NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - Beta Chat

Hurry-Up Offense Logic

By JCSwishMan33
8/12/2015 8:17 am
I'm not sure if this ties in with the Time Out logic in any way whatsoever, but I decided to put it in its own separate posting in case.

In the last game, San Diego was down by 7 with 50 seconds to go in the game, at their 20 yard line, with all 3 time outs.

In 18 seconds, they used all 3 time outs with completed pass plays of 4 yards, 8 yards, and 1 yard. Only one of those plays listed pressure being applied, that being the last one.

In the remaining 32 seconds, SD completed passes of 4 yards and 3 yards, with no pressure listed.

Now, it seems to me that a team would want to be trying to chuck it a little further down the field, especially with no time outs left... Yes, the risk of a pick is there, but you're not gaining anything with dink-and-dunk plays either. Plus, an incomplete pass is almost as good as a time out at this point... So if you're really desperate, heave it out of bounds in the vicinity of a receiver, and take the play clock to reset.

Am I making sense, or am I just out there?

Re: Hurry-Up Offense Logic

By jdavidbakr - Site Admin
8/12/2015 12:18 pm
That does make sense and is a good point. Right now it uses your regular play calling rules, but it would make sense to begin to override that with longer passes in this situation. You _can_ do it by making rules, but I might think about adding some increasing probability for long passes in this situation.

Re: Hurry-Up Offense Logic

By JCSwishMan33
8/12/2015 12:35 pm
jdavidbakr wrote:
That does make sense and is a good point. Right now it uses your regular play calling rules, but it would make sense to begin to override that with longer passes in this situation. You _can_ do it by making rules, but I might think about adding some increasing probability for long passes in this situation.


Yeah, I know it's something rule-settable... But at the same time, it seems like it should be something that's just built-in... But the situations are variable.

I was just thinking about it, and I can see a situation where you would be more inclined to dink-and-dunk if you're only down 2 or 3 just to get into Field Goal range with little risk of turnover ("Play for the tie", as Madden would likely say).

But if you were down from like 6-8 points, maybe even 9 (enough time on the clock, and onside logic?), you'd be more likely to go longer to make the chunks you'd need to score quick. I think you'd really want to think about spikes more at this point, too; I hardly see those at this point.