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Forum > Suggestions > don't call any offensive timeouts until 45 seconds left in the half
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TrevJo
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Currently offensive timeouts get called as early as 1:20 or even 1:40 left in the half. There's no need to call timeouts that early. It only serves to:
A. waste a team's timeouts that they will need on defense or
B. give the other team's offense more time at the end of the half


EDIT: AirMcMVP brought up a good point a few posts down: http://goallineblitz.com/game/forum_thread.pl?thread_id=5091456
One issue is when the previous play ends before the timeout threshold, and then the clock ticks down to the timeout threshold. You don't want to run one play at 1:28, run the clock all the way down to 0:45, then call a timeout.

Sticking to this particular suggestion, here is what I suggest in terms of when to call the 1st, 2nd, and 3rd timeout on offense...
IF Offense Timeouts Left = 3, and a play ends with less than 55 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
IF Offense Timeouts Left = 2, and a play ends with less than 35 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
IF Offense Timeouts Left = 1, and a play ends with less than 25 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
Don't ever run the clock down and then call a timeout except in the last-second field goal case.

An additional suggestion may be needed for hurry-up offense... such as in AirMcMVP's example below, the offense had 1st down at midfield in a tie game with under two minutes left, that's a case where they should be in hurry-up offense rather than taking 48 seconds between plays (regardless of timeouts).

So should see sequences more like this:
• Run play ends at 60 seconds, run play starts at 40 seconds and ends at 36 seconds, timeout #1 called at 36 seconds, run play starts at 36 seconds and ends at 32 seconds, timeout #2 called at 32 seconds, run play starts at 32 seconds and ends at 28 seconds, run play starts at 8 seconds and ends at 4 seconds, timeout #3 called at 4 seconds.
• Run play ends at 55 seconds, timeout #1 called at 55 seconds, run play ends at 51 seconds, run play starts at 31 seconds, timeout #2 called at 27 seconds, run play starts at 7 seconds, timeout #3 called at 3 seconds.
• Complete pass at 120 seconds, complete pass at 97 seconds, complete pass at 74 seconds, Incomplete pass at 55 seconds, incomplete pass at 51 seconds, complete pass at 47 seconds, timeout #1 called at 47 seconds. Incomplete pass at 43 seconds, incomplete pass at 39 seconds, complete pass at 33 seconds, timeout #2 called at 33 seconds...
Edited by TrevJo on Aug 20, 2013 01:15:29
Edited by TrevJo on Jul 9, 2013 12:08:27
Edited by TrevJo on Jul 9, 2013 12:07:24
Edited by TrevJo on Jul 9, 2013 12:04:36
Edited by TrevJo on Jul 9, 2013 12:03:55
 
Jampy2.0
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Edited by Padre on Jul 8, 2013 19:30:17 (7: No personal attacks. Constructively criticize the idea, don't attack the person.)
 
Landry Skins
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Edited by Padre on Jul 8, 2013 19:30:05 (7: No personal attacks. Constructively criticize the idea, don't attack the person.)
 
Padre
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This is a reminder that making fun of an agent posting an idea is not allowed no matter how good or how poor the suggestion is.
 
Theo Wizzago
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The Father has spoken, kids... now learn ta play nice.
As for the suggestion, I really think it's more about having MORE input on when TO's are called. I've seen other suggestions on this, as well as complaints and rants. So I'm against a static "time" when TO's are called... but would be for more control in the AI as to when, and after what plays, and field position, and score difference. At the very least.
 
TrevJo
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Originally posted by Theo Wizzago
The Father has spoken, kids... now learn ta play nice.
As for the suggestion, I really think it's more about having MORE input on when TO's are called. I've seen other suggestions on this, as well as complaints and rants. So I'm against a static "time" when TO's are called... but would be for more control in the AI as to when, and after what plays, and field position, and score difference. At the very least.


AIs are complicated enough as it is and there are a lot of scenarios that would come up that you will never anticipate. A checkbox option like the 2 point conversions might be good. Having it in the AI would be a mess for OCs.

I'm really convinced this doesn't need to be user-controlled at all. If it were up to you, would you really want to ever call an offensive timeout with more than 1 minute left in the half?
 
