I hope everyone understands what I'm talking about.
Suppose I have a very limited package (or limited # of outputs) for a certain situation...in this case "under X seconds" (such as a two minute drill)
whenever either team calls a time out a play is burned from that limited selection EVEN THOUGH THE PLAY WAS NOT RUN and often the players wouldn't even have lined up... and certainly the offense knows when it it going to call a TO and, in most cases, they know when the Def. is going call a TO.
So the actual plays called can be greatly disproportional to what the game planner intended.
For example--package "2 minute drill" has 4 plays, A, B, C, D set to fire at, for simplicity here, 25% each.
Snap 1, 1st down: (random) C
Snap 2, 2nd down: (random) A is queued, but there's a time out called.
Snap 3, 2nd down: (random) B
Snap 4, 3rd down: (random) D is queued, but there's a time out called.
We've had 4 plays and the plays were queued at 25% like the package called for, but the actual output is 50% C and 50% B with 0% for A and D. There's a huge element of randomness here that is not only unrealistic but distorts the gameplan at the very time the coaches want to have VERY specific calls.
Suppose I have a very limited package (or limited # of outputs) for a certain situation...in this case "under X seconds" (such as a two minute drill)
whenever either team calls a time out a play is burned from that limited selection EVEN THOUGH THE PLAY WAS NOT RUN and often the players wouldn't even have lined up... and certainly the offense knows when it it going to call a TO and, in most cases, they know when the Def. is going call a TO.
So the actual plays called can be greatly disproportional to what the game planner intended.
For example--package "2 minute drill" has 4 plays, A, B, C, D set to fire at, for simplicity here, 25% each.
Snap 1, 1st down: (random) C
Snap 2, 2nd down: (random) A is queued, but there's a time out called.
Snap 3, 2nd down: (random) B
Snap 4, 3rd down: (random) D is queued, but there's a time out called.
We've had 4 plays and the plays were queued at 25% like the package called for, but the actual output is 50% C and 50% B with 0% for A and D. There's a huge element of randomness here that is not only unrealistic but distorts the gameplan at the very time the coaches want to have VERY specific calls.
Edited by TaySC on Aug 18, 2012 22:57:13


























