Season Ticket Football 2003
Season Ticket Football 2003
Season Ticket Football 2003
Thank you for purchasing Season Ticket Football 2003! When you play Season
Ticket Football 2003 you choose from thousands of coaching and general manager
options.
After only a few plays, you'll find that Season Ticket Football 2003 is the most
realistic and educational football simulation game you can buy. We use every
available official statistic, expert player ratings and hundreds of coaching
options to accurately portray the game of football.
Most importantly, Season Ticket Football 2003 is fun to play! Whether you're
playing against a friend or the computer, replaying a season, playing in a draft
league or playing on the internet, you'll enjoy the real-life football
excitement of Season Ticket Football 2003!
Exhibition Game
Statistics are NOT compiled.
Internet-Join Game
League or non-league games are played head-to-head over the internet.
Designate one player to host the game on his computer and the other to be the
remote player. The host selects both teams and the game set-up options and
proceeds to the game screen to wait for the remote player's call.
With both players connected to the internet, the remote player selects Internet-
Join Game from the play menu on the opening screen. The remote player enters the
IP address of the host computer and selects Connect. When the host receives the
call, he will have the option of allowing the caller to coach either team or
declining the call.
Find IP Address
This will display your current IP address in order to connect to an Internet
game. Your IP address changes each time you connect to the Internet unless you
use a static IP address.
Resume Game
Continue playing an unfinished, saved game.
Tournament Game
A complete playoff tournament may be played with up to 16 teams. The following
options are available when Playoff Game is chosen:
Seedings-Set from 1 to 8 seedings in each of two brackets. These teams must all
be unique. Each bracket must have at least one team. Teams will be re-seeded
after each complete round of games is played.
Set Pairings-The computer will set up individual game matchups.
Clear Playoffs-Erase all seeding and results.
Update Stats-Add game stats to current details.
Play Game-Click any game listed to proceed to the game preferences screen.
SELECTING TEAMS
After selecting the game type, make team selections.
Resume Game
To resume a previously started game, double-click the desired game. Press
"Clear All Saved Games" to delete all games from the list.
Playoff Game
A complete playoff tournament may be played with up to 16 teams. To set up a
playoff tournament or play playoff games.
Game Type-Toggle between League or Exhibition game. This option is NOT available
after the opening kick. Statistics will only be saved for League games.
Play Speed-Adjusts how quickly the play-by-play is printed onto the screen.
Speed ranges from 0 (fastest) to 10 (slowest).
Box score-Choose between traditional or expanded box scores. This option may be
changed before, during or after games.
Zoom-Select a game time to move forward to. The computer will coach both teams
up to the selected point in time.
At-Double click a stadium, for the game to take place at. This option is not
available after the opening kick.
Month-Select a month for the game weather. This option is not available after
the opening kick
Computer Coach-Select offense to have the computer coach the offense for BOTH
teams. Select defense to have the computer coach the defense for BOTH teams.
Quick Sub-Click any player on the field to access the Quick Sub form. The Quick
Sub form displays a list of possible substitutes for the selected player.
Double-click the player, click OK to substitute.
Lineups-Click either team name from the scoreboard to access the Roster form.
The Roster form may also be accessed by pressing L.
Platoon List-Select from a list of 7 pre-saved platoons for offense and defen e.
Platoons may only be changed prior to the actual play call. This option is not
available for special teams plays. The platoon only needs to be selected when
changing from the current platoon.
Play Call List-Select from a list of available plays listed at the lower center
of the game screen. Any options or platoon changes must be called before
selecting a play. For complete lists of available plays see "Offensive
Strategy", "Defensive Strategy" and "Special Teams Strategy" in the appendix
section.
The following buttons can be found on the game screen. Clicking each button will
allow you to do the following:
Box-View a current box score for the game in progress. The box score may be
either a standard newspaper style box score or an expanded box score.
Choose File on the top of the box score screen to print the box score or save it
to disk. Choose File/Exit, press Esc or click the X in the corner to return to
the game screen. You can change the style of the box score with the Game Setup
menu.
Pace-Change the offensive play pace for both teams during a game. The following
options are available:
Normal-Maintain a standard pace between plays.
Fast-Use less time between plays with the risk of more mistakes (false starts,
bad snaps, etc.).
Very Fast-Use very little time between plays with a significant risk of more
mistakes.
Slow-Use more time between plays.