AirMcMVP
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The way timeouts are called definitely needs attention.

http://goallineblitz.com/game/replay.pl?game_id=2358855&pbp_id=6548218

Play starts at 1:28 and takes about 4 or 5 seconds but the timeout isn't called until 0:45.

http://goallineblitz.com/game/replay.pl?game_id=2355806&pbp_id=3530268

Play starts at 0:21 and the team had a timeout left but never used it. Logic being, time at end of play was > 5 so it didn't hit that timeout condition. That, in and of itself, is an inconsistency.

Personally, I'd love to see the option for AI control of timeouts. It would be complicated but would allow teams to have more control.
 
Theo Wizzago
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Originally posted by TrevJo
AIs are complicated enough as it is and there are a lot of scenarios that would come up that you will never anticipate. A checkbox option like the 2 point conversions might be good. Having it in the AI would be a mess for OCs.

I'm really convinced this doesn't need to be user-controlled at all. If it were up to you, would you really want to ever call an offensive timeout with more than 1 minute left in the half?


Well... the honest answer is that this game, by design, doesn't allow us to really "call time outs" when they SHOULD be called. To do that you would have to be actually IN that game at gametime.
But... it is trying to give us SOME options to have TO's that "might" help out in certain situations.
Given that, I'd say you should be able to have TO's called:
#1, ONLY when a play ends IN BOUNDS (clock still moving).
#2, ONLY within the specified time in the game (like in the last 2 minutes of each half).
#3, ONLY within the parameters of the specified field positions and dictated by the score separation.

I've seen some TO's called after an incomplete pass (not often... twice I think). This isn't good.

Also, added to any change the TO's might receive, there should be some serious END GAME LOGIC changes allowing dots to run directly out of bounds to stop the clock.

I don't know though, how much of this is doable.
 
TrevJo
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You didn't answer my question.
 
AirMcMVP
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Originally posted by Theo Wizzago
I've seen some TO's called after an incomplete pass (not often... twice I think). This isn't good.


http://wiki.goallineblitz.com/index.php/Timeout_Logic

Actual logic is there. The first assumption is that the clock is running.
 
Theo Wizzago
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Originally posted by AirMcMVP
The first assumption is that the clock is running.


Which, after an incomplete pass, would be an incorrect assumption. Just sayin, ya know?

 
ProfessionalKop
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Originally posted by AirMcMVP
http://wiki.goallineblitz.com/index.php/Timeout_Logic

Actual logic is there. The first assumption is that the clock is running.


why would the clock run after an incomplete pass?
 
AirMcMVP
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If a timeout is called after an incomplete pass submit it as a bug. I've never seen it but that doesn't mean it hasn't happened. Also, it may have happened but was already fixed.
 
Theo Wizzago
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Originally posted by AirMcMVP
If a timeout is called after an incomplete pass submit it as a bug. I've never seen it but that doesn't mean it hasn't happened. Also, it may have happened but was already fixed.


This very well could be true. I stopped doing scouting for teams a few seasons back when I just didn't have the time to do it properly anymore. Hell... I might've even posted about it in the ol' bugsy forum. Dunno... gettin old.
 
TrevJo
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Originally posted by TrevJo
Currently offensive timeouts get called as early as 1:20 or even 1:40 left in the half. There's no need to call timeouts that early. It only serves to:
A. waste a team's timeouts that they will need on defense or
B. give the other team's offense more time at the end of the half


EDIT: AirMcMVP brought up a good point a few posts down: http://goallineblitz.com/game/forum_thread.pl?thread_id=5091456
One issue is when the previous play ends before the timeout threshold, and then the clock ticks down to the timeout threshold. You don't want to run one play at 1:28, run the clock all the way down to 0:45, then call a timeout.

Sticking to this particular suggestion, here is what I suggest in terms of when to call the 1st, 2nd, and 3rd timeout on offense...
IF Offense Timeouts Left = 3, and a play ends with less than 55 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
IF Offense Timeouts Left = 2, and a play ends with less than 35 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
IF Offense Timeouts Left = 1, and a play ends with less than 25 seconds left, immediately call a timeout. (Assuming reasonable field position/down/distance/score.)
Don't ever run the clock down and then call a timeout except in the last-second field goal case.


bump
Edited by TrevJo on Aug 20, 2013 01:15:36
 
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