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Main / Discussions / Time per Play... Search Forum | |
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posted: 2011-09-29 17:48:50 (ID: 12187) Report Abuse | |
I'm looking at the example offensive playbook. Specifically:
16. - 18. Rush if leading during 4th quarter, some basic clock management And I'm curious after looking through a couple of games. In RZA, does a rushing play consume more time than a passing play? It really should...as the clock will continue to run after a running play, but not after an incomplete pass. That's kind of the point of running out the clock which running plays. Steve SD Blitz |
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oddball
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posted: 2011-09-29 17:51:18 (ID: 12189) Report Abuse |
looking at my game clocks when i rush more i would say yes
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posted: 2011-09-29 18:00:55 (ID: 12190) Report Abuse | |
Maybe you're right...at least with respect to incomplete passes.
One problem is the clock rules are different between college and pros. In college, the clock is stopped on a first down where I think in the pros, the clock is only paused while the ball is spotted and then continues. Steve SD Blitz |
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posted: 2011-09-29 19:08:31 (ID: 12193) |
The clock stops on o.o.b and incompletes only. We have no timeouts yet, and no o.o.b. this means only incompletes stop the clock, and special plays and scores. At least this is the way the engine handles it
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