I was pondering the flip the other day, and whether you could avoid giving the flip winner an advantage in a capped game. One way would be to play to time, or perhaps the first half is to a fixed, even number of goals. Then the Atlantans were talking about it on their blog, and I remembered a suggestion from TMQ.
Make all games win by 2, and if it's tied at the cap, you play an extra point of sudden death, but with a twist. Have another flip. The flip loser determines where on the field the disc is to be put into play and in which direction, and the flip winner gets to pick whether to play O or D. Presumably the loser will pick a point where they think their chances of scoring are 50:50. If there's no wind, that point would probably be deep in the endzone and near a sideline. If it's a moderate wind, that point might be at the 30 yard line going upwind.
Further, you could make the whole game this way to change the O/D balance. Do away with the pull, which is boring anyway and which my team is no good at, start off each point with the disc at a predetermined point (midfield for lower skills, 10 yards deep in the endzone for high skills), and then let them go. In this scenario, you would give the scored-upon team the disc all the time. Teams can still sub between points, and maybe you can have a five- or ten-second period before the disc is live where the teams are allowed to run around to set up. On windy days, you could specify that upwind points start at midfield while downwind points are in the endzone, to make every point close to 50/50.
What do you think? Where is your neutral point?