Very Slow-Use much more time between plays and risk more delay penalties.
Show Clock-Check to have the clock options appear after any play that does not
automatically stop the clock.
Save Game-Save the game in progress. The current game can then be restarted at
that point if necessary.
Erase Team-Erase and remove the highlighted team. You will be prompted to verify
this selection.
Modify Team-Display the Modify Team Form and make changes to the team name,
colors, logo and other information. For more details, see "The Modify Team Form"
below.
Team Type:
Pro-standard pro team with all players on their original team
Draft-contains players from more than one original team
College-contains college teams and uses college rules
Lineup Menu
The lineup menu may display one of seven offensive or defensive platoons or the
special teams platoon. To toggle the displayed platoon click the name of the
desired platoon. To enter the highlighted player into the displayed lineup
double click the desired lineup location. If the player does not normally play
the selected position you will be prompted to verify the selection. During game
play, injured or inactive players may not be selected. Please note: Since many
players will be on more than one platoon, offensive players selected for the
Basic-1 platoon will be automatically entered into all other offensive platoons.
These default selections may be changed as desired.
Modify Team
Display the Modify Team form. This form allows you to change team colors,
logos, year, coach, coach's directory information, city, nickname, abbreviation,
stadium and other team ratings.
Edit Roster
Select a spreadsheet to edit various ratings and statistics.
Coach Options
The Computer Offense
The Computer Offense Form is used to set platoon and play usage for virtually
any game situation when the computer is coaching a team. The programmable coach
makes all coaching decisions when the computer is coaching this team. It may be
accessed by selecting Coach/Computer Offense from the Team Roster Form.
Special Adjustments
Special adjustments are used to modify the Standard Defensive Situations listed
above.
Password
(Optional) Set a password to limit access to your coaching files.
Roster Options
Release All Players-Release ALL players to the free agent pool. You will be
prompted to verify this choice.
Reset Stats-Reset all statistics for this team to zero. You will be prompted to
verify this choice.
Week Off-Give all players on this team a week off to recover from injuries. You
will be prompted to verify this choice.
Reset Salaries-Have the computer generate default salaries for all players on
this team.
Player Photos-Displays the Player Photo Form.
Note: Click on the cell listing the team coach to toggle between human and
computer coaches.
Ten Minute Ticker-Select Ten Minute Ticker to have all computer auto-played
games played in the background. Game scores will be displayed during manually
played games approximately every 10 minutes. League standings will be displayed
if Ten Minute Ticker is not selected.
Salary Cap-Select Salary Cap to use salary cap features. Salary cap dollar limit
(in thousands) may be set up to 99,999.
Goal Post Location-Choose between goal line and end line.
Kickoff Line-Choose between 30, 35 or 40 yard line.
Field Goal Miss Line-Choose between Kick Spot, Scrimmage Line or 20 Yard Line.
League Type-Choose between Pro, Draft or College league.
Pro League-contains standard pro teams
Draft League-contains players drafted from the free agent pool
College League- college-style teams and uses college rules
Cancel-Cancel all changes and return to main menu.
Save Changes-Save all rules changes and return to main menu.
Encyclopedia
Accumulate real or computer stats to build your own encyclopedia. Then search
the encyclopedia by team, player, year or any statistic and generate custom
reports.
Search Filter-Allows you to view only a portion of the information in your
encyclopedia based on your specifications. Specify the categories or the minimum
statistical requirements you would like to find. To filter by team, use the
team abbreviation. To filter by year, use four digits for the year.
For example, to find all players from Atlanta, who ran at least 100 times
and caught at least 20 passes, between 1970 and 1975 enter the following:
Atl in the team box
1970 in the first year box
Report Type-Specify the type of data to be displayed for the found players. Also
specify whether the data should be sorted by year or by value.
Encyclopedia type-You have two different encyclopedias you can keep. They are
named Pro1.ENC and Draft1.ENC. You may keep any type of data in either
encyclopedia. When you want to clear an encyclopedia to create a different one
in its place, use the tools menu in the upper left hand corner of the
Encyclopedia Form.
Active Season List-Navigate folders and highlight the desired season directory.
If the folder selected was not previously a valid Season Ticket Football 2003
directory it will now contain 48 blank teams.
Play Speed-Set the default play-by-play game speed. Speed ranges from 0
(fastest) to 10 (slowest). The play speed may be changed before or during a
game.
