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Old 12-21-2010, 09:12 AM   #1
MacroGuru
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Join Date: May 2003
Location: Utah
Question about hurry up offense

I am sitting on my plane flight home, looking at some of my MP leagues and checking out my offense in one of them.

It started a thought process, I have a very solid two minute offense with this team. If I set the minutes high per score behind and to zero for clock draining....

How would this effect the team?

Would the only time I not run the hurry up be when I am tied or in the lead?

How could I always run the hurry up?

Just a couple of questions I started pondering.
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Old 12-21-2010, 12:19 PM   #2
Firefly
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Join Date: Dec 2007
You'd have to think the hurry up carries a penalty, but who knows, maybe you're on to something.

You can't run the 2-minute drill all the time but you could set the 2-minute drill box to 9 and see what happens. In theory you would go to the hurry up if trailing by one score with less than 9 minutes left, or if trailing by 2 scores with less than 18 minutes left. And so on? Maybe...

Unfortunately, I don't think there's any way to know when you ARE in the 2-minute drill, so that you can compare the performance with it and with the regular offense. You could try to look at the amount of time used per play in the game log and draw your own conclusions.

Last edited by Firefly : 12-21-2010 at 12:19 PM.
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Old 12-21-2010, 01:19 PM   #3
Ben E Lou
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You can't set it to 9 any longer. Jim capped that off at 5, I think in 6.2.

You can absolutely tell that you're in the hurry-up by a few things:
  • Unless you're past redemption and in "give-up" mode, it will *never* punt.
  • Unless you're trailing by 3 or less, it will *never* kick a FG.
It's possible that I'm wrong about the above and there are some rare cases where it's different, but in all the Solevision I've watched, I've never seen a deviation from the above two behaviors. I'm pretty certain that there's no dice roll--that the above two responses are simply hard-coded.
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Old 12-21-2010, 02:57 PM   #4
MacroGuru
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Quote:
Originally Posted by Ben E Lou View Post
You can't set it to 9 any longer. Jim capped that off at 5, I think in 6.2.

You can absolutely tell that you're in the hurry-up by a few things:
  • Unless you're past redemption and in "give-up" mode, it will *never* punt.
  • Unless you're trailing by 3 or less, it will *never* kick a FG.
It's possible that I'm wrong about the above and there are some rare cases where it's different, but in all the Solevision I've watched, I've never seen a deviation from the above two behaviors. I'm pretty certain that there's no dice roll--that the above two responses are simply hard-coded.

So running an offense like the K-Gun is almost impossible.

So being capped at 5 or 6 doesn't allow for much hurry up movement unless you are thoroughly getting kicked...

I want to rethink this, I want to figure this out.

I was able to do it on defense with the 3-3-5 I run...I do know the one weakness with that is the endurance of my players and them wearing out.
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