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dsaved

Clock control

April 05, 2011 at 03:10PM View BBCode

I know this has been put up various times, but clock control is still being an issue: teams invariably continue to pass like hell after the 2 minute warning, whether they're behind, tied or ahead. A team which is ahead and has the ball with 1:30 left in the half must have the option to kill the clock. Now that screens are back being screens and that the running game has been bettered, this remains one of the very last big issues on the offense side of the game engine.
Admin

April 06, 2011 at 02:44AM View BBCode

There is code for this but I don't think it kicks in early enough, and it may only be active in the 4th quarter. I'll check it out.

--Chris
Admin

April 06, 2011 at 02:57AM View BBCode

This was not being applied in the second quarter. I've tweaked things a bit and it should act a little more intelligently in the first half if you are ahead and in the 2-minute warning.

--Chris
dsaved

April 07, 2011 at 08:42AM View BBCode

that will be much appreciated, thanx Chris
Admin

April 07, 2011 at 10:16PM View BBCode

There are two aspects to this, one in your control and one not.

At the end of the half, if you are leading inside the 2 minute warning, it will switch to run plays no matter what your strategy until it determines you are likely at or near the last play of the half. This is more for ball control purposes than just time control. You also now have a yard line setting for when you will call timeouts, which defaults to the 40 yard line. So if you really want to run down the clock at the end of the half, you'll want to change this to a nearer yard line or all the way down to 0, in which case it will not call a timeout at all when ahead.

--Chris

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