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http://goallineblitz.com/game/forum_thread.pl?thread_id=3424211
Solution #7. Don't use the offense's timeouts starting at 2 minutes, wait to use them maybe with 45 seconds left. (This would be a change both for the 2nd quarter and also in tie games in the 4th.)
Solution #8. Save 1 timeout for the final seconds of the 2nd quarter, or for the final seconds of the 4th quarter if the game is tied. (This would be an easy fix and I really can't see a reason not to do it.)
or maybe
Solution #1. Instead of checking the AI based on the remaining game time at the time the previous play ends, instead first take off however much is the minimum amount of time between plays (maybe that's 10 seconds for a spike ball or hurry up), and then check the AI. To use the above example, let's say the runner is tackled with 32 seconds left. In our case the AI would have been checked at maybe 22 seconds and we would have kicked the field goal.
Solution #2. In the last 45 seconds or so of a half, keep checking the AI as the clock drains down to see if there is a different input that would dictate using less play block in-between plays (i.e. field goal or spike ball instead of run play). To use the above example, again let's say the runner is tackled with 32 seconds left. Instead of just checking the AI at 32 second and deciding to run them all off, check the AI again at 31 seconds, 30 seconds, etc...
Solution #3, Re-check the AI with 1 second left (before time expires) at the end of a half.
Solution #4. Some combination of #1 and #2.
http://goallineblitz.com/game/forum_thread.pl?thread_id=3424211
Solution #7. Don't use the offense's timeouts starting at 2 minutes, wait to use them maybe with 45 seconds left. (This would be a change both for the 2nd quarter and also in tie games in the 4th.)
Solution #8. Save 1 timeout for the final seconds of the 2nd quarter, or for the final seconds of the 4th quarter if the game is tied. (This would be an easy fix and I really can't see a reason not to do it.)
or maybe
Solution #1. Instead of checking the AI based on the remaining game time at the time the previous play ends, instead first take off however much is the minimum amount of time between plays (maybe that's 10 seconds for a spike ball or hurry up), and then check the AI. To use the above example, let's say the runner is tackled with 32 seconds left. In our case the AI would have been checked at maybe 22 seconds and we would have kicked the field goal.
Solution #2. In the last 45 seconds or so of a half, keep checking the AI as the clock drains down to see if there is a different input that would dictate using less play block in-between plays (i.e. field goal or spike ball instead of run play). To use the above example, again let's say the runner is tackled with 32 seconds left. Instead of just checking the AI at 32 second and deciding to run them all off, check the AI again at 31 seconds, 30 seconds, etc...
Solution #3, Re-check the AI with 1 second left (before time expires) at the end of a half.
Solution #4. Some combination of #1 and #2.