Defensive Play Calling
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Your choices will always start with:
Short
Medium
Long
Once the defensive captain chooses which set, he will proceed to play selection. He will see three possible plays to select. At this point, the team is locked in and cannot change the play.
With the "Short" plays selected, typically all the SuperStars will be in a tight formation near the line of scrimmage.
With the "Medium" plays selected, typically there is a mix of SuperStars in a tight formation to the line of scrimmage and down the field. They may shift into blitzes.
With the "Long" plays selected, all SuperStars are positioned further down the field to cover the deep pass and prevent the big play. They may shift into blitzes.
Time Out
The defensive captain can call a time-out on either of these screens by tapping an extra button, likely L1 or similar โ provided that their team has timeouts remaining. When a time-out is called, the game clock will stop, and the time limit to call a play will reset (and perhaps be longer than normal).
Play Details
The following will all be defined within every play:
Where each SuperStar initially lines up
This includes which position each SuperStar is playing (regardless of location within the teamโs formation)
Any โpre-snap motionโ and related behaviors such as
Fully-defined motion (Offensive man in motion)
Logic-based motion.
ALL pre-snap motion is automatically controlled and that user controls do nothing until the ball is snapped
Standard post-snap behaviors such as:
Pass routes
Running back paths
Blocking directions
Defensive movement into zones
Pass targets for the play
Primary play restrictions if any
Allow playing to be called at most once per game/half/quarter
Allow play to appear as a potential choice at most once per game/half/quarter
Plays will be defined relative to the line of scrimmage and middle of the field. When they are used there will be translation to the actual current field position.