The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 1/09/2025 8:00 pm.

League Forums

Main - General MFN Discussion

Clock-Draining Offense

By gstelmack
8/20/2013 6:32 am
http://mfn2.myfootballnow.com/watch/101

It appears that my clock-draining offense consisted of goal-line formation and pound the ball into the pile. Shouldn't clock-draining simply mean "run the ball", with more mixup of running plays? Or is my sample size here simply too small? I would have liked to have seen some different runs mixed in.

Re: Clock-Draining Offense

By jdavidbakr - Site Admin
8/20/2013 6:40 am
gstelmack wrote:
http://mfn2.myfootballnow.com/watch/101

It appears that my clock-draining offense consisted of goal-line formation and pound the ball into the pile. Shouldn't clock-draining simply mean "run the ball", with more mixup of running plays? Or is my sample size here simply too small? I would have liked to have seen some different runs mixed in.


The only thing that happens on a clock draining offense as far as play selection is that the passing plays get zero weight. Other than that, it calls plays as normal, it will choose inside and outside runs with the same frequency that it would during any other part of the game. So it could just be a small sample size issue, or it could be too many inside run plays in your playbook.

Re: Clock-Draining Offense

By ZootMurph
8/20/2013 11:34 am
Does the defense also adjust?

Watching my game in MFN-3, I notice we didn't adjust to the hurry up and put in much in the way of a prevent type defense.

Re: Clock-Draining Offense

By gstelmack
8/20/2013 11:44 am
So my sample size was too small. Fair 'nough.

Re: Clock-Draining Offense

By jdavidbakr - Site Admin
8/20/2013 11:54 am
ZootMurph wrote:
Does the defense also adjust?

Watching my game in MFN-3, I notice we didn't adjust to the hurry up and put in much in the way of a prevent type defense.


Technically the defense doesn't adjust outside of putting the matching personnel on the field for the # of wide receivers. I haven't quite come up with the best way to have the defense switch into prevent without making the game plan unnecessarily complicated or taking that decision away from the owner.

Re: Clock-Draining Offense

By ZootMurph
8/20/2013 12:25 pm
How about this... Like clock draining and hurry up, put in a choice for going to a hurry up defense... How many minutes you go to this for each td or whatever. Then there are two choices. you could just have the game throw in a prevent defense or you could have another choice in defense gameplanning for hurry up defense, just like fourth down. There wouldn't be choices for down and distance, since that doesn't matter too much. As for clock draining defense, I personally don't think it matters much.

Re: Clock-Draining Offense

By lighthousekeeper
8/22/2013 10:11 am
on a similar topic, my team was up big and then proceeded to call 28 running plays in a row (i think 26 of these were to my #1 RB). i know we'd like to run out the clock, but this streak started in the 3rd quarter and i would think our team would call a few passing plays in that time to keep the D guessing.

http://mfn2.myfootballnow.com/watch/122

Re: Clock-Draining Offense

By jdavidbakr - Site Admin
8/22/2013 10:17 am
lighthousekeeper wrote:
on a similar topic, my team was up big and then proceeded to call 28 running plays in a row (i think 26 of these were to my #1 RB). i know we'd like to run out the clock, but this streak started in the 3rd quarter and i would think our team would call a few passing plays in that time to keep the D guessing.

http://mfn2.myfootballnow.com/watch/122


I see that they still couldn't stop you!

I might look into preventing the slow-down from starting until you're into the 4th quarter, and maybe pulling the starting RB if the game is so out of hand (or possibly giving you a game plan option to tell how far ahead to pull your starting RB and/or QB so you don't risk injuring your starting RB with a 5 TD lead)