MizzouRah
04-14-2007, 08:01 AM
I was PM'd these questions over at the ootp forums and wondered if anyone could shed some light for this potential buyer? I don't play my games out, so anyone who does please help.
I like to play all of my own games (in any sports SIM) so the first thing I tried was to play out an exhibition game. I enjoyed it quite a bit but was confused by a few things.
1. Clock management: How does one determine exactly how much time it will take to execute a run/pass play? I (incorrectly) assumed the time shown is approximately what would be left at the *start* of the next play and thus didn't call a time-out when I was 2nd & goal at the opponents 3 with a no-huddle play call and 25 secs remaining. I was going to try to punch it in one more time before settling for a FG since I had one TO left. Unfortunately, the clock expired before it even ran the 2nd down play.
2. Fatigue: I noticed my players getting fatigued fairly quickly. Was that because it was the first exhibition game and they are somewhat out of shape? Or, does the game engine fatigue players fairly aggressively? More importantly, I noticed the amount fatigued varied between the stats screen and screen where players could be substituted and wasn't sure which indication was correct. Does the player have to decide when to sub-in sub-out personnel when calling plays or will the computer do that eventually based on depth chart if say my #1RB becomes completely exhausted?
3. Computer team personnel: I couldn't figure out any way to see exactly what personnel were on the field for the computer's team at any given time. In fact, I didn't see any indication at all outside of the basic formation description given when I'm on defense. Is it not possible to see this level of detail?
Thank you!
I like to play all of my own games (in any sports SIM) so the first thing I tried was to play out an exhibition game. I enjoyed it quite a bit but was confused by a few things.
1. Clock management: How does one determine exactly how much time it will take to execute a run/pass play? I (incorrectly) assumed the time shown is approximately what would be left at the *start* of the next play and thus didn't call a time-out when I was 2nd & goal at the opponents 3 with a no-huddle play call and 25 secs remaining. I was going to try to punch it in one more time before settling for a FG since I had one TO left. Unfortunately, the clock expired before it even ran the 2nd down play.
2. Fatigue: I noticed my players getting fatigued fairly quickly. Was that because it was the first exhibition game and they are somewhat out of shape? Or, does the game engine fatigue players fairly aggressively? More importantly, I noticed the amount fatigued varied between the stats screen and screen where players could be substituted and wasn't sure which indication was correct. Does the player have to decide when to sub-in sub-out personnel when calling plays or will the computer do that eventually based on depth chart if say my #1RB becomes completely exhausted?
3. Computer team personnel: I couldn't figure out any way to see exactly what personnel were on the field for the computer's team at any given time. In fact, I didn't see any indication at all outside of the basic formation description given when I'm on defense. Is it not possible to see this level of detail?
Thank you!