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*Make Returns Great Again - The_Kidd - 06-28-2021

@JPach, @"Punter715", @slate, @Swanty

I'll try to keep this as succinct as possible:

2,3
3,1
4,1

These are the kick return and punt return TD totals for the past three ISFL Seasons

7,10
5,7
7,7

These are the same totals for the last 3 NFL BC (Before Covid) Seasons

They say football is a 3-phase game: Offense, Defense, Special Teams and I think our Special Teams may need a little juice. I have two(and a half) proposals to possibly increase special teams plays

  1. Create a "Return Man" archetype which focuses clearly on return skills(Speed, Agility, Endurance) but lowers the cap on other abilities that would make the player OP(hands, intelligence, strength). We're talking pure burners that could barely crack the starting eleven --- the Joshua Cribbs, Young Steve Smith, Leon Washington, Corrdarrelle Patterson, Devin Hester, Dwayne Harris, Darren Sproles, Reggie Bush molds of the league. These players are only useful for making one cut and running really really fast in a straight line for a long time. Granted the Sproles, Hill, Sanders, Reed, Bo Jackson types exist but we know how OP those players are in video games, let alone this sim.
  2. Which brings me to my second proposal, maybe someone feels the right to mimic Ed Reed, Tyler Lockett, or Deion Sanders to the most microscopic detail. My compromise would be the "Return Man Designation". Each team would be allowed to designate two players as return man specialists. This would allow this player to exceed the cap limits of their current archetype to fill the SPD, END, AGI attributes, BUT they must subtract TPE from their other attributes or the TPE costs will be 1.5x what the original costs would be(can't mix both, either subtract it all or pay on the 1.5x scale)

My half proposal would be that if return man is a defensive player, they have a wider range of height and weight combinations from all the current DB archetypes(aka they can put any two combinations together), and offensive players will not, but they will be allowed to play RB or WR freely without positional eligibility punishment.

So an example of the archetype would be:

STR 50 / AGI 100 / INT 60 / ARM 25 / THR 25 / TCK 60 / SPD 100 / HND 50 / PBLK 25 / RBLK 25 / END 100 / KP 25 / KA 25/ COMP 90

Emphasis on running straight and running fast but being a huge liability in the starting 22 like most return specialists are(some can be snuck in the more wide open packages). Honestly, as I write this, I'm not even sure how many players would want to be returners? They'd start and all their touchdowns would be explosive plays, and even if they dont score, they'll get multiple chances per game to make a big play. But it was on my head after seeing Flash Panda return a punt and made me curious about the return stats.


RE: Make Returns Great Again - mithrandir - 06-28-2021

Most returners in the league already have 100 speed and 80+ agility and endurance


RE: Make Returns Great Again - siddhus - 06-28-2021

It’s more of a game thing. Something I’ve noticed is that most returns are “no return” which wouldn’t be fixed by this to my knowledge.


RE: Make Returns Great Again - qWest - 06-28-2021

A) Just to address this off the bat, it seems you're using net, league-wide totals on return TDs. This isn't a direct comparison given that the NFL has more than twice as many teams we have and therefore we should automatically expect our net totals to be about half those of the NFL's.

B) one of the biggest obstacles I've seen to return TDs has been the general ability in the sim for defenders to more easily catch up with ballcarriers. We see this on long runs and receptions all the time and we see this on occasion when you have a return like Triplet's in s28, where he returned the ball all the way to the 2 yard line before being taken down. Don't know if this is a WS problem, I know they nerfed long plays at some point, or a transfer team issue, but defenses right now have a bunch of DK Metcalf's that can chase down any ballcarrier.


RE: Make Returns Great Again - The_Kidd - 06-28-2021

(06-28-2021, 03:31 PM)qWest Wrote: A) Just to address this off the bat, it seems you're using net, league-wide totals on return TDs. This isn't a direct comparison given that the NFL has more than twice as many teams we have and therefore we should automatically expect our net totals to be about half those of the NFL's.

B) one of the biggest obstacles I've seen to return TDs has been the general ability in the sim for defenders to more easily catch up with ballcarriers. We see this on long runs and receptions all the time and we see this on occasion when you have a return like Triplet's in s28, where he returned the ball all the way to the 2 yard line before being taken down. Don't know if this is a WS problem, I know they nerfed long plays at some point, or a transfer team issue, but defenses right now have a bunch of DK Metcalf's that can chase down any ballcarrier.

Yeah, your first point is something that concerned me. The actual yds/return match up better on pro-football reference. I just like seeing special teams plays, haha. We have less teams so it's expected to have less TD's, and I guess that goes for TD's in general. There can still be a Brees, Henry, Kelce, Gronkowski, Hill, Mahomes type TD totals in our league for an individual, but the league numbers in totality will always be low. IDK, it just sits on me that we dont have a feared returner like the pros.

For B, I think it's a trigger on any return, but defensive returns get punished the most. I've had two interception returns over 40 yds that were stopped cold within 5 yards of the endzone, once on the 1 yard line!!!