tworoosters
Eleven plays in 55 seconds ??
April 15, 2011 at 04:16PM View BBCode
In the 4th quarter of the [url=http://footballbeta.simdynasty.com/boxscore.jsp?boxscoreid=2415&thid=235]latest staging of the Hamilton vs. New Orleans rivalry[/url] the Hamiltonians manage to run off eleven plays in 55 seconds to win on a game ending 45 yard field goal.
This miraculous piece of time management occurs right after a drive in which New Orleans, at their own 47 yard line with 2nd and 3 choose to throw consecutive passes to their [url=http://footballbeta.simdynasty.com/player.jsp?id=68082]tight end[/url], the only two they have thrown in his direction all day, rather than try and connect with [url=http://footballbeta.simdynasty.com/player.jsp?id=67933]Ted Patterson[/url] who already had 13 catches for 230 yards, or run the ball .
If I had an ounce of gumption I'd fire myself.
tworoosters
April 15, 2011 at 07:18PM View BBCode
I don't think I've got a good grasp on how long plays are taking, or how the clock is displayed, or whether this is realistic.
In the [url=http://footballbeta.simdynasty.com/boxscore.jsp?boxscoreid=2429&thid=235]next game[/url] the play times seem extremely arbitrary to me.
For example, at 9:08 LA gets the ball and run up the middle with the play taking 39 seconds, then with with 6:38 to go in the 2nd quarter New Orleans runs up the middle for 4 yards and the play takes only 5 seconds off the clock, which seems impossible to me.
Later Los Angeles has the ball with 1:48 to go and throw an incompletion, the play takes 24 seconds off the clock, and then immediately another incompletion that takes 5 seconds off the clock .
New Orleans gets the ball back at 1:07 and somehow manage another 5 second running play followed by a 24 second running play .
At the 10:36 mark there is an encroachment penalty that takes 34 seconds off the clock followed by another 5 second run up the middle.
I would think it impossible for any running play to occur in 5 seconds, unless it was a touchdown.
Admin
April 16, 2011 at 03:28AM View BBCode
At 1:48, LAN has the ball. 4-5 seconds come off the clock as the teams get back to their side of the line of scrimmage from the prior play. Let's assume 5 seconds.
At 1:43, the teams huddle up. LAN is behind and it is in the 2-minute warning, so their time strategy is set to "hurry up".
In hurry up mode, the time for the huddle, getting into formation, and counting off cadence totals 12-15 seconds. Let's say 13 seconds.
At 1:30, the ball is snapped. It's a passing play with a blitz. The quarterback gets the pass off but it's incomplete. The whistle blows at 1:24.
At 1:24, the teams take 6-9 seconds to get back to their side of the line of scrimmage. The clock is stopped and remains at 1:24.
With the clock stopped, the offense is in a Normal time strategy, which takes 20-25 seconds for huddle, set, and cadence. The clock is stopped and remains at 1:24.
At 1:24, the ball is snapped and the clock starts. Again it is a pass with a blitz. The pass goes incomplete at 1:19 and the clock stops.
With the clock showing 1:19, the teams again reset for 6-9 seconds and huddle, set and snap for 20-25 seconds. None of this comes off the clock.
At 1:19 the snap occurs and a medium incomplete pass brings the clock to 1:12, where it again stops.
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For each play there are several clock steps. Time is always calculated whether the clock is running or not, as the Time of Day clock also needs to advance, and the Time of Day clock is what fatigue recovery is based on.
So for each play, the following time actions happen:
Reset: 6-9 seconds under unhurried circumstances or 4-5 seconds under hurry-up or no-huddle situations.
Huddle, set and cadence: 20-25 seconds under normal circumstances, 12-15 seconds in hurry-up, 7-9 seconds in no-huddle, the balance of 40 seconds in eat-clock mode.
First part of play: Varies from 4-9 seconds based on the play being run.
Second part of play: If a pass is completed or a runner breaks loose, time is calculated based on distance covered.
Whistle: Play clock stops when appropriate.
On a first down, 25 seconds are added to the time of day clock only to move the chains. Similarly, 15 seconds are added if the chains come out to measure.
Now, the one place where time should probably be consolidated is that the reset time should probably be combined into the first down time rather than having them be separate.
--Chris
tworoosters
April 16, 2011 at 04:04PM View BBCode
I still find it difficult to believe that a team could realistically run off eleven plays in 55 seconds. have you looked at that sequence ?
Admin
April 17, 2011 at 05:26AM View BBCode
It was a perfect 2-minute drill; every single play stopped the clock.
0:55: 1/10: 11 yard sideline pass, receiver goes out of bounds.
0:49: 1/10: 4 yard sideline pass, receiver goes out of bounds.
0:44: 2/6: Attempted sideline pass, receiver is out of bounds, incomplete.
0:39: 3/6: 15 yard completed pass, timeout.
0:32: 1/10: Incomplete 11 yard pass attempt.
0:28: 2/10: Incomplete 12 yard pass attempt.
0:23: 3/10: 22 yard completion, timeout.
0:16: 1/10: Blitz, QB hot-reads to screen, incomplete.
0:14: 2/10: Blitz, QB hot-reads to screen, incomplete.
0:11: 3/10: 28-yard pass attempt, incomplete.
0:04: 4/10: 45 yard field goal.
Those hot reads on the screen were very short, only two seconds each, but if you imagine the play in your mind you can see it. I think it will be fairly unusual for a two-minute drill to come off quite so perfectly as this. But even if each play had and additional second or two irt would have only cut one play at most from the sequence.
When I was woreking on the clock portions, I just sat and watched games with a notepad, taking noter of various portions of each play. Incomplete and OOB sideline passes never have the additional YAC attempt time, so they do tend to be very short.
I know I seem to hear a lot about clock movement, but if we had a real clock movent problem I'd expect the average number of plays to be off (i.e. the Madden games). This game had 124 offensive plays though, which is pretty much right on the money. Looking at play-by-play for real NFL games ([url=http://www.nfl.com/gamecenter/2010122610/2010/REG16/colts@raiders/analyze/box-score#analyze-channels:cat-post-playbyplay]like this one[/url]), I think the timing looks very similar to ours. I'm looking through last year's games to see if I can find a good successful 2-minute drill to do a more direct comparison with.
One competing sim actually displays the amount of time for the reset and the amount of time for the huddle in the play-by-play, which would make things easier to understand but would also make things very verbose. That could be an option, athough I'd prefer to not have to go that far.
--Chris
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