic on the perimeter.
All screen passes must be forward passes. This includes timing passes. When the QB releases the ball he had better be behind the person intended for the ball. There are no backward timing passes on screen plays.
All blocking logic must occur (or "start") behind the LOS. This rule allows for "block -lead to" logic in a screen play.
The blocking logic is the critical part of a screen play, but it is also the most susceptible to AI busting. If an OL crosses the LOS before the pass it destroys the defensive logic. Therefore, there must exist a boundary, and that boundary is the LOS. These screen play rules are in effect only as long as they serve their purpose.
6.3.8 Other Offensive Rules
Fakes: The purpose of the fake play is to freeze one's defender to allow separation on a passing play. That is the only acceptable purpose in the PNFL, therefore: On passing plays each receiver is allowed 1 fake per play beyond the LOS. Fakes may not be thrown, by anyone, behind the LOS. Any skill player at or past the LOS (RBs/WRs/TEs) may not throw a fake within 5 yards of any other skill player. Also: a receiver may not throw a fake if the intent of the fake is to freeze a defender other than his own. Fakes, by any players, are not allowed on running plays
Timing Passes: There is a strict limit of 15 yards on a "bullet" timing pass. The receiver of the pass may not have any logic past 15 yards. The "spot" of the pass is also limited to 15 yards. "Lob" timing passes are allowed beyond 15 yards.
8-man Blocking Schemes: It has been suggested that 8-man blocking schemes are AI busters or unrealistic because of the way they function in FBPRO. However, in real football many teams will use 8 man blocking schemes against opposing teams that blitz frequently. Therefore, in keeping with realism the PNFL will allow 8 man protection schemes. All Timing Passes are also subject to this rule. The exception to the rule will be Roll Outs (see below)
Roll Outs: The QB must end his roll out 5 yards behind the LOS. There must be at least 2 receivers running routes on any Roll Out pass. Only one of them needs to be "checked" for the pass though. This is to prevent roll outs with more then 8 men blocking. All Roll Outs must occur with the QB under center. In real football no QB rolls out from the shotgun.
6.4 Defense
6.4.1 Defensive Linemen
Each defensive play must employ at least 3 DL and 1 LB.
6.4.2 Point Zone Logic:
The axis/center of any zone may not extend into the backfield of the offense.
6.4.3 Overloading:
You are not allowed to overload your defenders to one side of the ball. Having 3 DL and 2 LB's to one side of the center is not realistic.
7. Play Evaluation Committee (PEC)
The PEC is comprised of four PNFL owners: Nick Cowie (Bucs); Beau Sutherland (Cowboys), Ken Parker (Vikings) and Charlie Rogers (49ers) that have volunteered to evaluate Custom Plays submitted by participants in the PNFL. The purpose of the group shall be to:
1. Promote the development of NFL plays that do not currently exist in the PNFL data base;
2. Ensure that plays conform to the Artificial Intelligence (AI) limitations of FBPro98;
3. Stimulate owner interest to get, and stay involved in the ongoing development of the league;
4. Establish a standards group that is impartial, fair and can offer play making guidance; and
5. Maintain the integrity of the statistics that the PNFL hopes to achieve week-to-week.
For the time being, the PEC will accept only new Offensive Run and Pass plays.
1. Each owner is permitted to submit (3) three plays per week until the end of the season;
2. These plays MUST be submitted to the PEC Chairman by midnight (EST) each Monday;
3. The PEC will evaluate plays and approve or reject the play by midnight (EST) Thursday;
4. The plays must be sufficiently different from those already in the database;
5. The OL MUST be T1/G2/C/G1/T2 from the QB point of view;
6. The OL must contain a "Pass Block" command somewhere in the logic in all passing plays;
7. The TE must line up on the RIGHT side of the line, but can shift to the LEFT side;
8. Play names must include Team initials and PNFL code for identification (e.g. SF3Xqout);
9. Approved plays will be submitted to the Commish for that owner's use in that weeks game;
10. All new plays will be available to the entire league the Monday following submission;
11. Approval of any play requires a majority vote of the PEC and will be placed in the appropriate division sub-folder under the c:\Sierra\FbPro98\vpnfl\teamspec folder (e.g., AFCEast, NFCWest, etc.);
12. If one PEC member is unavailable that week, two of the remaining three must vote for the play;
13. If two members of the PEC are unavailable for a given week, no new plays will be approved;
14. If a play is rejected, the PEC will explain why, and recommend changes for acceptance;
15. The PEC will consider appeals of plays with explanations why they should be approved;
16. If all (4) four of the PEC members reject a play, that play will not be considered again; and
17. A unanimous PEC vote, for cause, can and will suspend an owner from submitting new plays.
The PEC wishes to give PNFL owners the opportunity to submit new plays that they believe will enhance play in the PNFL. However, the PEC also does not wish to engage in unnecessary E-mail battles over disagreements in play acceptance or rejection. The Commish retains the authority to terminate this process, if it becomes too cumbersome, or controversial.