Box Score-Choose between traditional or expanded box scores. This option may be
changed before, during or after games.
Player Search
A useful tool for finding any player in the active league. It is accessed by
choosing Organize/Player Search from the main screen. Use the Player Search
filter to find specific players. Double-click from the list of players found to
view their complete statistics and ratings.
Edit Records
Display a form to edit all league records.
Career Tools
Select Organize/Career Tools to access the following options:
following options are available:
Add Stats to "CAREER.ENC" Encyclopedia-Prior to executing career tools all
current statistics will be added to the CAREER.ENC encyclopedia.
Reset Stats to Zero-Reset all stats and game scores before executing league
tools.
Age Players One Year-Project all player statistics and ratings one year into the
future.
Random Retirements-Randomly retire players based on age and position.
Random Free Agency-Select the percentage of players you would like to be
designated as free agents.
Random Rookies-Select the number of fictional rookies to create.
Proceed to Draft-Continue with the next draft.
Begin-Execute all selected options.
Model League
The model league tool can be used to quickly update a draft league with player
data from a new season statistics disk. The following options are available:
Original League Folder-Double-click the folder which contains your original
league data.
Use New Data From-Double-click the folder which contains the new player data you
would like to use.
New League Folder-Enter a name for the new league folder.
Example: You would like to create a new season folder modeled after your draft
league, using data from the default season statistics.
Original Folder: Program Files/Infogrames/Season Ticket Football 2003/
Use New Data From: Program Files/Infogrames/Season Ticket Football 2003/Default
New League Folder: Program Files/Infogrames/Season Ticket Football 2003/Draft
League.
Begin Model-All players will be placed on teams, team names will be updated and
the free agent file will include all players not present on any team.
League Notebook
The League Notebook can be used to create text files containing league and team
information. Use the team list on the League Notebook to toggle between
individual team notes. Text entered in the text box is then saved in a text
file bearing the team name (example: "Notes Wisconsin.txt").
Reports
The Reports Menu
League: View reports on league standings, power ratings, records, big games,
team comparisons, injuries, salary cap, and awards.
Team: View team reports.
Leaders: View customized league leader boards.
Week Reports: Generate a customized report for any week of the season.
Player Game Logs: Analyze rushing, receiving, passing and defensive statistics
on a game-by-game basis.
Team Rating Analysis: Offensive and defensive reports for analyzing team
ratings.
Data Base: Generate customized reports for your entire data base. One word or
two!
Game Films: View play-by-play from saved game "films".
League Reports
The League Reports Menu is accessed by choosing Reports/League Reports from the
top of the opening screen. The following options are available:
Big Game-The Big Game form is used to display special league game achievements.
It may be accessed by selecting Report/Big Games from the main screen. The
following options are available:
Available Reports-Choose from 300 Yards Passing, 100 Yards Rushing, 100 Yards
Receiving, 10 Tackles, 2 Interceptions, 2 Sacks, 400 Yards Offense, and 200
Yards Defense.
View Quantity-Enter the quantity (1 to 99) of top games you wish to view.
View Report-View the selected report. This report may also be printed or saved
to disk.
Cancel-Return to main menu.
Team Comparison Chart-The Team Comparison Chart is used to view team statistics
by offensive and defensive totals. It ay be accessed by selecting Reports/Team
Compare from the opening screen. The following options are available:
Comparison Charts-Toggle between Offensive and Defensive charts.
Main Leader-Enter the quantity of teams you wish to view as the main leader.
Secondary-Enter the quantity of teams you wish to view in the secondary
categories.
View-View offensive or defensive team totals for the active season.
Team Reports
View team and player statistics, rosters, and box scores. The Team Reports menu
is accessed by selecting Reports/Team from the opening screen or by selecting
Reports/Statistics from the Team Roster form. All reports selected may be
printed or saved to disk. The following options are available:
Team List-Highlight the team whose statistics you wish to view.
Box Score List-Double-click the box score you wish to view.
Player Stats Options-Choose between real or computer season player statistics
when building a report. Any combination of the following reports may be included
in a team statistical report:
Week Reports
Generate a customized week report for any previously played week. The Week
Reports Form pops up with default report minimums. Change any of the filter
minimums and double-click the desired week to generate a report.
Defense-Generate a report and analyze the selected teams and platoons based on
total defense, run defense, pass defense, pass rush, interceptions, sacks and
star players. Click on the category heading to sort by that rating.
