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Forum > Suggestions > Fix the end of half/game FG situation
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gbororats
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Originally posted by SciFi not Syfy
I think that you are missing my point. For whatever reason, the team is going to kick a FG and the clock is running. Why would any team not run it down to 3 secs before kicking? I understand why the FG was selected as the play. If you read the OP, I have already stated that the FG has been selected as the play. My issue is with how much time gets left on the clock. As far as I know, there is no way to saykick the FG but run as much time off the clock as possible. The sim knows when to go into hurry so it should also know how to run the clock. And I am sure that someone will point out that the AI does not know what we are going to do, and my point is that this only comes into play when the FG or even P has already been selected as the play to run.


Originally posted by bhall43
This is an AI error. You can pinpoint running the clock down to 1 second. Took me awhile to pinpoint it many seasons back.


Bhall is right... Try using the timeout constraints in your ai. If 1 timeout remaining, < 20 seconds remaining then run another play, if 0 timeout remaining then kick the fg. The sim will run it to 1 second but not if your ai tells it to kick first. We are trying to help you not troll you. Can probably close this thread because there are no "game is broken" threads allowed.
 
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OK, how do you run it to 1 sec? So you are saying that the FG will always be tken with 1 sec left now? When did that change? Does that only work on FG or punts too?
 
gbororats
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2nd Quarter, Offense, Time <= 30
Down = 4
Spot = Own 35 to Opp G
Form = Offense

2nd Quarter, Offense, Time <= 5
Spot = Opp 50 To Opp G

 
Time Trial
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Originally posted by SciFi not Syfy
OK, how do you run it to 1 sec? So you are saying that the FG will always be tken with 1 sec left now? When did that change? Does that only work on FG or punts too?


Try something like this:

4th down FG Range:
Field Goal

1st to 3rd down FG Range:
Less than 7 secs remaining - Field Goal.

1st to 3rd down FG Range:
Timeouts are 0, less than 12 secs remaining, clock running - Field Goal

1st to 3rd down FG Range:
Timeouts are 0, less than 12 secs remaining, clock stopped - Endzone Pass, Field Goal, or QB Spike

1st to 3rd down FG Range:
Timeouts are 0, less than 20 secs remaining, clock running - QB Spike, Field Goal, or Endzone pass

1st to 3rd down FG Range:
Timeouts are 1, less than 20 sec remaining, - Kneel, Inside Run, Screen, Endzone Pass.

1st to 3rd down FG Range:
Timeouts are 2, less than 20 sec remaining, - Kneel, Inside Run, Screen, Endzone Pass.

1st to 3rd down FG Range:
Timeouts are 3, less than 20 sec remaining, - Kneel, Inside Run, Screen, Endzone Pass.

3rd down FG Range:
Less than 45 seconds remaining, 1-2 yards to first down - inside rush or screen

3rd down FG Range:
Less than 45 seconds remaining, 2-4 yards to first down - Reliable medium rush, screen, reliable pass

3rd down FG Range:
Less than 45 seconds remaining, 4-6 yards to first down - Endzone pass, reliable pass, screen, QB Kneel

3rd down FG Range:
Less than 45 seconds remaining, 6+ yards to first down - QB Kneel.

Obviously for an "Endzone pass" you would need to know how far you have to go, which would require more inputs based on where you are on the field (Opp goalline to 5, OPP 5 to 10, OPP 10 to 20, OPP 20 to 30, OPP 30 to 40) in order to gauge what an "endzone pass" will entail. It is riskier than simply waiting it out because you may get sacked causing the clock to run at an inopportune time.

Each team has their own set of reliable plays or scouted plays. You can use them or you can take the safe play and take time off the clock in order to kick the FG at the end of the quarter.
 
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Thanks to TT and the others that offered when to kick. I know that our AI has a bug that our OC just has not got around to making it very specific.

My entire issue is not whether to kick or not, but how much time the sim leaves on the clock when it snaps the ball. IIRC, the sim uses a 40 sec play clock. If I have 35 secs left and going to kick the FG and the clock is running, the snap should ALWAYS come at 3 secs, not 20, 15, 8 or any other time. Am I the only one that has seen teams kick the "winning" FG but left so much time on the clock that the other team had time to come back and win?

Originally posted by bhall43
This is an AI error. You can pinpoint running the clock down to 1 second. Took me awhile to pinpoint it many seasons back.

Maybe I misread this, but I read this as meaning that you can force the sim to wait until 1 sec left to kick in EVERY clock running situation.

I want the FG to be the last play whenever possible, make or miss. That is my suggestion.
 
bhall43
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Originally posted by SciFi not Syfy

Maybe I misread this, but I read this as meaning that you can force the sim to wait until 1 sec left to kick in EVERY clock running situation.

I want the FG to be the last play whenever possible, make or miss. That is my suggestion.


Depends on the situation with no timeouts but it does take a good AI to pinpoint down to the 1 second mark. I lost a good number of games with the wrong seconds placed before getting it right.
 
bhall43
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Actually I am not even sure I can take credit for perfecting it. Doug Plank and ddingo spent many a day perfecting it for me.
 
Dr. E
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Originally posted by bhall43
Depends on the situation with no timeouts but it does take a good AI to pinpoint down to the 1 second mark. I lost a good number of games with the wrong seconds placed before getting it right.


Plus, there's a random factor to how long a play lasts that can effect your planning. I've seen two plays run with just a few seconds left in the game and no time out, then I've seen the clock run out, no play run when there was 15 seconds.
 
bhall43
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There is a certain amount of seconds you can set that last second FG for to where time should never run out and it will end right. I haven't had time run out on me since I hit that.
 
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