Please submit plays for consideration to Charlie Rogers CARnPAR@aol.com for review. Charlie will act as PEC Chairman for this season, and will forward plays to other PEC members.
The PS, PM and PL defenses may be called in obvious passing situations other than 3rd down.
3. Custom Gameplans
3.1 You may, of course, modify/create gameplans.
3.2 Be sure that all the plays that your gameplan points to are in the "run," "pass," "34," "43," or "special" subdirectories under the c:\sierra\fbpro98\vpnfl directory. Note that that is the VPNFL subdirectory, NOT the PNFL subdirectory. This will allow you to access all plays that come with the VPNFL without having to duplicate them. Remember, the plays are going to be simmed on the commissioner's computer, and your directory structure must be identical to mine!
3.3 All offensive gameplans MUST have 64 plays and all defensive gameplans must have at least 32 plays.
3.4 Package rule:
If you pass from a package you must run from it in the "same" situations. For instance, if you have K-formation pass plays that may be called on running downs, you must have at least one 3-WR RM play. If your third-down passes include shotgun plays, your RRs must have at least one shotgun play. Packages can broadly be broken down into: 3-WR, 1 TE, 1 RB; 3-WR, 2 RB; 2-WR, 1 TE, 2 RB; 2+ TE formations. The package rule applies to goal line situations. That is to say, your GLP plays must fit the package you use on GLRs.
3.5 After creating/modifying a gameplan, be sure to give it the exact same name as the one your team uses in the ORIGINAL VPNFL99 files.
Example: For the Colts, I would use the IND-O.pln name for offense and the DEFINDY.pln name for defense. If you wish to save the original gameplans for possible future use, put them in a temporary subdirectory if you wish, but you can always extract them from the VPNFL99 files.
3.6 If a new gameplan causes a crash during a sim, the commissioner shall use the default VPNFL99 gameplan for that team.
4. Custom Plays
4.1 We shall not allow custom plays during the first season of play, unless there is a specific, unique play* that is used in the NFL and a similar play is not included in the stock VPNFL99 files.
*If you think you have such a play and it adheres to the VPNFL conventions, then submit it before the season starts for verification/authorization.
4.2 After the first season, owners will be allowed to submit custom plays during the offseason. All plays shall be verified for compliance to the VPNFL/PNFL conventions, AI buster rules and aesthetics (i.e., does it look like an NFL play?). Because of this and because even the commissioner and his helpers have real lives outside of FBPro, we would like you to keep the number of plays you submit to a minimum. (Even if each owner submits only five plays each, that's 150 plays that have to be checked!)
4.3 The commissioner shall make the final decision with regard to whether a play is accepted or not.
5. General PNFL Play Design Conventions
Note: The conventions listed in this section must be considered when making custom plays.
5.1 "Running downs" - 1st and 10 or less, second and 10 or less, 3rd and 1, with more than 2 minutes to go in the first half, more than 5 minutes to go in the second half, the rest of the second half for a team ahead or tied.
5.2 "Starters only" on running downs. On running downs TE2+, WR3+ can only be designed into plays where the players ahead of them in the depth chart also appear.
5.3 For all non-special teams plays, OL must be T1-G2-C1-G1-T2 in that order from left to right. Non-starter OL may only be designed into special teams plays.
5.4 On plays with one tight end, he must line up on the right in the pre-shift formation, either on or off the LOS. On plays with two TEs, one of them must line up on the right pre-shift. All formations must be either balanced or strong right pre-shift as well. (In passing formations the strong side is the side with the most receivers on it. That means there can be no trips left formations pre-shift.)
5.5 "Passing downs" - 2nd and 10+, 3rd and 2+ any time. In the first half, any down after the two minute warning. In the second half, any down with less than five minutes to go in the game for the trailing team only.
5.6 The "starters rules" apply to the defense.
5.7 The stock VPNFL plays include some that have an eligible tackle (a tackle in the TE position) and some pass plays with a CB used as a receiver. These plays are to be used as is (if at all), and the formations must not be used to make custom plays.
