I'm not even sure how this would work with the current OAI system.
I've noticed a number of games where one team needs two scores inside the two-minute warning. They'll play hurry-up to move the ball down the field, and then use a timeout once they're inside one minute. Of course, they score, kickoff, and the defense only has two timeouts to stop the clock. Game over.
What I'd like the OAI to do is spike the ball in that situation. Yes, it's a loss of down, but that's four-down territory anyway, and the defense can't spike the ball to stop the clock. The basic framework of the input would be:
Score -16 to -9
Timeouts remaining 3
Time remaining 120 seconds
Clock running
Downs 1-3
I do want to avoid spiking the ball on the second possession (should the defense be successful!), but I think the score range covers that scenario. I also recognize that this is a sim without the benefit of onside kicks, which makes keeping the timeouts even more essential.
Am I missing anything? Would this even work?
I've noticed a number of games where one team needs two scores inside the two-minute warning. They'll play hurry-up to move the ball down the field, and then use a timeout once they're inside one minute. Of course, they score, kickoff, and the defense only has two timeouts to stop the clock. Game over.
What I'd like the OAI to do is spike the ball in that situation. Yes, it's a loss of down, but that's four-down territory anyway, and the defense can't spike the ball to stop the clock. The basic framework of the input would be:
Score -16 to -9
Timeouts remaining 3
Time remaining 120 seconds
Clock running
Downs 1-3
I do want to avoid spiking the ball on the second possession (should the defense be successful!), but I think the score range covers that scenario. I also recognize that this is a sim without the benefit of onside kicks, which makes keeping the timeouts even more essential.
Am I missing anything? Would this even work?