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:
- 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.
- 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
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Tap = Normal tackle - quick to release and recover back to position
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Hold = Drive-through tackle – this is more of a risky option as it takes your player out of quickly making another play
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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
- 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
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Player Reticle / Arrow: Colour-changing indicator above player.
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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:
- Kick/Handball Accuracy Drop – Directional deviation, falls short, or goes to ground.
- Slowed/Fumbled Animations – Delay or incomplete follow-through.
- Under Pressure Messaging – ‘Under Pressure’ tag or audio cue.
- 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
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New system also play a part in AI players’ actions based on zones?
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For example, should AI hesitate if they’re in the “orange” range unless they’re elite tacklers?
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Should AI defenders back off slightly if they risk giving away a free pass in the red zone?
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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 |