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Freshmen Orientation 2.0 Rules

Discussion in 'Freshmen Orientation' started by jay2149, Aug 16, 2013.

  1. jay2149

    jay2149 Walk On

    Aug 17, 2012
    I. Game Play Rules
    • Playbooks: You must state your offense and defense playbook at the beginning of the season. You may switch your offense/defense once each per season and must update the league on the change. There will be no custom playbooks allowed. It always brings up the issue of users inputting too many money plays, and it's too difficult to police.
    • No game restarts: If things are the same as last year, the whole league will be able to tell how many times you've played a game. I will be keeping a log of multiple attempts. If you had something happen in game out of your control, YOU MUST post the reason on the forum, in the thread I create for such scenarios.
    • Onside Kicks: You may only attempt and onside kick in the 4th quarter when losing or when trailing by a significant margin in the 3rd quarter.
    • No Cheese: Dropping back past 10 yards every play, running the same plays all game, putting your wide receiver at quarterback and simply scrambling, etc. will not be allowed. Basically we know it when we see it. Don't do it. This is a SIM league. If they don't do it in the real thing, don't do it here.
    • Controlling Players: You cannot pick plays and let the computer run them. You must control your QB throws RB movements and user controlled defensive player at all times.
    • Missing games: If you are unable to play a game because of vacations, trips, work, etc. Please notify the commish in advance. If you are gone and have a CPU game it will be simulated. If you have a human game your opponent will play vs. the CPU.
    • Players Leaving: You may not persuade any player to stay who has won the Heisman or is equal to or greater than 92 overall. You may not persuade any player to stay who has won a different award if they they are equal to or greater than 87 overall. Exceptions are for kickers, punters, and those winning the best returner award.
    • User vs. User Disconnects: Games will disconnect from time to time for various reasons. It will be up to the players involved to figure out a resolution. The obvious choices in a disconnect are to either re-start the game, let the person that is still in game finish it out by simming or playing if they are winning late, or try to get the game back to where you left off at the disconnect. Both parties need to come to some kind of resolution either on the board or over xbox live. If no resolution is reached feel free to contact the commissioner only. Flame wars or handling these matters publicly will not be tolerated.
    • Fourth downs: You are only allowed to go for it on 4th down if:
      • On the opponent's side of the 50 yd line and it is 4th & 3 or less or
      • Anytime down by 14 pts or more in the 2nd half or
      • Trailing in 4th quarter
    • Fake Kicks: You can run either fake punts or fake FG's but only 1 per game. Also, no fake punts until you reach at least the 40 yard line.
    • Two-Point Conversions: Sim football. You may only go for a 2 point conversions if it make sense. (i.e., you can go up 3 instead of 2 late in the game, are down 9/5 pts late in the game etc.)
    • Running up the score: If you have the lead by more than two scores in the 4th quarter, do not pass and run up the score. Just simply select a running/kneeing play and win the game. The goal here is to win and win graciously, not run up the score to skew stats or embarrass opponents. Just think how you would feel if you were on the other side. Scores should rarely surpass the 50 point mark if the game is a blowout on one side. Results will be tossed for running up the score purposely and the game will be simmed.
    • Play Clock: If you are winning by one score at the beginning of the 4th quarter, don’t simply run the ball, wait till the play clock goes down to 1 second, and run another play. I know teams do that in real life, but in real life quarters aren't 7 minutes. Simply select a run play and then run it as if normal. If you have the ball under 2 minutes before the end of the 2nd or 4th quarter, you may run the play clock down to as far as you like. Chew Clock is a feature that some have issues with. If you plan on using it before 3 Minutes left in either half I think permission is needed from your opponent. You may think your 10 points lead with 5:45 to go in the fourth is solid to chew clock but your opponent may not. Again, be smart about this.
    • *No Huddle Offense: Use of the no huddle offense will be permitted but only under the condition that you START AND FINISH the drive with the no huddle. You of course will be stopped from using this tactic if there is an incomplete pass or out of bounds play, however you MUST revert to the no huddle for the remainder of that series. Is is also permitted within 2 minutes of halftime, or at any time while losing in the 4th quarter. The no huddle offense may not be run in situations where the clock is stopped (e.g. incomplete pass, out of bounds play, etc.).
    • Motioning: If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball (when possible). You can snap the ball while your FB/TE is in motion but your receiver must be set before the ball is snapped except on design motion plays. Never should your WR be behind the offensive linemen when the ball is snapped.
    • QB Scrambling: You may not scramble or drop back over 10 yards unless defensive pressure has collapsed the pocket. Sprinting immediately to the sidelines for either passing or running (scrambling) is not allowed. You may not run a pass play and roam the field trying to exploit defensive A.I. flaws or drop back more than 10 yards to throw the ball or scramble. At any time a QB should not be deeper more than 8 yards on an passing play. Dropping back while in shotgun should RARELY occur, and only be done if pressured and attempting to throw the ball away. (Cannot drop back excessively in the pocket to buy time to throw out of shotgun.)
    • The Robert Griffin Rule: Do not run speed option every play with the intent of running the ball between the tackles. I understand you may want to use speed option to pick up some 3rd and 2s but just don't let it be the main component of your offense. This could go under the mixing up your plays category but I think this needs to be directly addressed.
    • Goalline: Goal line offensive formations may be used inside either 10 yard line. Outside the 5 yard lines, you may not use goal line for anything other than short yardage situations 2nd, 3rd and 4th down. It must be no more than 2 yards. Goal line may also be used to secure the ball late in the game (to prevent fumbles) at any location on the field.
    • Play-Calling: Please do not run the same play repeatedly. Obviously mix up your play calling.
    • Running the Football: Often on designed run plays (dives, blasts, power O, stretch plays) the gap or area the RB is supposed to run is clogged. It is okay to run to the open field but users are not allowed to be cutting every dive play to the outside, or cutting power O run plays up the middle every single play. 75% of the time you should be running where the play is designed to go, and mixing up running plays. Users shouldn't be only running power O, only dives, or only outside toss plays all game. Mix up your runs. Problems have occurred with users running the football outside and never running up the middle. This is not allowed and falls under "mixing up play calling" for offense.
    • Screen Plays: These plays, in real life, are designed to go to a specific receiver (WR/HB/TE/etc) and in most cases are thrown away if covered up. While you are allowed to throw to a different receiver this should be something that rarely happens, and is frowned upon in most cases unless the WR is wide open and completely uncovered.
    • Option Plays: Speed options must be taken outside of the tackles. You're not allowed to cut it inside of the tackles. The speed option is designed to be an outside run and in actual football QBs do sometimes run up inside of the tackles. The problem on defense we only control 1 player and the other 10 players read the play as "speed option, RUN TO THE OUTSIDE." You CANNOT run speed option right, run with your QB to the outside and see the play is going to get blown up, and have your QB run to the left all the way around the left tackle. Can't turn 180 degrees either. This is BANNED unless running the designed reverse option play.
    • Pitching: You cannot pitch the football after you've come into contact with a defender. At times late pitches do happen by accident and when they are executed the user should immediately run OOB or run to where the ball should have been down.

