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Main / Discussions / Two minute hurry up offense Search Forum
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Dumbarajko
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posted: 2024-04-13 16:44:25 (ID: 100182984) Report Abuse
pete wrote:
Right now it is 75 seconds, and it is active in Q2 and Q4.

So to put the proposal into one sentence: Keep all as it is, but make the timespan of hurry up offense in Q2 and Q4 active when less than 120 seconds are left on the gameclock.

Right?


Yes, that was my idea.

120 or 150 or 180.

But for sure it must me longer than it is now.

And now it is 75 seconds in best case, if you have a down starting with 75 seconds remaining.

In game that I played I had normal down on 1:31 or 91 seconds to go and my hurry up offense started at 58 seconds.

So idea is to give a bit more chance for losing team to try to get a win.

Those extra 45 seconds will make 2 or 3 more downs.
If you put it on 150 seconds it would give 5 or 6 more downs.
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Dumbarajko
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posted: 2024-04-13 16:47:04 (ID: 100182985) Report Abuse
Quimriera wrote:
If we're locked into a 60-minute box, we're off to a bad start in making those changes. And we still haven't talked about whether it's technically possible.


I am 100% sure that this is one of easiest thing that someone ask Pete to do.

I am not a programmer but in my mind this just take time to change one number in code and that is that πŸ˜‰πŸ˜„
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hmpf22
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posted: 2024-04-13 17:07:35 (ID: 100182986) Report Abuse
What we are talking about here is clock management. This can't just be introduced for no-huddle offense. We also have to talk about all the other aspects: Chew clock, victory formation, spike, out of bounce, timeouts,...

This will look really complicated in the playbook.

60 minutes are 60 minutes. Then you just have to unpack your 2-minute offense at Q4 3:30. The last drive is defined by the fact that the opponent doesn't have time to score afterwards. I don't think it's that important whether this is the case in RZA at 0:15 or 1:50. The main thing is that you know it.
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Dumbarajko
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posted: 2024-04-13 17:15:31 (ID: 100182987) Report Abuse
hmpf22 wrote:
What we are talking about here is clock management. This can't just be introduced for no-huddle offense. We also have to talk about all the other aspects: Chew clock, victory formation, spike, out of bounce, timeouts,...


If you want that then you play Madden 😁😁😁

This is american football simulation done by one guy.

And it will take a lot of work to make it different if you want to include all of those aspects of the game. And, as far as I know, that is not possible right now.

But small change for more time where down lasts 16-20 seconds instead of 28-34 I believe it can be done πŸ‘
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hmpf22
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posted: 2024-04-13 18:06:36 (ID: 100182988) Report Abuse
Dumbarajko wrote:
If you want that then you play Madden 😁😁😁


All-Madden-Player
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punch drunk
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posted: 2024-04-13 18:13:40 (ID: 100182989)  Edits found: 1 Report Abuse
Never mind.

Last edited on 2024-04-13 18:14:41 by punch drunk

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Radu91
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posted: 2024-04-13 18:29:00 (ID: 100182991) Report Abuse
hmpf22 wrote:
Dumbarajko wrote:
If you want that then you play Madden 😁😁😁


All-Madden-Player


NFL Head Coach is much better
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Quimriera
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posted: 2024-04-13 20:05:34 (ID: 100182996) Report Abuse
I will try to explain my vision of the game, I apologize if there are problems of expression (I speak in Catalan and translate to English).

I see RZA as a dice game. If you have good players, coaches, facilities, books,... you have a better chance of getting good numbers than if you don't.

For example: With 2 dice of 6 numbers (1-6) my team has a high chance of getting 4 and 5 on each die, but a low chance of getting a 6. Against a mediocre team, I will almost always win because my opponent will get a 2 and 3, about 4 and almost never a 5. Against an Elite team, which almost always gets 5 and 6, rarely a 4 and almost never a 3, I have a good chance of losing.

To increase the chances of winning I have only one way, to increase the level of my team. But I will never be able to always get 2 numbers 6 in every roll. There will always be a chance to beat an inferior team, just as there must always be a chance to beat a superior team.

With this game philosophy, I don't think too much should be changed about RZA.

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Quimriera
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posted: 2024-04-15 06:23:43 (ID: 100183031) Report Abuse
OK, if the time to "go fast" is finally extended I suppose it will also be linked to more possibility of interception.
Less concentration, a quicker snap, more chance of an interception or poorly executed play.
We agree?

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ptdoc2017
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posted: 2024-04-15 15:45:11 (ID: 100183041) Report Abuse
No, because the defense also has less time to prepare for what the offense is doing.

Not sure if it would be easily added, but during the hurry-up period, it would be more realistic if substitutions can't happen. But I'm being a little nit-picky here
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