Tackling system improvements suggestions

Tackling system improvements suggestions

Zone-Based Tackling System – AFL 26 (recommendation)

Objective

To introduce a more dynamic, skill-based tackling system that rewards timing, positioning, and awareness, reducing randomness and improving realism in AFL 26 gameplay.

System Overview

Tackling outcomes are determined by:

  1. Tackle Direction (Zones):
  • Front-on: High risk if timed incorrectly.
  • Side: Moderate chance of clean tackle.
  • Rear: Highest success and HTB.
  • Out-of-Zone: Desperation tackles.
  1. Tackle Distance (Ranges):
  • Close (0.5–1m): High chance of success.
  • Medium (1–2m): Depends on momentum & attributes.
  • Far (2 m+): High risk of frees or misses.

Control Integration Suggestions

Default: A one-button system selects the appropriate tackle. (Triangle on PS5)
With additional options

  • Tap = Normal tackle - quick to release and recover back to position

  • Hold = Drive-through tackle – this is more of a risky option as it takes your player out of quickly making another play

  • Double-tap = Lunge – risky but for desperate situations like a run-down tackle to save a goal - get it wrong and easy to give away a free

Visual Feedback System - right now, there isn’t a system to let the player know when they should make the tackle:

Options

  1. Colored Halo Ring Around Ball Carrier:
  • Green = close and optimal
  • Orange = not ideal
  • Red = too far and risk giving away a free
  • Blue (Dotted) = Out-of-Zone
  1. Player Reticle / Arrow: Colour-changing indicator above player.

  2. Haptic Feedback: Subtle vibration cues depending on range. - LESS Visually INTRUSIVE OPTION

Customization & Accessibility

  • Toggle HUD cues on/off
  • Difficulty scaling (casual vs expert)
  • Tuning values for balance and patching

Benefits to Gameplay

  • Removes magnetic/animation-locked tackles
  • Rewards player positioning and timing
  • Adds strategic depth
  • Encourages better defensive decision-making
  • Lays groundwork for skill tutorials and smarter AI

Tackle Pressure and Disposal Quality

Tackles should dynamically affect the quality of disposal in AFL 26, adding realism and strategic depth. Right now, no matter how good the tackle is, the AI player can get an accurate and effective disposal away, and super annoying when that it a shot at goal which goes through

TACKLE IMPACT LEVELS:

  • Full Tackle (Wrap/HTB): Complete stop, no disposal allowed.
  • Partial Tackle: Disposal made mid-tackle, but highly affected.
  • Contact Pressure: Within 1m but no tackle, slight effect.
  • Late Tackle: Post-disposal contact, no impact but may draw a free.

DISPOSAL EFFECTS:

  1. Kick/Handball Accuracy Drop – Directional deviation, falls short, or goes to ground.
  2. Slowed/Fumbled Animations – Delay or incomplete follow-through.
  3. Under Pressure Messaging – ‘Under Pressure’ tag or audio cue.
  4. Ball Drop Logic – Directional logic influences fumble/disposal style:
  • Front tackle = clean fumble risk
  • Rear tackle = illegal disposal chance
  • Side tackle = turnover or chaos ball

PLAYER ATTRIBUTES:

  • ‘Disposal Under Pressure’ rating scales success.
  • High-rated players resist pressure effects better.

BENEFITS:

  • Encourages quick, clean play.
  • Makes pressure meaningful even without full tackles.
  • Promotes high-footy IQ positioning and reaction time.

New system and how it affects AI behaviour

  • New system also play a part in AI players’ actions based on zones?

    • For example, should AI hesitate if they’re in the “orange” range unless they’re elite tacklers?

    • Should AI defenders back off slightly if they risk giving away a free pass in the red zone?

Player Attribute Integration

Player stats directly influence the success of tackles, pressure resistance, and disposal quality. Integrating these attributes makes gameplay more realistic and rewards skill and decision-making.

1. Tackle Success & Effectiveness

These attributes influence whether a tackle sticks, is shrugged off, or results in a free:

Stat Impact
Tackling Increases the likelihood of a clean, legal wrap from all zones
Strength Helps finish tackles through resistance, especially in 50/50 or side-on situations
Speed Helps close the distance quickly and enter the ideal tackle zone
Agility Affects responsiveness and ability to enter the correct angle or zone

2. Resistance to Being Tackled (Ball Carrier)

These stats influence whether the player breaks, resists, or fumbles during a tackle:

Stat Impact
Evasion Increases the chance to avoid tackles from front or side zones
Balance Improves control under partial or side tackles
Composure Reduces panic or fumble animations when under pressure
Disposal Under Pressure Enhances the quality of handball or kick during a tackle

3. Disposal Quality While Under Pressure

These stats determine the accuracy, speed, and control of disposal under tackling pressure:

Stat Effect
Disposal (General) Base passing/kicking quality
Disposal Under Pressure Reduces accuracy penalties from nearby defenders
Footspeed / Decision Speed Faster ball release under threat

Summary: Stat-to-System Mapping

Zone System Component Influenced By
Tackle Accuracy Tackling, Strength, Positioning
Tackle Recovery Agility, Balance
Tackle Avoidance Evasion, Awareness, First Step Speed
Clean Disposal Under Pressure Disposal Under Pressure, Balance, Composure
Tackle-to-HTB Conversion Strength, Momentum, Zone Position
2 Likes

Love the ideas.
I think some of these already exist… given we’re told that timing, direction and attributes affect the tackling outcomes.

I wouldn’t want extra HUDs in game for it though (happy to be a setting maybe)… but I think this is where Tutorials could next the next big leap… detailing each of the factors in a tackle, with feedback given to the player on ‘early, perfect, late’ or ‘front, side, back’ facing… so you could play with it there and see the ‘debug’ factors that go into the entire system.

1 Like

I really do hope most of the stuff is already part of the game……..just needs a bit of work in terms of adjusting it especially the disposal quality when under pressure or even when being tackled cause yeah………way too clean the disposals are atm………I don’t mind the idea that the devs are focusing on keeping the play going with the ball moving around instead of bogged down by stoppages but yeah the quality of those disposals is clearly way too good atm

this sounds amazing, hope they add something in like this.

Tbh I hope it’s already in the game but just need adjustment……

Additionally I do hope some visual cues and Ai defensive judgement improvements are coming…….

How it affects disposals is the main thing that really needs work. We really shouldn’t be seeing players being tackled and still get the pill away effectively

1 Like