blakjakshalak
End of game scenerio needs to be addressed
June 20, 2014 at 05:37PM View BBCode
There is an end-of-game scenerio that is currently ignored by the sim that comes into play in close games and is crucial to the outcome:
One team is behind by 3 points or less and is in "hurry up" mode. If that team gets into field goal range, this becomes counter-productive. At that point, the team would want to stop calling time outs and use as much of the clock as possible. Conversely, the defense of the other team would start calling time outs to preserve the clock.
The offensive scenerio would look something like this:
When your team is behind by 3 points or less with ____ or fewer seconds remaining, within ____ yards of the goal and at least ____ % chance of making a field goal, run the ball more/much more/exclusively and use as much of the clock as possible*
*This would be the same as running out the clock with the lead including the QB kneeling the ball when the defense can no longer prevent the clock from running out except that the offense would save a time out to kick the field goal. The TO would be called with 2 seconds left on the clock.
The defensive scenerio would look like this:
Call a time out when your team is ahead by less than 3 points with ____ or fewer seconds remaining and are within ____ yards of your own goal or when the other team kneels to run out the clock.
Thoughts?
RichNYC1
June 20, 2014 at 09:44PM View formatted
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Great point
Admin
June 21, 2014 at 02:31AM View BBCode
There is a tiny bit of code in the game for this, i.e. if you are in the last 40 seconds, down by 3 or less and are kicking a field goal, it will eat clock before making the kick, assuming the defense doesn't call timeout. But this is a good point, I will look at it.
Chris
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