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Forum > Suggestions > Increase the elapsed time for a FG, while the clock is running, to 15 secs or whatever is more realistic.
Crawly
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I present to you the following, from a ranked scrimmage today:
0:35 2nd & 6 OPP 10 Offensive Timeout Called: Burnside Bandits Replay
0:35 2nd & 6 OPP 10 "The Hammer" rush [missed diving tackle: DISA Mirko Jurkovic (Power Through)] up the middle (4.5 yd gain) [Monster Hit diving tackle: Scott Steiner] Replay
0:26 3rd & 2 OPP 5.5 22.5 yd field goal attempted by Ali Haji-Sheikh, made [FG]
http://goallineblitz.com/game/game.pl?game_id=2378720&mode=pbp

This isn't the first time I've noticed weird timing aspects on field goals and punts, but it's probably the most blatant. Nine seconds is a pretty unrealistic time frame to run the field goal team out on the field, but maybe it's just barely plausible. However, to run a ~5 second play, and then get the field goal team on the field and snap the ball, all in 9 seconds, is completely, totally, and utterly unrealistic.

As an aside, a glance at the box score will show that this FG was launched in a down-3, no-time-outs situation, so it's doubly-flawed - once for the unrealistic timing, and once because there's no way in the world any team would leave that much time on the clock in this situation. The latter is at least "working as intended" because the game strives to score while taking as little time as possible off the clock when trailing late (or so I've been told), rather than trying for realism in clock management.
Edited by BadgerPhil on Jun 4, 2013 14:16:08
Edited by BadgerPhil on Jun 4, 2013 14:14:10 (Increase the elapsed time for a FG, while the clock is running, to 15 secs or whatever is more realistic.)
 
BadgerPhil
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Unrealistic as it may seem, it's the same for all. You should have ran another play, to take more time off. It appears to an issue with the AI setup for that team.

Will leave open, so you can expand upon this to make it an actual suggestion. Other than "Fix This!"
 
7steeladonis
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How do you make your own team not call TOs right there? Can that be set up in an OAI?
 
BadgerPhil
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Originally posted by 7steeladonis
How do you make your own team not call TOs right there? Can that be set up in an OAI?


Don't believe so, but they could have taken time off on 3rd Down. I'm not a OAI guru but that would be one of the few times I'd use a QB Spike. Of course you don't ever think to do so, until something like this happens.
 
Crawly
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Originally posted by BadgerPhil
Unrealistic as it may seem, it's the same for all.

I am not suggesting this is unfair - but it's not football-realistic, and this is supposedly a football sim.

Originally posted by BadgerPhil
Will leave open, so you can expand upon this to make it an actual suggestion. Other than "Fix This!"

I am not complaining about the result. I am suggesting, in case it isn't clear, to set a realistic minimum span of time required to trot the FG (or punt) team on the field, and get a snap off. This would probably something like 10 seconds at the very least from the end of the previous play, though I can't say for certain. It's certainly more than four seconds - it'd take that long just to get out of the post-play pile-up. Incidentally, if you look at a couple of the prior plays on that drive, you will note it took much longer to get the ball lined up and snapped - it normally takes a minimum of about 15 seconds between offensive snaps (not including spikes).

Perhaps someone with more real-life football experience can chime in with a more accurate estimate of how long it takes to get the kicking team on the field.

Originally posted by 7steeladonis
How do you make your own team not call TOs right there? Can that be set up in an OAI?

Not as far as I know. I remember asking about this at some point in the past and being told that the game wants to call time outs anytime it's inside the last two minutes and your team has the ball while trailing, even if you just failed to convert a third-down and you're inside FG range, trailing by 3, with 1:59 left.

[edit] Edited repeatedly for spelling and clarifications
Edited by Crawly on Jun 4, 2013 11:01:20
Edited by Crawly on Jun 4, 2013 10:56:32
Edited by Crawly on Jun 4, 2013 10:52:37
Edited by Crawly on Jun 4, 2013 10:51:41
 
BadgerPhil
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Gotcha.

So the suggestion would be to increase the elapsed time for a FG, while the clock is running, to 15 secs or whatever the minimum is for a normal offensive play?

If so, mind if I update the thread title?
 
Crawly
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Originally posted by BadgerPhil
Gotcha.

So the suggestion would be to increase the elapsed time for a FG, while the clock is running, to 15 secs or whatever the minimum is for a normal offensive play?

If so, mind if I update the thread title?

Indeed. By all means do so. I wasn't sure how to phrase it when I first posted. I'd also phrase it to "Whatever the realistic minimum is", because generally, it takes longer to bring out the kicker than it does to line the offense up (at least, after a running play. After a long pass, it takes forever to get the WRs back to the line of scrimmage).
Edited by Crawly on Jun 4, 2013 12:27:08
 
fogie55
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GLB play speeds in all areas generally faster than real-life football... if you change one area, you need to change them all.
 


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