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Running Clock

By punisher
1/31/2016 9:19 pm
As it stands now there has been times teams have gotten really big blowouts like 95+ to 0 ( http://mfn2.myfootballnow.com/community/1/1135?page=0 ) with that what I like to see is a running clock when one team has a 36 points on the other team.

In the state of Kentucky in high school football they have such a running clock when scores get out of hand ( http://khsaa.org/running-clock-provisions-khsaa-football-all-high-school-levels-of-play/ ) and ( http://khsaa.org/81213-reminder-about-football-running-clock-procedure/ ) so if it works there I would think such a thing like that in this game would work.

thanks,

punisher

Re: Running Clock

By WarEagle
1/31/2016 9:43 pm
This isn't high school. This is a pro-football simulation.

Re: Running Clock

By punisher
1/31/2016 9:49 pm
WarEagle wrote:
This isn't high school. This is a pro-football simulation.


realize that. just thought maybe this would help keep scores from getting out of hand.

I mean it wouldn't be fun if a team won by 200+ points and wouldn't matter if they did in preseason , during the regular season or even in the playoffs against another team.

Re: Running Clock

By lellow2011
1/31/2016 10:07 pm
punisher wrote:
WarEagle wrote:
This isn't high school. This is a pro-football simulation.


realize that. just thought maybe this would help keep scores from getting out of hand.

I mean it wouldn't be fun if a team won by 200+ points and wouldn't matter if they did in preseason , during the regular season or even in the playoffs against another team.


Scores usually only get out of hand because one of the teams is actively trying to lose.

Re: Running Clock

By murderleg
1/31/2016 10:13 pm
-1


This is pro football. Not high school.

Re: Running Clock

By Beercloud
2/03/2016 11:32 pm
instead of a running clock thing the ai could override both teams GP's after a certain permeter is met, so the team leading would go into running the clock mode and the losing team into a hurry up mode.
Last edited at 2/03/2016 11:33 pm

Re: Running Clock

By WarEagle
2/04/2016 7:05 am
Beercloud wrote:
instead of a running clock thing the ai could override both teams GP's after a certain permeter is met, so the team leading would go into running the clock mode and the losing team into a hurry up mode.


-1

There used to be something like this in place and it was awful.

The current system is much better.

Re: Running Clock

By Beercloud
2/04/2016 1:10 pm
whats happened?

Re: Running Clock

By WarEagle
2/04/2016 5:55 pm
Beercloud wrote:
whats happened?


The mechanism to prevent "blowouts" was removed. In my opinion, the game is better without it.

Re: Running Clock

By Beercloud
2/04/2016 6:49 pm
There must be a solution somewhere to fix the issue stated above.
Scores of that magnitude are highly unrealistic and some simply impossible.
Something that might not be an urgent need but something down the line to look at.