So I'm playing out my USFL League. Standard US Field & Rule set with two point conversions and 10 Minute Quarters, and I'm looking over some stats after a couple of simmed games were completed and something struck me as funny:

Moderator: David Winter



ORIGINAL: Brockleigh
So not only did the guy throw one pass for longer than the length of the field, but somehow that one pass was worth three touchdowns.
ORIGINAL: Brockleigh
Marauders,
I remember a magazine article (either Sport or Inside Sport) about 15 years ago, when the NFL developed and started using it's QB rating system, that said the whole formula was flawed. Like a big part of the rating system is completion percentage; they posed that 'why should a completed pass that gains zero yards be the same value as a pass that gains sixty?' Another Factor of the rating system is Times Sacked. When a quarterback takes a sack, 99 times out of a 100 it's more a product of the failure of the offensive line or the prowess of the defensive scheme than the fault of the Quarterback. So why should the QB be penalized for it?
After having a bunch of analysts go through and crunch all the data (and pages of examples supporting their findings), they came up with (what they said was) the best indicator of a quarterback's efficiency:
(Total Yards minus 50 yards per Interception) divided by Passes Attempted
The rationale for subtracting 50 yards per interception was that, at the time, the average return on an intercepted pass was 50 yards (If I recall right, it was 50.2, but they rounded down).
They stated that this gave a much better guage of what a QB was like than doing what the NFL was doing. They stacked their formula up against the NFL rating system, and while crap quarterbacks might have had a decent NFL rating, they faired poorly with this system and good quarterbacks that got jobbed with the NFL system did much better with this.
Maybe this might be something to incorporate into Maximum Football
