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)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 9/26/2024 8:01 am.

League Forums

Main - Suggestion Box

Re: Spike the ball

By Gustoon
6/01/2017 12:30 pm
jdavidbakr wrote:
Gustoon wrote:
I don't get it because I remember at one point seeing spikes Called?


The logic is there, but at some point it got tweaked with some other end-of-game logic (I don't recall if it was happening too much or what. It's been a while.).


It's didn't happen all that often but when it did I remember it working fine. I think there was a thread on it as well.

Re: Spike the ball

By punisher
6/01/2017 6:50 pm
jdavidbakr wrote:
My question is, do we even need this to be in a user-modifiable rule? How different is this going to be from one team to another? Is there a set of rules we can build together that can apply to every team? Even if we gave access to this through rules, I'd like the AI to have a better base decision making process for those who don't want to take the time to make rules for themselves. I'm more interested in getting the AI rules smarter and usable before building an interface for an owner to override it.

I'd like to see a discussion on what the actual rule settings should be; if we get into differing opinions that will push me more toward giving access to this in the rule builder, but right now I think - especially the spike play - is not going to have a lot of variance from one toam to another.


was thinking there is 2 ways you could go about it if you make a rule for spike the ball.

1.) You have it where that rule can be shared throughout the community.
like for example War Eagle makes the rule then posts it in a Rules threads where everyone can click on the LINK to be able to save it as a RULE like they normally do in their leagues then they can load it to each league their in.

2.) You have it on one of your social web sites like facebook , twitter or your blog where everyone can click on the LINK to be able to save it as a rule as they do normally.
like for example certain games on facebook make it where you have to go to their page to click on a LINK then once you do it goes thru the loading screen of the game then once inside the game you have that FREE ITEM they posted on their page for their game.

Re: Spike the ball

By kicker10bog
3/20/2018 10:42 am
I wish to revive this topic. I just lost a game I had a chance to tie if my offense had spiked the ball. I don't recall ever seeing a spike.

Is 13 seconds really not enough time to line up and spike the ball after an 8 yard gain? I tried to search this, but came up short to finding an answer. I may search more later. My gut is saying 13 seconds should be enough time after just an 8 yard gain.

https://gfs.myfootballnow.com/watch/178#33196

Re: Spike the ball

By Smirt211
3/20/2018 11:50 am
Yeah, I know. If I see 20 seconds left and I'm out of timeouts I know that I need to break one for a TD or a completion = end of game.

It's rough but we're all under the same parameters with it.

Re: Spike the ball

By The Hitman
9/16/2019 1:48 pm
Not only do we not have a spike play but we have HCs that waste/leave TOs in the first half and then do dumb things like run the ball when they have no TOs and there is 17 seconds left in the game.

I have tried firing coaches in hopes of getting more experienced/smarter ones but I have had no success.

Has anyone had success with coaches managing the clock correctly?
Last edited at 9/16/2019 1:49 pm

Re: Spike the ball

By Smirt211
9/16/2019 1:55 pm
I think you're spinning your wheels, man. The game logic with clock management is the game logic. Getting lost in the high weeds of coaches thinking you'll find the magic one to give you the angle....isn't going to work. :(

I just took a loss in pre-season where we were under 20 seconds left, ran a play for a completion and the time expired. Spike ball would have been perfect there. I seem to recall 15 seconds being what was left as the play ended.

I see what you're getting at, though.



Re: Spike the ball

By Smirt211
9/16/2019 1:58 pm
This actually happened during the over-night and fits in perfectly with the thread:

https://wfl.myfootballnow.com/watch/658#116030

Re: Spike the ball

By raidergreg69
9/16/2019 2:45 pm
AI has Marvin Lewis/Andy Reid time management built in, horrible in other words. I have 2 end game rules for the last 2 minutes. If I'm winning, I run 100% of the time, losing I'm passing 100%. I also have a rule for first half 2 minute drill, though calling timeouts is still in AI hands.

Re: Spike the ball

By voegma
3/24/2020 7:42 am
This needs to be addressed!

Not sure why the game ended the way it did. I had the ball, completed pass to opp 36 for first down with 20 seconds on the clock with me down by 3. Not sure why my team could not go down the field and set up and spike it in 20 seconds for an attempted 53 yarder to tie. Way too much time on the clock to just end this way.

https://paydirt.myfootballnow.com/watch/4419#802172
Last edited at 3/24/2020 7:43 am