If I could change one thing about this league it would be the simulation. Some simulation football leagues have 3D simulations which is probably unrealistic for us, but even an improved 2D sim would be a great step in the right direction. The sim logic is terrible, there's no getting around it.
1. Improve play/player logic
If you have not noticed this already, I will be the first to tell you that Nickel (the most common formation used in our sim league) is broken in the way that the Nickel defensive back does not flip sides of the field depending on where more wide receivers are. This is very dumb in itself and can lead to situations where 1 cornerback is covering a side of the field with 2 or even 3 wide receivers. Another unrealistic aspect about the players is that a 60+ yard touchdown in this simulation is almost physically impossible. These plays happen in real life at a much higher clip. If you watch a big play in DDSPF, almost certainly the DB will eventually run the WR down, as the WR slows down at a higher pace than the DB.
2. Clock management
Another big pet peeve. In the two minute offense before halftime, if you are leading with the ball, your strategy will default to the fourth quarter two minutes ahead offense, which is designed to run the ball out, so you will likely miss a scoring opportunity every now and then. Also, the play times are completely unrealistic, with plays taking up to a minute, without changing depending on the game situation. Another quirk that bothers me is the CPU will decide to spike the ball with around 3 minutes left before using their timeouts.
3. Home field advantage
In the simulation, home field advantage can be around a 20-30% swing in win percentage to the home team. In this study by FiveThirtyEight, the home field swing for an NFL game was about 15%. That is significantly lower than what it is in the simulation, and would make for more realistic outcomes, and the better team winning the game more often than not. Also, there is no way for neutral site games, which is especially bothering in the Ultimus game.
1. Improve play/player logic
If you have not noticed this already, I will be the first to tell you that Nickel (the most common formation used in our sim league) is broken in the way that the Nickel defensive back does not flip sides of the field depending on where more wide receivers are. This is very dumb in itself and can lead to situations where 1 cornerback is covering a side of the field with 2 or even 3 wide receivers. Another unrealistic aspect about the players is that a 60+ yard touchdown in this simulation is almost physically impossible. These plays happen in real life at a much higher clip. If you watch a big play in DDSPF, almost certainly the DB will eventually run the WR down, as the WR slows down at a higher pace than the DB.
2. Clock management
Another big pet peeve. In the two minute offense before halftime, if you are leading with the ball, your strategy will default to the fourth quarter two minutes ahead offense, which is designed to run the ball out, so you will likely miss a scoring opportunity every now and then. Also, the play times are completely unrealistic, with plays taking up to a minute, without changing depending on the game situation. Another quirk that bothers me is the CPU will decide to spike the ball with around 3 minutes left before using their timeouts.
3. Home field advantage
In the simulation, home field advantage can be around a 20-30% swing in win percentage to the home team. In this study by FiveThirtyEight, the home field swing for an NFL game was about 15%. That is significantly lower than what it is in the simulation, and would make for more realistic outcomes, and the better team winning the game more often than not. Also, there is no way for neutral site games, which is especially bothering in the Ultimus game.