05-02-2004, 10:01 PM
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#5
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Rookie
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Re: hurry up offense
Quote:
wwharton said:
the problem with the hurry up isn't really that the guys run like they're on fast forward (though it is unrealistic). correct, the solution isn't just to make them run at a normal speed. the problem is you can go from play to playbook to next play in the matter of a second if even that long. if things stay like that the current hurry up system is the only way it's worth using.
what they need to do is have a mandatory amount of time elapse from the play clock before you can run the next play. we should be allowed the same amount of time to pick our play but if we do pick it in say 2 or 3 seconds (all the way up to maybe 20 seconds) the playclock and game clock (if running of course) should automatically drop to about 10 to 15 seconds left. this way the hurry up will actually use the accurate amount of time and if you don't use the hurry up you'll lose that time no matter how fast you pick the play. this will also prevent from games getting much longer based on just making the play clock run down. i think this would encourage playing longer qtrs too making stats more realistic.
I've thought of this as well (play clock issue) and another solution I have thought of, instead of making a mandatory loss of play clock, is to have a "speed clock" button... perhaps one of the trigger buttons that could be held down to make the clock run faster.
That way, those of us who want to play realistically have the option to, without making "time fly" which could be problematic at many parts of the game (imagine losing 10-15 secs when you weren't expecting to... 2 min warning, end of half, quarters, game, etc.).
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