Firefly wrote:
The other thing I have in mind has to do with running out the clock. One comeback is bad enough, but the comeback team usually leaves enough time on the clock for the other team to get his shot. I realize this is complicated logic, but something like "when in FG range for a game-winner go to clock draining". More complex: "when in range for a game-winning TD do not take TO" can be defined on the basis of 5-yards per remaining play. This would work like this: if you're at the 20 with a minute left and 3 TOs, you have enough time for say, seven plays (maybe more), but you only need four, therefore let the clock run. Once there are 30 seconds left, however, all the logic above would cancel out and you play to get the most plays possible.
I agree with this.
I hate it when the game is tied and I'm calling timeouts inside the 20 before I score, and then my opponent has plenty of time and all their timeouts left to make a comeback.