Originally posted by NiborRis
I've actually kind of wished substitutions were a factor - but it would need to be properly publicized and explained. You would need better control over subs, though, or at least a "Don't sub per stamina rules when in hurry up" setting (you could still sub based on playcall, of course). Not sure that level of control adds anything valuable to the game, though.
I've always been of the opinion that the spike is worthless, but I haven't discussed it much with people or done any intensive analysis. It's trickier because the time between plays varies on a lot of factors already (bugs forum used to flood with "why didn't a play get called at end of game" threads) so it's hard to say if the spike was faster. If substitutions ARE involved, it makes it even more stupid, as the spike is a specific formation and you'd have to sub *into* it just to get the play off, whereas if you just call the same play again you may not have subs and it might even snap faster.
cough force starters cough
I've actually kind of wished substitutions were a factor - but it would need to be properly publicized and explained. You would need better control over subs, though, or at least a "Don't sub per stamina rules when in hurry up" setting (you could still sub based on playcall, of course). Not sure that level of control adds anything valuable to the game, though.
I've always been of the opinion that the spike is worthless, but I haven't discussed it much with people or done any intensive analysis. It's trickier because the time between plays varies on a lot of factors already (bugs forum used to flood with "why didn't a play get called at end of game" threads) so it's hard to say if the spike was faster. If substitutions ARE involved, it makes it even more stupid, as the spike is a specific formation and you'd have to sub *into* it just to get the play off, whereas if you just call the same play again you may not have subs and it might even snap faster.
cough force starters cough