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VERSION 2.18 UPDATE

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These are the rules changes for NuGameplan, which is version 2.18.
Changes will be added as the rules and software are updated.

ROSTERS

The nominal value of an initial roster selection is now 32. Rosters now have room for six defensive backs, with the extra one being the Dime Back (DCB) and four running backs. The RB slot has been removed so you now have two half backs (HB1 and HB2) and a separate utility back (UB).

POTENTIAL & EXPERIENCE

Players now have ratings for potential and additional experience. Additional experience counts in your favour when you want it (it's added to the "age" value) but doesn't count against you in terms of age on speed skills or for injury and retirment risks.

Potential currently just reduces the LP cost when coaching or fixing that player (eg. coaching with no potential costs 15 LPs, coaching with 3 potential costs 12 LPs and one potential).

SPECIAL TEAMS

Two new player strengths have been added for kick and punt coverage skills (DKC and DPC). These count the same as other special teams strengths in LP values and minimum bids but apply on both sides of the ball, blocking for your kick and punt returners as well as coverage against returns on your kickoffs and punts.

Form gains are now restricted to the main strengths (ie. not special teams) and special teams and other extra strengths are not allowed in the bonus category boxes.

NEW SKILLS

Other new player strengths added are :-
  AUD - for decision making for QBs on audibles and options,
  AWR - for awareness, throwing the ball away to avoid sacks,
  BRK - for running in open field and after the catch,
  COV - for coverage when playing tight man to man,
  DMP - for breaking off routes and checking down to dumpoffs,
  DNG - for ding, causing fumbles,
  DOR - for option read, defending run options and misdirections,
  HAN - for sticky hands,
  HWK - for ball hawks when playing for interceptions,
  JMP - for catching and defending jump balls,
  MAG - for fourth quarter magic,
  OTR - for trap blocks,
  QBR - for QB running on designed plays,
  QPA - for play action,
  QPF - for pump fakes,
  RBI - for lead blocks inside,
  RBO - for lead blocks outside,
  SPD - for speed, set against the breakout skill,
  SCR - for scrambling under pressure and on broken plays
  TIP - for passes tipped at the line of scrimmage.

These are "extra" skills that count in player values and team totals the same way as special teams stengths. All are uncoachable.

RUNNING QBs

ORO is no longer a valid player strength for a quarterback, and any QBs that had an ORO strength should been have assigned QBR & SCR instead. Future QBs may have either, or both and might even have a BRK skill.

PLAYER TYPES

Fullbacks are now a separate player type FB. There's only one roster spot available for a FB. FBs and RBs can't swap positions.

The DL player type has been replaced by defensive ends DE and defensive tackles DT. The linebacker player type has been replaced with ILB inside and OLB outside. The DB player type has been replaced with corner backs CB and safeties S.

The NCB and DCB positions are corners (not safeties). The NT position is for a DT and the MLB is an ILB.

COACHING

The coaching actions work on all the same players as before, ie. both DE & DT, or ILB & OLB, or CB & S, or FB & RB.

If you add a one-star "free agent" to your defence with a coaching action then you get a DT or ILB if his strength is DRI (that's a DI or LI action) and you get a CB if his strength is DPS or DPL (that's a DS or DB action). Otherwise a DL will be an end (DL and DO actions), a linebacker will be an OLB (LO or LB actions) and a DB will be a safety (that's a DR action).

FORM

Form is now counted separately at home and on the road (form gains in games at home only count at home, those gained on the road only count on the road). Squad form due to players who are reduced effectiveness counts both at home and on the road.

TRAINING

Accumulated training and keys are now added up during pre-season, but don't count in team strengths and are reset at the start of the season. The current selectons do count in pre-season games (it's just the accumulated totals don't get added).

BONUS PLAYS

There are now nine extra bonus play boxes on the turnsheet for offence plays. These work only while you're playing unscheduled pre-season games during the setup phase.

LP COSTS

It now costs 12 LPs to fix a step loss and 6 LPs times nominal value to fix a reduction or to sign/fix a conditional free agent. Fixing and coaching costs are reduced by potential.

DRAFTING DOWN

The expected value of your pick is now the actual value of the player at your position in the draft order (ie. if you're picking 9th then the expected value for your 1st round pick is that of the guy at number 9 on the list, for your 2nd pick look at the guy at 33).

If you draft someone with a lower value then the difference is added to your balance of LPs. It doesn't matter if someone with a higher value is still available, or if the guy setting the value of your pick is actually available.

REPORT FORMATS

There is a box at the bottom of the turnsheet that allows you to select the report format for yourself. PDF is the default where you get my choice of font (which is LST). Text is the old plain text format if you're going to process the report yourself. The COURIER, MONACO, LUCIDA and LST options are PDF with the selected font. Courier is the font used in old Gameplan.

Whatever font is used in your report you need to have installed on your computer. If you don't have any of these fonts or don't know what to do about it, and your report doesn't come out right, then select EMBED. This selects the default font and embeds it inside your report - the email will be that much bigger as a result but on broadband you probably don't care.

HAIL MARY PLAYS

Last-play situations are no longer run the same way as a normal down - there's a separate mini-game instead. In a "long" hail mary situation you call a DX play from S formation againmst WC (that's a "Big Ben" play into the endzone). The chances of success depend on player strengths and the distance to go. There are no fumbles, interceptions, returns etc and currently no passes completed short of the endzone.

