I wonder if there is some way within the academy to assign specific field sets to specific bowlers. So when you're creating a player, you're setting instructions for the AI to adhere to and as a default for when you're playing that team/player... Then in the overal match menu before the game you might set the default "team" strategy. Attack, Defend or Moderate (mix of the two) ...then you start the match.
Here's how it could work...
In the academy, maybe it's as simple as "3 Slots" for each created bowler. Default Attack Plan, Default Moderate Plan, Default Defensive Plan. You might like more than three, but lets keep it simple for now. Lets create a "plan" for our created bowler:
Attack "Plans" to select from might be:
Moderate "Plans" might be:
- Attack The Stumps
- Attack the edge of the bat
- Attack with shorter deliveries
- Attack the legs of the batsman
Defensive "Plans" might be:
- Short of a length
- Run restriction
- Wide outside off stump
- 4 - 2 Plan (4 Regular Deliveries, 2 slower deliveries, standard variation plan)
You could literally have a dozen, these are just basic "plans" that have say, half a dozen field settings tied to them that the AI can select from or are "recommended" to you when you're in control (cite; the "Flag" option or reduced menu options as suggested earlier). When you select the overal "Team Plan" before the match begins, all your bowlers default to their predetermined individual plans as you've set up in the academy. That way, you can have individual bowlers with plans, along with an overall team goal. Many international teams are more attacking, or defensive but it allows you to set a specific plan for a specific match and have players respond individually to that specific team goal.
- Full and straight, no variations
- Deliveries at the body
- Fielders in the deep
- Wide Yorkers
What this essentially does is two fold:
Perhaps part of the overal team "Plan" also involves selecting a side after you've seen the pitch report and made an assessment based on those factors too?
- It allows you to not have to worry about changing fields all the time, when you bring on a bowler, you've already set a "plan" for the team and an individual "plan" for that specific bowler. You just have to bowl to that plan, then you can change the fields manually if that plan isn't working. But there's already a distinct set of plans set for individual players that are unique to that bowler. Furthermore, it's educational! Since your bowlers can't utilize all the plans individually, they have strengths and weaknesses. X bowler might just have a bunch of really aggressive attack plans and very few defensive plans, so bringing him on in a defensive situation has cause-and-effect. You might get a wicket, but you're leaking runs through the field if you don't change it up.
- It allows the AI to have an objective set automatically for all scenarios. If they're getting their ass kicked, they can default to a defensive strategy automatically and have bowlers respond in kind and fields that match. If you set an "Attacking" team plan before the match starts, the AI can then assess the team, skills and select a strategy to counter that.
This is an interesting idea, though I feel like it'd make things a little too complicated. One thing I like about the way me and blockerdave are envisioning the idea of bowling plans is that it is really just building off what is already in the game. In fact, I am half-anticipating it to be in the game in some form. There is already a system where batsmen have set strengths and weaknesses - it makes sense for the AI to be set up so that it sets the field according to these characteristics. There are also categories of fields already (attacking, defensive and i think moderate?) - the next logical step is that these fields correspond to suitable bowling tactics.
One point I forgot to mention is that this approach also offers a way to make the skills of bowlers more meaningful. For example, the 'fullish, outside off' bowling plan has a *perfect* ball - its line is a couple inches outside off, its length is the intersection of the good and full areas. The higher the skill level of the bowler, the smaller the potential landing spot radius around that perfect ball. So, if they have full skill level for outswingers, then when they bowl an outswinger they are more likely to land it closer to that perfect ball spot.
Also, as I said, the plans would have a feature built into them whereby sometimes the bowler will bowl a 'loose delivery'. For example, instead of bowling 'fullish, outside off', they might bowl a short wide one, or a full one that is heading down leg. Naturally, the more skillful the bowler is, the less often they will bowl 'loose deliveries' (i.e. deliveries that don't follow the plan, and are therefore 'bad balls' for the particular field that is set for the plan). This would be a nice way to mimic the reality of skill differences between bowlers, as this is essentially what it comes down to. Really skillful Test bowlers rarely bowl 'bad balls', less skillful ones bowl them a lot, and this lets the pressure off the batsman as they know that whatever the plan, they will be getting plenty of scoring opportunities.
Another point that I may not have made clear in my original post in this thread (I made a more in depth description of the idea elsewhere on the forum, which included more thoughts on what the different tactics and fields would be like)... is that there would essentially be three tiers of decision making for the AI:
1. It decides whether it should be attacking, defensive or moderate. This would be based on the team score, the individual batsman's score, the captain's temperament, the match situation, etc.
2. It decides which bowling plan *within* the category of attack/defense/moderate it should employ. This then determines which subset of fields in the category it chooses. There should be maybe 3 different but similar fields for each plan that are randomly chosen - this mimics the captain's 'gut feeling', e.g. whether they should have a 3rd slip or a cover.
3. It decides how long it should stick with the chosen plan. Again, the initial plan it chooses should be based on the batsman's set strengths and weaknesses. So, if a batsman walks in and his strength is offside and his weakness is legside, then the AI would *always* choose the 'bowl at the stumps' plan. However, if the batsman doesn't get out, then after some period of time (which is determined by the captain's temperament) the AI would change to a randomly determined new plan, within the category of attack/defense/moderate already determined by the factors in the first tier thinking.
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