Data Base
Select "Refresh" to view a customized view of your current league. The
following filter options are available:
Real/Computer-Choose between real stats or computer stats.
Report-Select the type of data to display.
Minimum-Select the minimum qualifying standard for this report.
Position-Select a position filter, if desired.
Team-Select the team or free agents to display.
Include-Check positions, age, fumbles, and/or free agents to be included in the
report.
Note: Click on any column heading to sort data by category.
Game Film
View play-by-play from saved game films. "Game films" refers to the play-by-play
text for a given game. You may save a game film at the completion of any game
played by at least one human coach.
The Utilities Menu
Install Season
The Install Season Form is used to install a new season disk. It is accessed by
selecting Utilities/Install Season from the opening screen or selecting
Install Season from the Setup menu. The following options are available:
Install From Drive-Select the drive where the season you wish to install
resides. Typically this will be your floppy drive.
Important: Most installation errors occur when not selecting the correct
"Install from Drive." Always designate the drive from which you are installing
the season. Failure to do so will cause an installation error.
Directory-Select the directory on the Install From drive where the season you
wish to install resides.
Installation Directory-Enter the drive and directory where you would like the
new season to reside.
Begin Installation-Install the new season to the drive and directory selected as
the Installation Directory.
Backup League
The Backup League Form is used to make a backup copy of the active season
directory. The Backup League form is accessed by selecting Utilities/Backup
League from the opening screen.
Backup Drive-Select the location you would like the active season saved to.
Backup Directory-Select the folder on the active drive you would like the season
saved to.
Begin Backup-Make a backup copy of the active season in the drive and directory
chosen.
Cancel-Return to main menu without saving.
Import Games
The import games form is used to import games played on another computer
to the active season directory. All statistics and records from imported games
will be added to those in the active season directory. The Import Games form may
be accessed by selecting Utilities/Import Games from the opening screen. The
following options are available:
Drive-Select the drive from which games will be imported.
Folder-Select the folder on the selected drive from which games will be
imported. After selecting a folder, a list of games available with the .xbx file
extension will appear.
Available Game-Double click any listed game to select that game for import.
Chosen Game-List box will display all games that have been chosen for import.
Select All Game-Select all available games for import.
Begin Import-Import all games from the selected drive and folder. To avoid
double-importing, all .xbx files for games that have been imported will be
automatically deleted.
Cancel-Cancel import and return to main menu.
Export Games
The Export Games Form is used to export complete game statistics for use n
another computer. This function is useful for leagues playing on multiple
computers. The Export Games form may be accessed by selecting Utilities/Export
Games from the opening screen. The following options are available:
Mark Games For Export-Click on individual games you would like to export.
Export All-Select all games for exporting.
Export None-Unselect all games.
Export Location Drive-Select the drive location you would like to export the
selected games to. This is typically your floppy drive.
Folder-Select the folder on the selected drive you would like the games exported
to.
Begin Export-Export all selected games to the listed drive and directory. A file
with the .xbx extension will be created for each game selected. This file may
then be transferred by email to other computers for import.
Cancel-Cancel export and return to main menu.
We strongly recommend that e-mailed game files are zipped prior to sending.
Files that are not zipped may become corrupted during mailing.
Import Coaches
The import coaches form is used to import coaching profiles exported from
another computer into the active season directory. The Import Coaches form
may be accessed by selecting Utilities/Import Coaches from the opening screen.
The following options are available:
Choose Import Source Directory
Drive - Select the drive from which coaches will be imported.
Folder - Select the folder on the selected drive from which coaches will be
imported.
Begin Import - Import all coaches from the selected drive & folder.
Cancel - Cancel import and return to main menu.
Export Coaches
The Export Coaches form is used to export coaching profiles. These profiles can
then be imported to other computers. This function is useful for leagues playing
games on more than one computer. The Export Coaches form may be accessed by
selecting Utilities/Export Coaches from the opening screen. The following
options are available:
Choose Coaches To Export-Select teams whose coaching profiles you wish to
export.
Export All-Select all coaches for export.
Export None-Unselect all coaches.
Export Location
Drive-Select the drive location you would like to export the selected coaches
to. This is typically your floppy drive.
Folder-Select the folder on the selected drive you would like the coaches
exported to.
Begin Export-Export all selected coaches to the listed drive and directory.
