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Re: 3 options to keep scores from getting outrageous

By punisher
5/12/2017 3:24 pm
in Beta 87 this game happened

Jacksonville won 92-50
box score = https://beta87.myfootballnow.com/box/view/68
game log = https://beta87.myfootballnow.com/log/68
game center = https://beta87.myfootballnow.com/gamecenter/view/68#12479

1st Option ::: this might not work especially if other team came back
I was thinking how about if once a score gets to a certain point the winning team stops scoring points in the redzone and just kneels to keep the game from getting too far out of hand.

2nd option ::: really this might be the best of the bunch
if a winning team has a 21 point lead in any of the 4th quarters that instead of scoring more points on the opposing team that they just run off as much clock as possible to stop the game from getting out of hand.

3rd option ::: this might may not be feasible
that if a winning team has a very big winning margin (42+ points) the game gets called and the team that has the most points still wins just that they wouldnt be able to beat the other team even more.


thanks,
punisher
Last edited at 5/12/2017 3:25 pm

Re: 3 options to keep scores from getting outrageous

By Gustoon - League Admin
5/12/2017 3:30 pm
I wish something could be done, I hate being in these types of games.

Re: 3 options to keep scores from getting outrageous

By jdavidbakr - Site Admin
5/12/2017 3:51 pm
There used to be code to slow a team down when they got so far ahead, it was met with quite a bit of outrage. There is a 'pull starters' when the game gets out of hand option that you can implement, but if you want to continue to play your starters and run up the score that's your decision.

In this case the defense was using an all-blitz defense - which is why the offense was so successful, basically scoring TDs in just a couple of plays in most cases. This game is a good example of why you're going to need a more balanced defense in 0.4.1.

Re: 3 options to keep scores from getting outrageous

By parsh
5/12/2017 4:31 pm
Aren't there supposed to be some "in-game" roadblocks to prevent scores like this in 0.4.1?

Or is because the defense is blitzing all the time the offense is just "hot reading" the whole game?

Fwiw, this is where it would be nice to have halftime adjustments kick in somehow.

Re: 3 options to keep scores from getting outrageous

By jdavidbakr - Site Admin
5/12/2017 5:00 pm
parsh wrote:
Aren't there supposed to be some "in-game" roadblocks to prevent scores like this in 0.4.1?

Or is because the defense is blitzing all the time the offense is just "hot reading" the whole game?

Fwiw, this is where it would be nice to have halftime adjustments kick in somehow.



I believe the score runup in this case is not because the offense had a crazy game plan, but because the defense had an overuse-blitz gameplan, so technically this is the impact of the 'in-game' roadblocks.

I would love to have halftime adjustments, but haven't figured out a way to do it and keep it manageable.

Re: 3 options to keep scores from getting outrageous

By WarEagle
5/13/2017 6:46 am
jdavidbakr wrote:
There is a 'pull starters' when the game gets out of hand option that you can implement...


I'll start using this feature more when we have better control over it.

I won't pull my starters until I'm up by 25 with only 3 minutes left if I can't also decide when to put them back in if my opponent mounts a comeback.

Re: 3 options to keep scores from getting outrageous

By Ragnulf-le-maudit
5/13/2017 8:34 am
jdavidbakr wrote:
parsh wrote:
Aren't there supposed to be some "in-game" roadblocks to prevent scores like this in 0.4.1?

Or is because the defense is blitzing all the time the offense is just "hot reading" the whole game?

Fwiw, this is where it would be nice to have halftime adjustments kick in somehow.



I believe the score runup in this case is not because the offense had a crazy game plan, but because the defense had an overuse-blitz gameplan, so technically this is the impact of the 'in-game' roadblocks.

I would love to have halftime adjustments, but haven't figured out a way to do it and keep it manageable.


I wonder if coaches are able, now, to change their in-game play-calling when a play is overused, if they have enough plays available in their gameplan ?

Re: 3 options to keep scores from getting outrageous

By Ragnulf-le-maudit
5/13/2017 8:35 am
jdavidbakr wrote:
In this case the defense was using an all-blitz defense - which is why the offense was so successful, basically scoring TDs in just a couple of plays in most cases. This game is a good example of why you're going to need a more balanced defense in 0.4.1.


I would like more defensive plays available in my game-plan to do so.