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)

The draft is underway!

Click here to go to your war room, or visit the war room item in the draft menu.

League Forums

Main - General MFN Discussion

Hurry-Up / Run Clock

By WarEagle
3/18/2015 4:26 pm
I think it would be very helpful if we could set our gameplans for hurry-up and run clock situations similar to how we do offense and defense.

For example, right now we have 1st, 2nd, 3rd (along with short, med, long), and we can set the percentages for outside run, inside run, etc.

I think it would be great if we could set these percentages for hurry-up and run clock also.

My definition of hurry-up is get to the line quickly and run the play. And run clock means to snap the ball with less than 5 seconds on the play clock (ideally 1). In both situations the play could be a run or a pass.

It seems that in these games hurry-up means throw every down, and run clock means run every down, usually for a short gain/loss, then punt.

I know I would enjoy being able to manage these situations better.

Re: Hurry-Up / Run Clock

By jdavidbakr - Site Admin
3/18/2015 4:29 pm
That's a really good idea. I'll add it to the feature list.

Re: Hurry-Up / Run Clock

By Davesgang
3/18/2015 11:42 pm
It would be nice to adjust when to start using the victory formation too. I'd love to start using that early if there is a big lead. Especially late in the season.

Re: Hurry-Up / Run Clock

By Ares
3/19/2015 12:00 am
Speaking of victory formation, I'd also like to see teams occasionally concede defeat when they're down by 3+ scores with under a minute left, rather than delaying with timeouts, haha.

Re: Hurry-Up / Run Clock

By Rotor
3/19/2015 6:35 am
On the same subject, It would be great to be able to pull starters (as if it was pre-season,you could reuse that code ;) ) when the game is done, be it a victory or a loss. It''s always infuriating to have your star RB injured in the last minute of a 30-10 game.

Re: Hurry-Up / Run Clock

By jdavidbakr - Site Admin
3/19/2015 6:50 am
Davesgang wrote:
It would be nice to adjust when to start using the victory formation too. I'd love to start using that early if there is a big lead. Especially late in the season.


I don't know that I've ever seen a team go to victory formation and then have to punt it turn it over on downs, the victory formation starts once there is no way for the defense to get the ball back.

Re: Hurry-Up / Run Clock

By jdavidbakr - Site Admin
3/19/2015 6:50 am
Rotor wrote:
On the same subject, It would be great to be able to pull starters (as if it was pre-season,you could reuse that code ;) ) when the game is done, be it a victory or a loss. It''s always infuriating to have your star RB injured in the last minute of a 30-10 game.


I do have this on the list.

Re: Hurry-Up / Run Clock

By Davesgang
3/20/2015 11:30 pm
jdavidbakr wrote:
Davesgang wrote:
It would be nice to adjust when to start using the victory formation too. I'd love to start using that early if there is a big lead. Especially late in the season.


I don't know that I've ever seen a team go to victory formation and then have to punt it turn it over on downs, the victory formation starts once there is no way for the defense to get the ball back.

I just had a game where a team up by 20+ points was trying to get another first down with only seconds left. I'd like to use Victory formation rather than risk injuries. Good problem to have.

Re: Hurry-Up / Run Clock

By Ares
3/20/2015 11:35 pm
Speaking of hurry up, how in the heck did my team only manage to get 3 plays off in 90 seconds?

http://mfn2.myfootballnow.com/watch/2632#482733

That's just crazy.