Cancel-Cancel export and return to main menu.
Season Ticket Football makes use of every available published statistic as well
as subjective ratings in order to accurately portray pro football players. The
following is a summary of how players are rated.
Rushing
Based on attempts, yards, average, long runs, touchdowns, fumble frequency,
style (inside, outside or both), short yardage rating, and breakaway rating.
Receiving
Based on catches, yards, average, long catches, touchdowns and fumble frequency.
The completion and interception percentages for a given play are determined in
part by a receiver's catching ability. The more catches a receiver made during
the real season, the higher the completion percentage for the play. Although
varying from season to season, each catch is worth approximately 1/6 of a
percentage point. A receiver who caught very few passes will reduce his
quarterback's completion percentage by about 7 points. Likewise, a receiver who
caught 100 passes will increase his quarterback's completion percentage by about
9 points. The average receiver (40 to 45 catches) will have very little effect
on completion percentage.
The receiver also has an effect on the yardage gained on a pass play. Receivers
with higher averages will add more to the play. This is especially true on long
passes or bombs. A receiver with a high average will be more effective on long
passes than a receiver with a lower average. For example, while a receiver with
a 15 to 20 yard average will occasionally turn a screen pass into a big gain, a
receiver with a 6 to 8 yard average will rarely find success on a long pass.
Passing
Based on completions, attempts, completion percentage, pass rating, yardage,
interceptions, interception percentage, times sacked, touchdowns, touchdown
percentage and scrambling frequency. Quarterbacks also receive pressure and
audible ratings.
Blocking
Run and pass blocking ratings range from 0 (worst) to 10 (best). Each
rating point adjusts both rushing average and sack frequency. The average
offensive lineman rates a 6, tight ends 2 and running backs 1.
Defense
Defensive players are rated on a scale from 1 (worst) to 10 (best). The average
player rates a 6. Rating points are divided among three different categories:
Pass rush, run defense and pass defense. Also, a player will create more
interceptions based on his interception ability and force more fumbles based on
his real-life fumble stats. Each run defense point is worth 0.1 of a yard.
Therefore, a player with 8 run points will subtract 0.8 yards more from a
rusher's average than a player with 0 run points. Pass defense points are worth
.005 against a quarterback's completion percentage and .25 yards per completion.
Pass rush points adjust the sack percentage by + or - 1 sack per 100 attempts.
With this system, a defense can be created to the taste of any coach!
Endurance
Skilled position players (backs and receivers) may become fatigued during the
course of a game or season. When fatigued, a player will perform less
effectively. The following letters will appear by the skilled-position player's
game statistics if he has been overused in the specific category. The number
after the fatigue letter, signifies the level of fatigue. For example, "r1" is
mild rushing fatigue, "r2" is moderate rushing fatigue and "r3" is major rushing
fatigue.
r - Appears if player has carried the ball too often.
c - Appears if player has caught too many passes.
p - Appears if player has thrown too many passes.
Durability
Players are rated for durability based on injuries and games played. The scale
is from 1 (not very durable) to 5 (extremely durable).
Offensive Plays
In Bounds, and clock doesn't stop 30-45 seconds
Offensive Blocking
The average offensive line rates 30 run block points. In general, for every
point above 30, we add .1 yards and for every point below 30 we subtract a
point. Therefore a player rated 10 will add a half yard more to a play than a
player rated 5 for a draft team. This formula varies with the direction of the
play (left, right, inside) and the linemen in the significant positions for that
play. Blocking ratings for tight ends and running backs affect the play in the
same fashion. The blocking adjustments vary slightly between pro and draft
teams.
Defensive Run Points
The average defense rates 28 run defense points. In general, for every point
above 28 we subtract .1 yards, for every point below 28 we add .1 yards. This
formula also varies with the direction of the play.
Coverage Depth
"Short" or "Tight" depth will yield more breakaways and more losses while "Deep"
or "Very Deep" depth will yield fewer breakaways and fewer losses.
Breakaway Rating
The ball carriers breakaway rating determines the chance the ball carrier will
break a long gainer. This rating is altered by the actual play call, the
defensive play call the offensive line and run defense and coverage.
Fatigue
Tired ball carriers may have their averages reduced by 20 to 50 percent
depending on the level of real life usage and level of over usage. Fatigue also
reduces the chance of a big gain. There are 3 levels of fatigue that may be set
in League Rules.
r1-reduces ball carrier average by 20%
r2-reduces ball carrier average by 35%
r3-reduces ball carrier average by 50%
Era
Season Ticket Football has a built in complex formula which is used to
standardize statistics between different eras.