For "short" hail mary situations (defined by an additional game parameter, value 0-20) you can call any of four "forcing" plays, which are FX to the full back, HX to the half back, LX to the tight end and SX to a wide receiver. The defence can call any of four corresponding defences (FXD, HXD, LXD and SXD). If the defence makes the right call the pass is batted away incomplete (except if the call is SXD against SX when there is only a 50% chance of the defence making the play). Otherwise the offence has a chance of completing the pass depending on player strengths and the distance to go.

The Hail Mary plays can't be used in other situations. The formation on short hail mary situations is currently pro set (formation A) only but later we'll probably allow other formations.

DELETED ACTIONS

The LX extended turnsheet, RA rename all, RN rename own, and RS rename position actions have been deleted in this version.

 

SCOUTING

The SC action has been added to replace the FS action for scouting the free agent list. It should also scan the draft list when that's available but otherwise works the same as the FS action except instead of using a coaching/draft code in the "name" box to say what you're looking for, you enter a player type and a strength separated by a dash (eg. QB-OPL). You can input any combination of player type and strength - but the action will fail if you use ones that aren't allowed.

Example: SC - WR-OPL

WORKOUTS

The WO action brings a player on the free agent or draft list for a workout, providing full data on his skills and strengths (the same as if if he was on your roster - much more information than you could get on a potential signing before).

Example: WO 123

CREATING FREE AGENTS

The CR action has been added to replace the FA action for creating new players on the free agent list. It works the same as the FA action except instead of using a coaching/draft code in the "name" box to say what you're looking for, you enter a player type and a strength separated by a dash (eg. LB-DRO). You can input any combination of player type and strength - but the action will fail if you use ones that aren't allowed. You can still input a value in the shirt number box, the same as for the FA action.

Example: CR 2 OL-OTR

SF - SELECT OFFENCE

This action selects your base formation on offence. The action code is SF, with the formation in the name box - it can be any offence formation (ie. not including special teams).

Example: SF - D

DE - SELECT DEFENCE

Initially we're using special actions to set defence formations, but I expect we'll expand or replace this once we know what we want. The action code is DE, with the play call in the name box - the formation in the shirt number box is

0 for your base formation,
1-3 to shift extra men into the box,
5-7 to change the number of defensive backs and
11-13 for 1-3 extra defensive linemen.

Example: DE 5 PD

It's a bit ugly but it will do for now - later we'll use the formation names or more meaningful codes instead of the number codes. In the play-by-play report you should get a letter-and-number code with the letter being the first character of the formation name (Nickel, Dime, Penny, Single, Double, Trouble, Heavy, Jumbo, Mouse... see the formations page for details).

RR - SELECT RUNNER/RECEIVER

Initially we're using special actions for coaches to select runners and receivers for plays on offence. The action code is RR, with the shirt number of the player in the shirt number box and the play call in the name box.

Plays you haven't made a selection for will be selected the same way as before, and any selections you make yourself should be safe from being overwritten. Later we'll be tying this in with some sort of fatigue rule, so try to be sensible about your choices, and at some point we'll need to decide whether to allow or prevent faulty selections or overwrite them with sensible ones. And whether to add some extra boxes to allow them to be changed more often.

Example: RR 85 DL

CO - COACH OFFENCE PLAY SKILL

The CO action adds a play skill to a given player on offence. The player must be an eligible runner or receiver for that play or have another key skill used in the play call according to the table below, and cannot have more than five play skills already.

The cost is LPs equal to the number of play skills the player has already. Potential reduces the cost and is used up in the usual way.

Example: CO 82 SI

QB - DMP CP DP FP HP LP SP
QB - QBR QD QK QR QS
QB - QPA FW PI PL PO PS RN
QB - QPF CI CL CO CS
QB - SCR OP OR OT PA
FB - RBI RI RL
FB - RBO PW RW SW
OL - OTR CW DE DR DT DW QD TR

CD - COACH DEFENCE PLAY SKILL

The CD action adds a play skill to a given player on defence. The player must have a key skill used on that play call according to the table below, and cannot have more than five play skills already.

The cost is LPs equal to the number of play skills the player has already. Potential reduces the cost and is used up in the usual way.

Example: CD 54 RD

  DNG DBZ COV HWK DOR
DE - FD GL ES - - -
DT - FD GL TS - - -
ILB RD OV
UN
LB LJ PD LD MD
OLB RD OV
UN
JB KB LJ PD LD LS MD
SB RD RS OV UN FS WS SB SS ID PD SD TD DD -
CB CB CR RD OV UN - ND PD CD -

ADVANCED GAMEPLANS

Situation numbers in the advanced game are now 1-16 on offence and 25-40 on defence.

ADVANCED GAME - SCRIPTS

Any situation in the advanced game can be designated as a script (put Y in the script box) so that any play call which is used and reacts down to zero stays at zero so that it no longer gets called (otherwise with the numbered and "Highest" reactions the play weights don't fall below one). A situation with no callable plays remaining is ignored. For a script situation with "Sequence", "Rotate" and "Alternate" reactions the situation is dropped once the plays have cycled through once (otherwise the sequence rotates back to the start).

ADVANCED - CATCHALL SITUATION

The Catchall situation applies when your gameplan fails to provide a play call (it replaces the default of A formation and SW play on offence and MD on defence). You can use it as a legitimate part of your gameplan or leave it for emergency use only.

ADVANCED - OVERCALLS

Two "Token" play calls (XO on offence and XD on defence) are available in the play calling sections for the advanced game. When these plays are called in normal situations they're replaced by a play call from the "Overcall" situation.

Reactions are applied to both the original (token) play call and the actual play call (in the overcall situation) separately (note the situations could have different reaction settings).


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