5.8 Additional Plan and Profile Guidelines (adopted during the 1998 season)
5.8.1 Profiles
Offense Profiles
1) Pass play categories that can be designated on 1st down & 10:
Pass short left (category 1)
Pass medium left (category 4 and 7)
Pass short middle (category 2)
Pass medium middle (category 5 and 8)
2) Pass play categories that can be designated on 2nd down and 10 or less:
Same as above.
3) Within 5 yards of either Goal, Goal Line Pass or Run may be used anytime. 4) For any down of 1 yard to go, Goal Line Pass or Run may be used anytime. 5) For any down of >10 yards to go, any play may be used anytime.
The above is being implemented to prevent any unrealistic personnel mismatches that the computer AI cannot catch, but a real coach would (by either putting in the correct personnel or calling a time out).
Note: The safest way to modify a profile is to use an existing stock VPNFL99 profile and just adjust the percentages and not touch the play categories. However, please use moderation and be sure that there is some chance of each category being called; e.g., none of this 98 percent for one category and 1 percent for each of the other two.
Defense Profiles
1) Each profile situation should have three different defensive play categories with some chance of a play category being called in each situation, with the following exceptions in which two different defensive categories is the minimum:
3rd & +10 yards or other "prevent" situations.
Goal line situations inside the defense's five yard line.
Midfield short yardage situations with one yard or less to go.
5.8.2 Plans
Offense Plans
1) Your plan should include at least three of each of the following categories of plays:
Pass short left (cat 1)
Pass short middle (cat 2)
Pass short right (cat 3)
Pass medium left (cat 4)
Pass medium middle (cat 5)
Pass medium right (cat 6)
Goal line runs
Goal line passes (cat 0)
2) Your plan should include at least eight of the following:
- Run Middle (running down runs -- see 2.7 above for a definition of "Run Middle" plays).
- At least half of an offensive plan's Run Middle plays must be runs that are between the Tackles. In other words, if you have the minimum eight Run Middle plays, then you must have four running plays that go between the tackles (holes 0 to 5), and the other four plans can be, for example, two off tackles and two sweeps.
Reminder: All offense plans must have 64 unique plays.
Defense Plans
1) Each defensive plan should contain at least four of each of the following categories of plays:
Run right
Run middle
Run left
2) At least three of each of the following:
Pass short
Pass medium
Pass long
Pass razzle dazzle
Goal line pass
Goal line run
Reminder: All defense plans must have 32 unique plays.
6. Play Design Guidelines
The following guidelines are just that, and are not the final, absolute word on play design. The league may even allow you to stretch the guidelines a bit IF you are CERTAIN that the play you have designed and submitted is a real NFL play. All plays will have to be submitted to the commissioner for verification and authorization.
6.1 Definitions
6.1.1 "The Box":
The Box is defined as the area between the hashmarks in the play editor. When referring to the "backfield" of the offense, we are referring to the box.
6.1.2 Ball-Handlers:
Those players whose position calls for them to handle the ball and attempt to gain yardage and score, that is, QBs, WRs, TEs and RBs.
6.1.3 Inside the Box
Having no more than 1 character of a player's position designation outside the hashmarks in the play editor, such that the player is recognized as "Backfield" by defensive man-to-man defenders. This latter part is the critical determining factor. Regardless of the running back's actual position, he MUST be recognized as backfield by the defense in pre-shift position.
6.1.4 Outside the Box
Placed such that none of the two numbers (of a two digit number) is touching the hash marks.
6.2 Specific Rules
In general there are two types of rules, aesthetic and AI.
6.2.1 Aesthetic Rules: These are the rules that make the gameplay look as realistic as possible.
6.2.2 AI Rules: These rules exist to eliminate unfair manipulation of the game through plays that abuse the game logic.
6.3 Offense
6.3.1 Initial Formation & Motion
There is one general rule for offense: Use realistic NFL formations before and after any motion occurs. The essence of the PNFL is to create a league that resembles real football. This can only be accomplished if we use real formations. This does NOT mean you are limited to the stock formations provided by the game or the league. It just means that any formation you use must be one that is used by a real NFL team.
To that end, the offensive line MUST have 2 offensive lineman and 1 ball-handler (WR, TE or RB) on both sides of the ball on the line of scrimmage (not set back) in the initial formation _and_ at the snap. **NO MORE, NO LESS**. The ball-handlers on the LOS must be in an eligible position.
The two ball-handlers who are on the LOS (line of scrimmage) at the snap do not have to be the same ones who were on the LOS in the initial formation.
6.3.2 Offensive Line Rules
No player on the OL is allowed to have any logic across the LOS on a pass play. This includes drawing a motion line across the LOS.