Running Style
Ball carriers rating "I" will not be very effective running outside and those
rated 'o' will not be very effective running inside.
Weather
Warm, dry weather increases averages; cool, wet weather decreases averages and
increases the chance for a fumble or breakaway.
Home Field Advantage
Averages for players in their home stadiums are increased by .1 to .4 yards
depending on the specific stadium. Likewise averages for players on the road are
decreased by .1 to .4 depending on the stadium.
Stuffs
Defenses with players who achieved high real life stuff totals will increase the
number of losses.
Star Players
High rated defensive players reduce the chance for first downs and touchdowns.
Low rated defensive players increase the chance for first downs and touchdowns.
Offensive Blocking
The average offensive line rates 30 pass block points. For every point above or
below 30 we adjust the sack percentage by 10%.
Intended Receiver
Receivers have a major impact on the result of a play:
Completion Percentage: The number of catches made by a receiver can reduce the
percentage by up to 8% for receivers with low catch totals and increase the
percentage by up to 10% for receivers with high totals.
Interception Percentage: The number of catches made by a receiver can increase
the percentage by up to 1% for receivers with low catch totals and decrease the
percentage by up to 1% for receivers with high totals.
Yardage: In general the deeper the pass route the more impact the receivers
average per catch has on the play. For example, a receiver with an 8 yard
average will be very similar to a receiver with a 20 yard average on a short
pass. However, the 20 yard receiver will be much more effective on longer
routes.
Pass Pattern
Each pattern has its own unique yardage distribution and characteristics:
Cross: Route across the middle of the field. Average chance for a breakaway.
Slightly better versus man coverage.
Slant: Angle route over the middle. Excellent chance for a breakaway. Best
versus man coverage.
Hitch: Straight curl route. Very predictable yardage result but not a very good
chance of a breakaway. Best versus zone coverage.
Out: Sideline pattern. Low chance for a breakaway.
Straight: Route straight downfield. Best versus zone coverage.
Flat: Flare pass.
Seam: Pass designed to beat the zone. Not a very good chance for a breakaway.
Poor versus man coverage but very effective versus zone coverage.
Isolate: Pass designed to beat man coverage. Good chance at a breakaway. Poor
versus zone coverage but very effective versus man coverage.
Fly: Straight route down the sideline. Best versus man coverage.
Post: Deep slant route. Best versus zone.
Coverage
In addition to the differences in route versus coverage listed above, there are
a few basic differences in "man" versus "zone" coverage. Man coverage results
are based on individual pass coverage ratings where zone coverage is based on
team total rating points. Also, zone coverage tends to be more conservative
yielding fewer breakaways but a slightly higher completion percentage.
Blitzing
Each play is assigned a blitz value based on the number of blitzers and the
value of their pass rush ratings. Sack percentage is increased an average of 2%
for each point of blitz value. Completion percentage is reduced by an average
of .5% for each point of blitz value. The completion percentage is increased by
an average of 20% when the receiver would have been covered by the blitzer.
Yards per completion are increased by an average of one yard per blitzer.
Blitzing by defensive backs results in an even higher sack percentage, lower
completion percentage and higher average gain per play.
Double Coverage
Double coverage adjustments are made in addition to the adjustments made based
on the defensive play call.
Doubled Correct: Decreases completion percentage by an average of 50%, and
increases chance for an interception or fumble.
Doubled Incorrect: Increases completion percentage by an average of 25% and
decreases chance for an interception or fumble.
Note: double covering only applies when playing man coverage.
Coverage Depth
The depth of coverage affects the completion percentage, interception percentage
and breakaway potential of a pass play. For example, "short" coverage will
reduce the completion percentage of screens and short passes by as much as 20%,
but increase the completion percentage of long passes or bombs by up to 30%. As
a general rule the deeper the depth the less chance for a breakaway.
Play Action
If the defense guesses "run", the average pass play has the completion
percentage increased by 10%. Likewise if the defense guesses "pass", the
completion percentage is decreased by up to 15%.
