AGS Description and Rules

Discussion in 'Thread Archive' started by -4-, Jul 14, 2011.

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  1. -4-

    -4- Walk On

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    AGS ’12 League Description and Rules

    Any Given Saturday is a relatively new dynasty here at TSO, but our core group of members stuck with AGS all the way up until about a week before the release of ’12. The more communication there is between members the more fun it is for everyone involved and the easier it is for me to keep things rolling. I like to add as much as I can to the dynasty and look for members who will do the same.

    This year for NCAA ’12 we will be running a BCS-style dynasty consisting of two users representing each of the six BCS conferences. All 6-star prestige schools are off limits. I hope to create sliders that create challenging, fair, fun, and realistic CPU games to keep everyone involved in each and every one of their games.

    Each team is required to have at least three user-games on their regular season schedule. Additional games may be scheduled if agreed upon by both members. Conference Championship and/or Bowl Games do not count towards this total, and are in addition to your three regular season User games.

    Advances will be generally every 48 (2 days) hours when there are 1 or fewer user games in a week and 72 hours (3 days) when there is more than one User game in a given week. Bowl Week will always be 72 hours.

    Offseason advances are every morning and every night (12 hours) until the offseason has been completed. I’ve found that this is the best way to give everyone a chance to get to participate.

    Highlights/Pictures are highly stressed and encouraged. Summaries for games are also highly stressed and encouraged. Summaries don't need to be anything special, just a paragraph will suffice.

    Settings and Sliders
    Until a patch messes them up....

    Options
    Difficulty- All-American
    Recruiting- All-American
    Quarter Length-8 min
    Game Speed- Normal
    Speed Threshold- 35

    Penalties
    Offside: 100
    False Start: 95
    Holding: 53
    Facemask: 55
    Offensive PI: 100
    Defensive PI: 100
    KR/PR Interference: 100
    Clipping: 54
    Intentional Grounding: 100
    Roughing the Passer: 51
    Roughing the Kicker: 100

    Sliders (User/CPU)

    Offense
    QBA- 30/40
    Pass BLK- 65/65
    WR Catch- 55/55
    RBA- 45/55
    Run Block- 50/60

    Defense
    Pass Coverage- 40/50
    Pass Rush- 30/25
    Int- 30/40
    Run Defense- 20/65
    Tkl- 50/50

    Special Teams
    FG Power- 50/55
    FGA- 35/40
    Punt Power- 45/50
    Punt ACC- 30/55
    Kick Off Power- 45/50
    AGS '12 Lineup

    Commissioner: -4- (III CC III)

    [​IMG]

    [​IMG] Coached by -4- (GT: SPARTAN N4TION)

    [​IMG] Coached by chopper393 (GT: chopper393)

    [​IMG]

    [​IMG] Coached by kinqskid (GT: kinqskid)

    [​IMG] Coached by the quick 135 (GT:the quick 135)

    [​IMG]

    [​IMG] Coached by JagNation (GT: JagNation32)

    OPEN

    [​IMG]

    [​IMG] Coached by SpartyUp (GT: SpartyTyme)

    OPEN

    [​IMG]

    OPEN

    [​IMG] Coached by bhenry37 (GT: topperkringle)

    [​IMG]

    [​IMG] Coached by -Balla- (GT: L2)

    [​IMG] Coached by joshwitt (GT: JWitt13)

    RULE EXPANSIONS

    TSO Rules and Expectations
    http://forums.traditionsportsonline.com/threads/tradition-rules-and-general-expectations.1161/

    TSO rules regarding sim-play all apply to this dynasty. The following rules also apply:
    1. If you are inside the opponents 40-yard line and your kicker cannot possibly make the FG, you may go for it on fourth down at any time in the game. If it is questionable please attempt the field goal.

    2. Setting game tempo to conservative and burning the clock in user games is not allowed, unless it is a normal time when a team would be burning the clock. Inside of 2 minutes in the first half and inside of three minutes in the second half. Everyone just wants to play football. Please select plays in a timely manner and do not burn the clock. We play seven minutes not fifteen.

    3. Super-simming is highly frowned upon. On occasion (no more than maybe once a season) it may be acceptable to super-sim a decided game if the situation demands it. But, you are expected to play every minute of all of your games, whether winning or losing, If you do super-sim because of time constraints the commissioner should be notified. If results look wrong, the game may be tossed.

    4. We move at a 2 or 3 day pace each and every week (depending on the number of user games.) Occasionally we may do a shortened 24 or 36 hour week if there are a limited number of games, but you are still expected to play all of your games.
    -If extenuating circumstances exist, 24 hour extensions may be given for a user-user game. No extensions will be granted for a User-CPU game.
    -For different reasons, people may not be able to play their games. If this is the case please notify the commissioner that your opponent is to play the computer, or that your CPU game is to be be simmed. Failure to do so will result in a sim-loss for your team.

    5. Disconnects happen… If you end up being disconnected with your opponent for whatever reason, the two of you must come up with a fair solution. If no solution can be agreed upon, you are to notify the commissioner to solve the dispute.

    6. Run commit is allowed only in goalline, 3rd or 4th and inches type of situations. Pass commit is only allowed to be used sparingly in obvious passing situations.

    7. Game-planning is allowed, however you are only to use it when you need to. You shouldn't be sitting with your D-Line, Big Hits, Strips, or Pass Coverage at aggressive all game long, only when situation calls for it. If you must use gameplan, stray towards conservative rather than aggressive.

    8. Un-sim play and stat whoring won’t be tolerated. If your opponent is abusing the game, please report the instance to the commissioner and also save evidence via highlights. Repeated offenses will result in punishment/removal.

    Position Change restrictions
    QB: No Restrictions
    RB: No Restrictions
    FB: Restricted
    Weight restriction > 220 lbs
    Speed restriction < 88
    WR: No restrictions
    TE: Restricted
    Height restriction > 6'2''
    Weight restriction > 220 lbs
    Speed restriction < 87
    OL: No restrictions
    DT: Restricted
    Weight restriction > 245 lbs
    DE: Restricted
    Height restriction > 6'2''
    Weight restriction > 215 lbs
    Speed Restriction < 84
    OLB: Restricted
    Weight restriction > 200 lbs
    Speed Restriction < 86
    MLB: Restricted
    Weight restriction > 205 lbs
    Speed restriction < 86
    DB: No restrictions
    RET: No Restrictions

    Recruiting
    We recruit to fill our roster. Thus the following scholarship rules apply.
    -During the season you may sign the same amount of recruits as the number of Seniors who will be leaving at the end of the season.
    -There will be a recruiting cushion of 2 scholarships.
    -If you lose any players via the draft or a transfer, you may add those scholarships to your number of open roster slots.
    -Any transfers that you gain in the offseason will not count towards your scholarships available for that offseason. However, they will count next season if they are still on your roster. If you gain a transfer and have 70 players you don’t only have 69 scholarships used, you have 70 used.
    -If you are under 70 players for any reason at the beginning of a season you may add those spots to your number of seniors leaving as available scholarships. However, cutting players every year just to gain scholarships will not be tolerated.

    Players Leaving
    A user will not be allowed to attempt to sway a player from the draft in the following situations:
    -Player is > 95 OVR
    -Player is a JR that has won the Heisman
    -Player is a JR and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 90 OVR
    -Kickers and punters can be swayed from pro draft regardless of OVR and class.

    Interested in joining? Questions or concerns, feel free to PM myself (-4-) or message me on Xbox Live (III CC III).
     
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