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blakjakshalak

end of game bug

July 31, 2011 at 01:59AM View BBCode

http://footballbeta.simdynasty.com/boxscore.jsp?boxscoreid=3723&thid=368&qtr=4

Calgery was stopped short of the first down leaving 1:21 on the clock. The officials measured for a 1st dow....inches short. The clock expired on the next play. Why is there not an official time out to measure? Regardless, the Stampeaters run off 1:21 without running a play.
Admin

July 31, 2011 at 09:40AM View formatted

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At 1:21, the clock is running, The Stampeaters are in eat clock mode, so they take the full 38-40 seconds to huddle, set and snap. That puts the clock at about 42 seconds at the time of the snap. Assume the play takes 4 seconds to run; that puts them under 40 seconds. An official time-out is taken (the Time-of-Day clock advances and fatigue is reduced) but the clock is restarted as soon as the ball is respotted. The Stamp Eaters can now dicker around and let the clock run out, which they do.

--Chris
blakjakshalak

July 31, 2011 at 05:22PM View BBCode

OK. I thought about it somemore after I posted and figured it something like that. It might help if during the 2-min drill you added a line at the end of the play that said something like, "clock is running" or "clock is stopped." It might save you from having to answer grumpy posts from someone who just lost a game thinking they got robbed:)
Admin

July 31, 2011 at 05:26PM View BBCode

The time on the play shows a period if the clock is stopped, and hovering over it also tells you the clock status. I should find a way to make this clearer, it doesn't seem to be well known. And after the last play, rather than "Time expires before the next snap", there should be a separate play line with the time and "*offense* allows the clock to expire." to make it more explicit.

-Chris

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