Fatigue
Tired receivers or passers will reduce the chance for a completion by up to 18%,
depending on the level of fatigue. Tired receivers also reduce the chance for a
big play. There are three levels of fatigue that may be set in league rules.
c1/p1: reduces completion percentage by 6%
c2/p2: reduces completion percentage by 12%
c3/p3: reduces completion percentage by 18%
Era
Season Ticket Football has a built in complex formula which is used to
standardize statistics between different eras.
The effectiveness of the passing game is reduced with less than 2 receivers.
Playing without wide-outs can reduce the completion percentage by up to 15%.
Shotgun
Using the shotgun decreases the chance for a sack by up to 15% and reduces the
average per play by up to 2 yards. Shotgun also decreases the chance the passer
will run, and increases the chance of a bad snap.
Rollout
Using the rollout decreases the chance for a sack by up to 15% and reduces the
average per play by up to 2 yards. Rollout also increases the chance the passer
will run.
Randomness
Random numbers are used to simulate the unpredictable nature of football.
Pass Plays
Note: Pass play distances vary with the quarterback, receiver and defense.
Screen - Pass in the backfield. Typically will average 5-7 yards but will often
result in very little gain with occasional breakaways.
Short - 6 to 9 yard pass.
Medium - 10 to 15 yard pass.
Long - 18 to 25 yard pass.
Bomb - 30 to 40 yard pass.
Pass Patterns
Cross - "In" pattern over the middle. Best against man coverage.
Slant - Slant over the middle. Excellent chance for a breakaway. Best against
man coverage.
Hitch - Conservative "curl" type pattern. Reliable yardage amounts with very
little chance for a breakaway. Best against the zone.
Out - Sideline pattern. Not much chance of a breakaway.
Flat - Pass in the flat.
Straight - Straight route from the receivers scrimmage location. Good chance for
a breakaway. Best against the zone.
Fly - Straight route down the sidelines. Best against man coverage.
Post - Deep crossing pattern. Best against the zone.
Seam - A medium pass designed to beat the zone. Poor against man coverage.
Isolate - A medium pass designed to beat man coverage by isolating the receiver.
Poor against a zone.
Coverage Depth:
Normal-Play short, medium and long passes evenly.
Tight-Play a very tight and short coverage. Excellent against shorter passes.
Very poor against longer passes.
Short-Play a short coverage. Best against shorter passes. Not effective
against longer passes.
Deep-Play a deep coverage. Best against longer passes. Not effective against
shorter passes.
Very Deep-Play a very deep coverage. Excellent against longer passes. Very
poor against shorter passes.
Cover-Out-Best versus outside and sideline passes
Cover-In-Best versus inside passes
Defensive Line:
Normal-Play all rushing plays equally.
Slant In-Have the defensive line slant toward an inside run.
Slant L-Have the defensive line slant left toward a run left.
Slant R-Have the defensive line slant right toward a run left.
Slant Outside-Have the defensive line key on outside runs.
Style:
Normal-Play a normal defensive style.
Aggressive-Play for a big play. Results in more fumbles and tackles behind the
line but also gives up more breakaways.
Conservative-Play to avoid the big play. Results in fewer tackles behind the
line and fewer breakaways.
Blitz: Select the desired blitzers (if any). Blitzing is not allowed when
playing goal line or prevent defense.
Kickoffs
Kick Deep: Kick as deep as possible.
Kick Angle: Kick towards the sidelines. Shorter kick that allow less of a
return. Greatly increased risk of an out of bounds kick.
Kick Squib: Short kick toward a non-standard returner.
Kick Onside: Kick onside in an attempt to recover the kick.
Kickoff Return
Return: Return the kick.
Watch Onside: Watch for an onside kick. This will greatly reduce the chance for
a good return but decreases the chance of the kicking team recovering an onside
kick.
Punts
Punt Deep: Attempt to kick as far as possible.
Punt Sideline: Kick toward the sideline. Lower average kick with a greater
chance of kicking out of bounds.
Fake Run: Have the punter attempt to run for the first down.
Fake Pass: Have the punter attempt to pass for the first down.
Punt Returns
Return: Attempt to return the punt as far as possible.
Block: Attempt to block the kick. Increases chance of a block and reduces the
chance of a good return.
Let Roll: Let the punt roll dead to avoid the risk of a fumble.
Watch Fakes: Watch for a fake by the punter. Reduces the chance for a good
return.
Credits
Season Ticket Football 2003 was developed by Dave Koch Sports (www.dksports.com)
and published by Infogrames, Incorporated.