6.3.3 Receiver Rules
For the purpose of these rules, TEs and WRs are the same.
WRs may not line up more than 4 yards deep behind the LOS. Doing so takes advantage of the "cushion" the DBs give the WRs in M2M coverage. This is a game flaw.
Two WRs may be stacked one behind the other so long as neither WR violates the 4-yard rule and that they do not run the exact same route.
6.3.4 Quarterback Rules
The QB must line up either directly behind the center or in the shotgun in-line with the center. If the QB is in the shotgun he cannot line up more than 7 yards behind the LOS.
When the QB is in the shotgun, no player may be lined up between the QB and the center. The game will hike the ball "through" this player. This is unrealistic and also not a real formation.
The QB is not allowed to use any passing logic on any play where the QB's purpose is to run the ball.
Inside the box the QB may not drop back more than 12 yards behind the LOS. On roll out plays, outside of the box, the QB may not be more than 10 yards behind the LOS. Screen plays are limited to these rules.
Roll-outs: the QB must end his roll out movement line 5 yards behind the LOS.
6.3.5 Running Play Rules
Definition: a running play is defined as any play in which the QB uses the logic "handoff/pitch to" after receiving the snap from center.
Hand-offs: All hand-offs must be recorded as a "hand-off" in the play.log file. Handing off the ball to a RB across the LOS is illegal. All hand-offs must occur behind the LOS. The RB who receives the hand-off may not have "look for pass" logic at any time.
All logic boxes that contain "handoff/pitch to" logic must be located inside the box as defined in the RB rules above. This applies to both the QB and any subsequent player who may use this logic.
No play may be designed such that the reception of the "handoff/pitch to" is recorded as a forward pass. The play-by-play log must record all such transfers of the ball with the phrase "gives to."
No player executing a "handoff/pitch to" may have "pass-check receivers" or "timed pass" in any of his logic boxes.
No eligible receiver other than the ballcarrier or QB may have logic which goes backwards.
6.3.6 Passing Play Rules
Definition: a passing play is defined as any play in which the QB uses the logic "pass-check receivers" OR "timed pass" after receiving the snap from center.
No offensive lineman (C, G, or T) may have a logic box or movement path that extends beyond the LOS in the design of any passing play. All OL logic boxes must at least touch or remain behind the LOS.
No player who's logic includes "pass-check receivers" or "timed pass" may have a logic box that touches or extends beyond the LOS. Furthermore, he may not have any logic which includes any of the "run" (inside, left, to daylight, etc.) logic choices.
All passing plays must result in the play being recorded as a forward pass. The play-by-play log should record all such transfers of the ball with the phrase "The pass from....is caught by" or "The pass from....was incomplete."
On all passing plays, every player selected in the QBs "Pass - check receivers" logic must have "look for pass" somewhere in his own logic.
A minimum of 2 receivers must be checked on every passing play.
All passing plays must result in the QB throwing a pass to an eligible receiver when practiced in the play editor without a defense present.
6.3.7 Screens
Screens are a special type of offensive play and they merit special rules. The objective of any good screen is to trick an aggressive defensive rush into overpursuing the QB. The offense takes advantage of this pursuit and throws a pass to the flat which -with proper blocking- can result it good yardage for the offense. The trick in FPBRO is accurately representing these plays without adversely affecting the stats of the game or unbalancing the game. Thus the following rules:
The QB may not drop back more than 12 yards from the LOS.
On screen plays the offensive linemen may have "move to" logic before any blocking logic on the perimeter.
All screen passes must be forward passes. This includes timing passes. When the QB releases the ball he had better be behind the person intended for the ball. There are no backward timing passes on screen plays.
All blocking logic must occur (or "start") behind the LOS. This rule allows for "block -lead to" logic in a screen play.
The blocking logic is the critical part of a screen play, but it is also the most susceptible to AI busting. If an OL crosses the LOS before the pass it destroys the defensive logic. Therefore, there must exist a boundary, and that boundary is the LOS. These screen play rules are in effect only as long as they serve their purpose.
6.3.8 Other Offensive Rules
Fakes: The purpose of the fake play is to freeze one's defender to allow separation on a passing play. That is the only acceptable purpose in the PNFL, therefore: On passing plays each receiver is allowed 1 fake per play beyond the LOS. Fakes may not be thrown, by anyone, behind the LOS. Any skill player at or past the LOS (RBs/WRs/TEs) may not throw a fake within 5 yards of any other skill player. Also: a receiver may not throw a fake if the intent of the fake is to freeze a defender other than his own. Fakes, by any players, are not allowed on running plays
Timing Passes: There is a strict limit of 15 yards on a "bullet" timing pass. The receiver of the pass may not have any logic past 15 yards. The "spot" of the pass is also limited to 15 yards. "Lob" timing passes are allowed beyond 15 yards.
