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Re: Half-time Adjustments

By WarEagle
5/07/2015 8:41 am
I am also not in favor of the 2-day game sims.

Re: Half-time Adjustments

By sealbc
5/07/2015 9:00 am
If a key starter on off or def is hurt and unable too play the second half.How would we work injuries into the adjustments for the second half?We would need too adjust for injuries on the play calling.

Re: Half-time Adjustments

By Kenchi
5/07/2015 9:56 am
This is getting outta hand!

I think everyone here is getting a little out of touch with what OUR jobs are to the Game.

How many of you let your Coaches pick the players you draft? Use Coaches scouting reports? Let them call their own plays?

Coaches can scout and set the entire game-plans..........****, I'll bet they can even "auto-adjust" to most any game situations all by them selves.........If only we OWNERS would let them do their jobs. Let the Coaches COACH!!! They will make the right adjustments at halftime.

Remember, our part of the game is to manage the flow of players and do what it takes to make our own franchises the best they can be. It's not designed to be easy, making ludicrous trades will not help the trade market. Beware of inherited salaries on trade offers.

Besides, I CAN'T HANDLE THE STRESS!!!!!

As Owners, we are the Billionaires, CEO's, General Managers, Banker and the Buck-Stops-Here! Operational Decision Makers! And that's ALL!!

Coaches Coach!!

Re: Half-time Adjustments

By WarEagle
5/07/2015 10:26 am
So all we should be able to do is hire the coaches and draft / sign/ relase players.

No gameplanning, rules, depth charts, position changes, etc.

Is that what you're saying?
Last edited at 5/07/2015 10:27 am

Re: Half-time Adjustments

By Kenchi
5/07/2015 11:04 am
WarEagle wrote:
So all we should be able to do is hire the coaches and draft / sign/ relase players.

No gameplanning, rules, depth charts, position changes, etc.

Is that what you're saying?



Does not the HC run HIS style of Offense and Defense? Does it NOT matter what types of players he wants to have on his team to make his system work? If the HC was a West Coast Offense kind-a-guy, would he use players built for Power or a Speed Offense? You should be what your HC says you are otherwise less chance to succeed.

Of course you have to do some minor maintenance work with the DChart. Keeping Injuries from getting worse, I let my Coaches do my g-planning, (see "load recommended" button top right?)

My teams are winning so to speak, my biggest issue is dealing with the Salary Cap. It costs me players every season it seems. Haven't figured out what the normal offers are with all the build ratings changes lately. I'm not trying to fleece people out of their life lines to fresh talent.
Last edited at 5/07/2015 11:06 am

Re: Half-time Adjustments

By jdavidbakr - Site Admin
5/07/2015 11:25 am
Thanks for all who said they don't like the 2-day sims, that's actually the response I wanted to hear because it would be a big process to change it that way.

The big challenge with halftime adjustments is that they are reactionary to what has happened in the first half. It would have to be a very simple set of rules or it could easily become overwhelming. I also wonder if it should be tied somewhat to your head coach's abilities.

Re: Half-time Adjustments

By Wolfpack
5/07/2015 3:35 pm
This is a very tricky subject.

If has to be a slight adjustment that is of the "IF" "THEN" variety. You should not be able to set one GP for each half ahead of time, thats not how the NFL works.

I think it is something like:

If you are up 14 points: then run the ball 20% more.
If you are up 21 points then run the ball 40% more.

Etc .

Re: Half-time Adjustments

By jgcruz
5/07/2015 3:38 pm
You can essentially do that now by using the rules option.

Re: Half-time Adjustments

By WarEagle
5/07/2015 4:21 pm
My whole point with this was that it would be great to be able to have rules based on what has actually happened in the game, other than just points.

Re: Half-time Adjustments

By mrfakename
5/07/2015 7:03 pm
Average yards and run are vague measures, but why not. For example, If my team cannot average 2.6 ypc by the 3:23 in the 3rd quarter they can set a slider of how much more to pass. One time to set when they think a change in the gameplan should be made and then one that would allow you to run more to varying degrees. Passing would be similar but perhaps use QB passer effiency rating.
Like you thought your young QB could handle this defense but your gameplan is not working, and its close still. You could in theory run a little more and possibly lighten the burden on him. Let say If his rating in below 47 by the half set it to run a little more.

Last edited at 5/07/2015 7:58 pm