Defensive Play Calling
Last updated
Last updated
Your choices will always start with:
Short
Medium
Long
Once the defensive captain selects an option in the list above, he or she will proceed to the play selection screen. The team captain will see three possible plays to select. At this point, the team is locked in and cannot return to the previous screen.
The defensive "Short" plays will typically have all SuperStars in tight to the line of scrimmage.
The defensive "Medium" plays will typically have a mix of SuperStars in tight to the line of scrimmage and back deep. They may shift into blitzes.
The defensive "Long" plays will have all SuperStars in positions 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 â 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 teamâs formation)
Any âpre-snap motionâ 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.