8-man Blocking Schemes: It has been suggested that 8-man blocking schemes are AI busters or unrealistic because of the way they function in FBPRO. However, in real football many teams will use 8 man blocking schemes against opposing teams that blitz frequently. Therefore, in keeping with realism the PNFL will allow 8 man protection schemes. All Timing Passes are also subject to this rule. The exception to the rule will be Roll Outs (see below)
Roll Outs: The QB must end his roll out 5 yards behind the LOS. There must be at least 2 receivers running routes on any Roll Out pass. Only one of them needs to be "checked" for the pass though. This is to prevent roll outs with more then 8 men blocking. All Roll Outs must occur with the QB under center. In real football no QB rolls out from the shotgun.
6.4 Defense
6.4.1 Defensive Linemen
Each defensive play must employ at least 3 DL and 1 LB.
6.4.2 Point Zone Logic:
The axis/center of any zone may not extend into the backfield of the offense.
6.4.3 Overloading:
You are not allowed to overload your defenders to one side of the ball. Having 3 DL and 2 LB's to one side of the center is not realistic.
7. Play Evaluation Committee (PEC)
The PEC is comprised of four PNFL owners: Nick Cowie (Bucs); Beau Sutherland (Cowboys), Ken Parker (Vikings) and Charlie Rogers (49ers) that have volunteered to evaluate Custom Plays submitted by participants in the PNFL. The purpose of the group shall be to:
1. Promote the development of NFL plays that do not currently exist in the PNFL data base;
2. Ensure that plays conform to the Artificial Intelligence (AI) limitations of FBPro98;
3. Stimulate owner interest to get, and stay involved in the ongoing development of the league;
4. Establish a standards group that is impartial, fair and can offer play making guidance; and
5. Maintain the integrity of the statistics that the PNFL hopes to achieve week-to-week.
For the time being, the PEC will accept only new Offensive Run and Pass plays.
1. Each owner is permitted to submit (3) three plays per week until the end of the season;
2. These plays MUST be submitted to the PEC Chairman by midnight (EST) each Monday;
3. The PEC will evaluate plays and approve or reject the play by midnight (EST) Thursday;
4. The plays must be sufficiently different from those already in the database;
5. The OL MUST be T1/G2/C/G1/T2 from the QB point of view;
6. The OL must contain a "Pass Block" command somewhere in the logic in all passing plays;
7. The TE must line up on the RIGHT side of the line, but can shift to the LEFT side;
8. Play names must include Team initials and PNFL code for identification (e.g. SF3Xqout);
9. Approved plays will be submitted to the Commish for that owner's use in that weeks game;
10. All new plays will be available to the entire league the Monday following submission;
11. Approval of any play requires a majority vote of the PEC and will be placed in the appropriate division sub-folder under the c:\Sierra\FbPro98\vpnfl\teamspec folder (e.g., AFCEast, NFCWest, etc.);
12. If one PEC member is unavailable that week, two of the remaining three must vote for the play;
13. If two members of the PEC are unavailable for a given week, no new plays will be approved;
14. If a play is rejected, the PEC will explain why, and recommend changes for acceptance;
15. The PEC will consider appeals of plays with explanations why they should be approved;
16. If all (4) four of the PEC members reject a play, that play will not be considered again; and
17. A unanimous PEC vote, for cause, can and will suspend an owner from submitting new plays.
The PEC wishes to give PNFL owners the opportunity to submit new plays that they believe will enhance play in the PNFL. However, the PEC also does not wish to engage in unnecessary E-mail battles over disagreements in play acceptance or rejection. The Commish retains the authority to terminate this process, if it becomes too cumbersome, or controversial.
Please submit plays for consideration to Charlie Rogers CARnPAR@aol.com for review. Charlie will act as PEC Chairman for this season, and will forward plays to other PEC members.
- Mitch-Oilers
- Posts: 1230
- Joined: Thu Jun 13, 2019 10:11 am
Re: Play Codes PNFL Season 1
This is from the VPNFL site, correct? It looks like the information I read years ago that I keep referencing. The original concept was to ensure personnel match-ups since the game can't make adjustments.
AFC West Champion 2038, 2039, 2041, 2043, 2044
AFC Champion 2043
AFC Champion 2043
Who is online
Users browsing this forum: No registered users and 4 guests