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jtrav21
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Its sad really we are 35 seasons in and GLB still cant get basic end game time management correct. Luckily for me this was just a lolscrim, but I know it fucked SCM over this past season. If a team is going to kick a game winning/game tying FG, they wont do it with 20 seconds left on a running clock, they will make sure it is the last play of the game. This is the simplest of time management rules and yet GLB still cant seem to get it right.

http://goallineblitz.com/game/replay.pl?game_id=2377376&pbp_id=1197132
Should be kicked with :01 left. Everytime.
 
bhall43
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Had there been 21 seconds left you would have kicked it with 1 second left. The lack of a timeout hurts though.
 
D.Allen
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Sorry, this game is private, available to the participants only.
 
Staz
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Originally posted by jtrav21
Its sad really we are 35 seasons in and GLB still cant get basic end game time management correct. Luckily for me this was just a lolscrim, but I know it fucked SCM over this past season. If a team is going to kick a game winning/game tying FG, they wont do it with 20 seconds left on a running clock, they will make sure it is the last play of the game. This is the simplest of time management rules and yet GLB still cant seem to get it right.

http://goallineblitz.com/game/replay.pl?game_id=2377376&pbp_id=1197132
Should be kicked with :01 left. Everytime.


At what time was the play before it ran? The :20 mark may have been at the end of the play clock.
 
jtrav21
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Originally posted by Staz
At what time was the play before it ran? The :20 mark may have been at the end of the play clock.


The previous play was a running play ran at :38, so the play clock was not a factor. It was something I checked as well.
 
bhall43
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Originally posted by Staz
At what time was the play before it ran? The :20 mark may have been at the end of the play clock.


:20 was left on the clock. Time would have run out if they didn't kick the FG on that play.
 
Staz
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Welp. Looks like the OP has a point then. Always wanted a "run the clock" option, as well as a "hurry up" option in the AI.
 
jtrav21
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Originally posted by bhall43
:20 was left on the clock. Time would have run out if they didn't kick the FG on that play.


I am not saying the playcall is wrong, I am just saying the ball should have been hiked with :01 to go.
 
bhall43
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Your FG time isn't set at :20?
 
jtrav21
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Originally posted by bhall43
Your FG time isn't set at :20?


It is actually set @ :30. That doesn't determine when the ball is snapped though, only the range within the time the play can be called. If I could determine when to snap the ball in the OAI, this wouldn't be an issue.
 
Ahrens858
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lul wut
Edited by Ahrens858 on May 27, 2013 22:07:01
 
bhall43
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Originally posted by jtrav21
It is actually set @ :30. That doesn't determine when the ball is snapped though, only the range within the time the play can be called. If I could determine when to snap the ball in the OAI, this wouldn't be an issue.


Should be 20. But it actually does play into the snap of the ball because you have 0 timeouts left.
 
jtrav21
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Originally posted by bhall43
Should be 20. But it actually does play into the snap of the ball because you have 0 timeouts left.


Noted, but again that would be irrelevant if proper end game logic was used.
 
Catch22
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We have to have a safe end game AI in order to control situations, especially for Casual where there is limited control over what happens with play calling. You can control when FG's are kicked pretty well with the AI and to be honest I looked at your end game AI and it's pretty terrible. You have precisely one FG input in your 4th quarter AI and it's for 30 seconds with any timeouts. Even my crappy presets have better logic then that. Ideally you should at a minimum have 2 end game FG settings, one for 0 timeouts left that is before one that is for any timeouts left.

 
Robbnva
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Originally posted by Catch22
We have to have a safe end game AI in order to control situations, especially for Casual where there is limited control over what happens with play calling. You can control when FG's are kicked pretty well with the AI and to be honest I looked at your end game AI and it's pretty terrible. You have precisely one FG input in your 4th quarter AI and it's for 30 seconds with any timeouts. Even my crappy presets have better logic then that. Ideally you should at a minimum have 2 end game FG settings, one for 0 timeouts left that is before one that is for any timeouts left.



schooled by Catch
 
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