    • Moving Players Pre-Snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move an individual defensive player before the snap you must control that player at the snap of the ball and the first couple of seconds after the snap. This includes moving a player to cover an assignment. You may not pull any players off the line pre-snap (this includes dropping someone on the line back on a punting play.
    • Blitzing: While blitzing is certainly a part of the game, please be realistic when doing so, and do not use it excessively. Any attempt to confuse the AI when blitzing is prohibited (i.e. shifting your defensive line then shifting your LB’s to the A-Gap to confuse the O-Line AI).
    • Run Commit: Simply NO RUN COMMITTING. Feel free to bring a run blitz or stunt your line to wherever you think they might be running but no run committing in any situation.
    • Defensive Formations: DO NOT run Quarters, 1-1-5, or 3-2-6 as your base defense. These are acceptable on passing downs or when your opponent comes out in 4 or 5 WR sets but not every down.
    • Pressing, Showing Blitz, Line & Linebacker Shifts and Stunts: These must be varied and goes under "mixing up play calling" for defense. It is okay to run more than the other (AKA your corners have good PRESS ratings so you press about half the time) but running the same shifts, stunts, or coverage stunts all game is PROHIBITED. These must be mixed up. Also, having 9 in the box should be used when it situationally makes sense (aka 4th and 1, desperation run stop, etc.) and is not a base defensive look.
    • Base Defenses: All but 1-5-5 and 3-2-6 are acceptable playbooks for base defense selections. The key here is to matchup defensively in accordance to your opponent's offensive situation and what the situation calls for. Lining up in 3-3-5 nickel on first and 10 in the 1st quarter when your opponent is running a 3 TE 1 WR look is cheese and not allowed. Running a 3-3-5 Nickel look against that same formation with 15 seconds left in the half is allowed. Just be smart. This doesn't mean because your opponent is successfully passing on your that the "situation calls for" you to run goaline because some glitchy defense within the formation stops the run.
    • Illegal Line Crashing: Crashing the line of scrimmage with a safety is banned. A safety's first step is never forward unless the play is a designed blitz. I'm not saying if you see a run take a step back and then attack, but quit trying to fly up and down with your safety pre-snap like a heart-rate monitor trying to get lucky and crash the line and fuck with the AI. Linebackers are different, IRL they do step at the LOS. Do not do this every play, MIX IT UP.


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