Kiffin has a plan to stop fake injuries

#26
#26
Players get hurt or are having pain multiple times during a game, but most of them can make it off the field under their own power. Another player checks in and the game goes on, while the player with pain gets checked out on the sideline, taped/retaped, cramps massaged, etc. Many, probably most, of those players re-enter the game as soon as they're cleared and the pain has subsided.

Hurry up offenses make it difficult or impossible to replace defensive players who are injured/in pain but not immobilized, so the only alternative is for those players to fall down and stop play. If you penalize teams for doing that, then players will either stay on the field with pain and a potential injury, or the team draws a penalty based on some arbitrary assessment of whether the player was truly in pain. Pretty soon every team will be running hurry up offenses all game long, because it causes opposing defenses to either play in pain/injured or get repeatedly penalized.

I can see a reasonable solution that helps prevent long injury pauses and still allows the offense to conserve game clock. Since offenses always have the option to substitute during the entire 40 second play clock, give defenses the same option. If the offense is in hurry up mode and the defense is trying to substitute, stop the game clock (but not the play clock) as soon as the offense is lined up and ready to snap the ball. Allow the defense to substitute until up to play clock expires (or maybe until 10 seconds left on the play clock) without penalty, and the offense gets a grace period to reset and snap. Then restart the game clock when the ball is snapped. If a player, either offense or defense, is down on the field and can't get off before the 40 play clock expires, then no penalty is assessed, but make the injured player sit out for 3 or 4 plays.

That allows the offenses to either save time or burn clock as always, but doesn't require officials to get in the business of deciding when a player actually needs to leave the game.

So, you want a rule that essentially neutralizes the strategic advantage of an offense that wants to play fast as part of their game plan. Got it.
 
#27
#27
So, you want a rule that essentially neutralizes the strategic advantage of an offense that wants to play fast as part of their game plan. Got it.

Like I said before, I'm not the one asking for a rule change. Kiffin is asking for a rule change that increases his strategic advantage for running a hurry up offense.

I'm okay with the status quo. But, if we're going to change the rule to hold out players with cramps or minor injuries (maybe even equipment issues), then give both sides a set amount of time to potentially get the player off the field and substitute before a holdout penalty is incurred. Equal amount of time to substitute, while preserving the offense's ability to minimize or maximize game clock usage seems more fair to me than the alternative being tossed out, and less likely to change the pace of the entire sport.
 
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#28
#28
Theres video of Heuple waving one of our guys to go down during the Ole Miss game who wasnt going to make it off the field in time.
If someone is limping off the field, and he was, trying not to slow the game but he’s too injured to make it before the next snap I’m ok with it. That’s not the same universe as what we’re discussing.
 
#29
#29
Players get hurt or are having pain multiple times during a game, but most of them can make it off the field under their own power. . . . .

I can see a reasonable solution that helps prevent long injury pauses and still allows the offense to conserve game clock. Since offenses always have the option to substitute during the entire 40 second play clock, give defenses the same option. If the offense is in hurry up mode and the defense is trying to substitute, stop the game clock (but not the play clock) as soon as the offense is lined up and ready to snap the ball. Allow the defense to substitute until up to play clock expires (or maybe until 10 seconds left on the play clock) without penalty, and the offense gets a grace period to reset and snap. Then restart the game clock when the ball is snapped. If a player, either offense or defense, is down on the field and can't get off before the 40 play clock expires, then no penalty is assessed, but make the injured player sit out for 3 or 4 plays.

That allows the offenses to either save time or burn clock as always, but doesn't require officials to get in the business of deciding when a player actually needs to leave the game.

The game already has too many nuanced rules that result in missed calls, replays and fan frustrations. Any solution to this issue must be SIMPLE, easily enforced and understood by all. If you are "hurt", you go out for the remainder of the quarter. The flopping needs to be nipped in the bud, simply and effectively, yet take care of those legitimately injured. A quarter off should help, except perhaps on the last play of each quarter. JMHO
 
#30
#30
The problem isn't just getting a helmet-in-hand defensive replacement on the field. It's recognizing the situation, getting a player in pain off the field and then getting a replacement on the field in 10 seconds or less. It sounds like you're saying if we don't change the rules in favor of hurry up offenses, then we're punishing hurry up offenses. Yes, offense has always determined the tempo, but defenses have always had a fallback option to get players off the field without penalty; if the offense is in hurry up and you're injured or in pain, fall down. That's the old fashioned way. Now some hurry up teams are saying we should change the rules to take away that option and add a punitive element for defensive substitutions. I'm fine with the old fashioned status quo, but if we're going to change the rules I'd prefer an approach that doesn't punish either side.

What I proposed wouldn't punish any offense. It wouldn't allow the defense to call a 30 second time out, i.e., stop the game clock. If the offense wants the game clock to run, it continues to run. If the offense wants to conserve clock they could do so by lining up quickly (which would stop the clock if the defense wasn't ready). They could still run a two minute drill, or run 90 or 100 offensive plays in a game if they desire, depending on how quickly their defense can get off the field. What it would do is avoid a new rule that punishes defense when a player has a minor injury or a cramp. It simply gives both sides the same ability to substitute. I think it's a good compromise, offense still controls how they manage game clock while both sides can substitute when necessary. But, no rule change is fine with me too, just rather not come up with new ways to punish defenses.
How can you say the offense still manages the game if the defense gets 30 seconds to sub? Stop either the game or the play clock and you are slowing the up tempo. You are defining it. You want to pretend your 30 seconds dont exist, but they do to the guys on the field. It also doesnt do anything to address flops. You will still have plays where after 60 seconds of substitution time in between plays players will still go down if they arent ready. You want to punish the offense for playing within the rules, and they arent even doing something new. 2 minutes offenses have existed for as long as I have been paying attention.

My proposed rule doesnt punish anyone, allows injured or hurt players to go down and get off the field safely. And it addresses flops, can team X really lose player Y for the series? If the player is actually hurt it allows them more than the 30 seconds or so a play lasts to get right.
 

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