(You can't double quote in this forum.) <<The problem with the simulation is that many aspects of code fail to address the physical size of players in relation to speed. The result is highly competetive owners take shortcuts to win by turning RBs, FBs and TEs into WRs because they lose weight, gain speed and suffer little negative outcomes by playing a position way below the ideal weight for that position.>>
The problem with simulation is that biomechanics are way off. As I have said elsewhere, SP is not the most important thing for dropping a player's weight: AC is. Since AC is still fixed on player weight and is not normalized.
You are always at a DISADVANTAGE if you play some positions at weight. For instance, your TE is 257# and all players that cover the TE are <= 241#. Do you know why TEs only catch 50-60% of their passes ever? It's because they are always covered by a player that will close the gap to the ball because of AC due to bad biomechanics. A 257# TE cannot break a route like Travis Kelce. It won't happen at 257# right now.
The reason in terms of coverage is more ridiculous. So ... let's talk about knockdowns. Know what causes these? It's the defenders' physical proximity to the offensive player. That means your faster player is going to get more knockdowns because they will be closer to the offensive player regardless of skill. So that 257# TE? Forget if you want to use him as a receiving threat. (I say this as a player that before 4.5 would routine get 70% catches and 1000 yards from a 257# TE ... and lose every game to people like Bryson that would play their TEs at WR regardless, but I digress.)
And this is just one interaction that doesn't make sense because of biomechanics and game mechanics.
We have some very intelligent owners who can pick codes apart, drop games into a database and come up with some kind of advantage. That is another problem I have...
As a person that can do both, nothing frustrates me more when people assume that I'm winning games simply because I'm playing the code or using a database to scout as opposed to watching games.
I've held off really going off on a particular rant here, but why not. I scout a lot of games. I scout every game in this league like it's a playoff game because this league is designed to be one of the more competitive leagues in MFN. The reason why a number of GMs in this game lose games is _not_ what their opponent is doing on offense or defense. The reason they lose games is because of what _they_ are doing on offense and defense.
Here's just a few things I've noticed:
On Offense
1) No run/pass balance at all.
2) No run/pass balance out of each set, which forces your opponent to make a decision how to defend you on key downs.
3) Too many runs out of GL sets and not enough runs out of spread sets. Balancing your runs out of all sets help generate more positive running yards.
4) Not enough variation on passing plays (too many Hitch plays, etc.) OR too many ineffective passing plays (plays that go primarily to RBs, for instance, without putting the RB in space).
5) Too many long passes and other passes that put your QB under pressure unnecessarily.
On Defense
1) Too many blitz plays called without enough blitz plays to not get hit with overuse. The base defenses are actually a lot better than most of the blitzes in most situations, and yet, owners more than often do not learn how to effectively use base defenses before launching on an all out blitz strategy that fails badly.
2) Refusing to use rules at all. Years ago, in one of the first guides I wrote, I went into why creating rules against the 113 and 203 sets on running downs was essential. It still is. People still don't do it.
3) Not thinking smartly about where to put their safeties or best cover players. The majority of 212 passes go to the WR2 (for homeruns) or the RB (for the grindy plays). I rarely see teams putting an LB in the lane or a safety over the top of the WR2. And then to make it worse they don't put their best cover guy on the WR2.