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View Full Version : Time Limit Implementation in SP


dunkie23
10-03-2011, 10:13 PM
Considering this post (http://www.operationsports.com/fofc/showthread.php?t=76888&highlight=fowl), I've been thinking lately about implementing a time limit in each stage of the game. Especially the weekly game planning stages.

In real life, coaches and GMs have a finite amount of time to complete tasks, where in FOF, it can take as much time as needed.

Using a time limit might make SP more challenging, as well as keep the game moving.

That all said, any ideas on the amount of time you spend on each part of the game. Also, any recommendations on appropriate time limits for each phase? Has anyone tried this?

I like the general idea from the FOWL post, but I'm looking for ideas with respect to SP and planning for the draft.

conception
10-04-2011, 12:24 AM
I don't know how you are thinking about implementing, but my gameplanning in SP doesn't take that long. I don't change much at all on offense, except for maybe blocking percentages, and on defense I am almost always choosing between a couple variations of my basic defensive gameplan which I have saved so I can load it. For example, if I see a team where I want to run man and double cover their top receiver, I've saved that file from the first time I did it.

Limiting planning time is a tricky proposition; I remember when the original NFL head coach limited the amount of things you could do to try and simulate real life time constraints, but it was ridiculous when changing one spot on the depth chart burnt a move.

Pumpy Tudors
10-04-2011, 11:44 AM
Although I see the point of the idea, it might be easier to just download a stopwatch/alarm program and limit yourself that way. Then you don't have to wait for an update to FOF which includes it.

dunkie23
10-05-2011, 04:59 PM
Although I see the point of the idea, it might be easier to just download a stopwatch/alarm program and limit yourself that way. Then you don't have to wait for an update to FOF which includes it.

A simple timer is all I was talking about. For example, when scouting for the draft, I could give myself no more than a real-time hour. After the hour, we go ahead with the draft regardless how prepared I am.

Sorry if my original post was misleading.


Limiting planning time is a tricky proposition; I remember when the original NFL head coach limited the amount of things you could do to try and simulate real life time constraints, but it was ridiculous when changing one spot on the depth chart burnt a move.

I remember that game! Not quite how I was thinking of doing it, but I appreciate the input regarding gameplanning.

perez24
10-06-2011, 07:59 AM
That's a decent idea. I have my coaching staff adjust the game plans, but that might actually be more of a cheat than me doing myself, time limit or not.

Pumpy Tudors
10-07-2011, 12:21 AM
A simple timer is all I was talking about. For example, when scouting for the draft, I could give myself no more than a real-time hour. After the hour, we go ahead with the draft regardless how prepared I am.

Sorry if my original post was misleading.
Not misleading at all. What I'm saying is get an alarm and set it for an hour. After the hour, start drafting.

Edit: Oh, yeah, I did misunderstand. I thought you were suggesting that FOF could be updated with an in-game timer that you could customize. You were planning to do it yourself all along. My bad. Sorry.