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Main / Discussions / Two minute hurry up offense Search Forum | |
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Poster | Message |
posted: 2024-04-12 19:09:28 (ID: 100182963) Report Abuse | |
Just one suggestion to Pete.
You should really consider to make TWO MINUTE hurry up offense at the end of half and end of game. Today I was down by seven, had 1st down on 1:31 to go and started my hurry up offense at 00:58 until the end. Give a losing team a bit more chance to try to get a draw or win. If you just set that at 02:00 to go it will give chance to start it at least at like 1:26 and give team like 2 more snaps than now. I would like it even on 3 minutes but 2 minutes will be step forward right now 😉 Thanks for considering this proposal. |
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posted: 2024-04-13 02:41:58 (ID: 100182965) Report Abuse | |
The time is supposed to tick off in a predictable way...but what changes exactly are your proposing?
Steve SD Blitz |
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posted: 2024-04-13 06:37:04 (ID: 100182966) Report Abuse | |
Solana_Steve wrote:
The time is supposed to tick off in a predictable way...but what changes exactly are your proposing? Steve SD Blitz As I wrote in my first message just start hurry up earlier than now. Right now it starts with less than 1:30 to go. Just move it to 2:00 minutes or 2:30 minutes or 3:00 minutes. And let all else be the same as it is with 16-20 seconds per play. |
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posted: 2024-04-13 07:47:51 (ID: 100182970) Report Abuse | |
A dumb question, probably, but what exactly is a "hurry up"?
It's not anything I am able to set in any way, is it? Am I right thinking it's something in the game engine, that in those last seconds of a match makes the offense actions of a losing team take a few seconds fewer than throughout most of the match? |
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posted: 2024-04-13 08:49:52 (ID: 100182972) Report Abuse | |
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posted: 2024-04-13 10:21:53 (ID: 100182973) Report Abuse | |
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? |
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posted: 2024-04-13 10:32:48 (ID: 100182975) Report Abuse | |
How much time does an offensive play take on average?
I'm guessing between 30 and 40 seconds. So the average value plus 120 seconds. Hurry up should then start around 155 seconds before the end of the half. |
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posted: 2024-04-13 10:36:14 (ID: 100182976) Report Abuse | |
There is no such average. If a team is forcing long passes and throws many incompletes, the average is smaller, compared to a team with excessive long runs. This is why I am not a fan of this average approach
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posted: 2024-04-13 11:40:51 (ID: 100182977) Report Abuse | |
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've been playing RZA for many years and I've accepted that perfection don't exist, that there will be some games that I will lose-win unfairly, that because of this couple of seconds I will not get the TD of the victory or that I will win some game where the Kicker of an Elite team and 50/50 skills will miss a 20 yard FG with 3 seconds left. And what? If this actually happens, for or against, I'll congratulate my opponent and go and open a nice fresh Paulaner to celebrate. Long live RZA!! |
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posted: 2024-04-13 13:25:19 (ID: 100182979) Report Abuse | |
Each NFL rules Football game is locked into 60 minutes. Just sum up the time the clock is running
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