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Hall Of Fame League Rules

Discussion in 'Thread Archive' started by Fred Limbo, Mar 12, 2012.

  1. Fred Limbo

    Fred Limbo MVP

    Feb 10, 2011




    Goal:To provide an opportunity for those new to the TSO to be in a league that is fun and competitive. Where coaches learn the expectations of the TSO through active participant in league content, interacting with fellow coaches and playing NCAA 12.

    Coaches who do not meet the standards for participation,including consistent communication, playing games as scheduled, posting required content and interacting with fellow coaches will be dropped.

    There are two categories that coaches need to focus on;
    1. Interaction/Content
    2. Rules for playing the game
    Expectations and penalties for each area are covered under the specific HOFL rules.
    A coach who is experiencing real life challenges should contact the commish ASAP, in private, so that there is a general understanding of a life situation.

    If a user wants to change teams he must contact the comish

    ADVANCE SCHEDULE-Every 48 hrs. Upon request additional time can be approved for user to user games. Also if everyone is finished before the 48hr deadline we will adv to the next week.

    CONTENT-Ongoing participation in developing and submitting game content is a high expectation in all TF leagues. For those of you who are into using graphics, videos, pod casts to enhance your written content this is the league for you.

    HOFL AIM Blast group is set up for chat as well, join there to talk with fellow coaches. AIM accountis required as it helps with scheduling.
    Game summaries and in-season content:
    Game summaries are done with each advance and no later than 24 hrs after the game is played.
    The consequences for not meeting the requirement/timeline;
    1. First offense: Warning...we are human, mistakes happen
    2. Second offense: Loss of scholarship for current season
    3. Third offense: Game for the current week is simmed, if vs. a user, they play CPU
    Beyond #3.....removal from league.

    Playbooks- Must be posted by week 2 of the season.

    Custom playbooks: 6 sets, up to 21 formations. No limit on plays. During the season you can change plays, set and formations stay the same.

    Custom defense: Needs to maintain the style of the base D.

    If the comish see's that a CPB is in violation of the sim style he will contact you by PM.

    General Play

    We, like all other leagues at TSO, are a sim "style" league. This means that your gameplay should reflect real life NCAA football ideals as much as possible. Sometimes the expectations have to be altered from real life because it is, in the end, a video game.

    No exploiting flaws in the AI by running money plays or plays that you know are unstoppable over and over. Against humans, the "run it till they stop it" ideal is acceptable to a degree, but mostly with plays like HB dive and interior runs, or basic plays like slants. However, spamming ANY play constantly is frowned upon. The cheesier the play is, the less you should use it. The first step if you have an issue in a user game, is to pause the game, contact the other user with your concern. Then continue to play and complete the game. Contact the commissioner with any complaints.

    On offense, establish a team identity and stick with it for the most part. If you are a west-coast playbook going exclusively into your 4 and 5-wides shotgun formations anytime you get down, something is wrong. We want to avoid desperation, i.e. stretching of the rules when the game is close late. We want to be league that treats each other with respect. As long as you have true respect for the opponent, you will likely not do something that doesn't "feel right" to win.

    Be realistic with your QB on pass plays. Dropping back 10-15 yards, rolling past the hashes, etc is not sim and not what should be done. Yes, if you feel pressure, you can roll out or scramble. Yes, if you call a designed roll out you can roll out. Yes, if you call a screen you can drop back further than normal. But on a regular passing play, no one should be taking the snap and sprinting 10 yards back with their QB before setting up to pass, or scrambling outside the pocket to extend the play without pressure.

    Using "L1" adjustments "balanced" and "conservative" adjustments are the only ones permitted...."Aggressive is not allowed"

    Blowout Policy
    Blowouts happen, both against users and the computer. However, blowouts need to be managed mercifully. Issues occur not with the fact that you’re scoring but how and when you are doing it. There comes a point in blowouts where the game is no longer about winning but about doing everything within your power to end the game as quickly as you can while scoring as little as possible. The following rules and restrictions are meant to help you manage blowouts effectively and to prevent our dynasty from being viewed negatively for our play. Penalties are harsh and will be enforced, as this is a very serious matter.
    1. At no point should any team score over 70 points (unless, of course, you must in order to win the game). Any game where a user is remotely close to exceeding 70 points will be closely investigated.
    2. Scoring inside of 1:30 in the fourth quarter is largely unacceptable. Get a first down, and take three knees. End the game as soon as you can.
    3. Backups should be in. Mass Subs should be utilized. If you are up 24+ points in the second half, there is no excuse for your starters to be in. Get your other guys experience and protect your starters from injury; it’s in your best interests. Mass subs may not be an option in user games. You are expected to quickly take out key skill-position players via depth chart substitutions. Try to be quick; we’ve all been on the other side of a blowout, and a pause is only going to make it worse.
    4. Passing with backups is acceptable and expected. However, backups shouldn’t be throwing double-digit passes. If you want to get a backup QB valuable time, bring him in in the first half. You should be predominantly a running team when the game is out of control.
    5. Chew Clock should be utilized as much as possible. Again, end the game as soon as you can.
    Managing blowouts in user games is especially important to the health of our league. Be merciful. You don’t need to allow your opponent back into the game, but you need to be responsible and sportsmanlike in your victory. Do everything in your power to end the game. We don’t anyone developing any hard feelings towards another user in the dynasty.

    Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in HOFL; not 15 like the NCAA. So please choose your plays as quickly as possible on offense and make every effort to do so before the play clock gets close to running out. We do realize, however, that certain situations in the game may require some extra time when choosing a play. You may run the game clock with under 4 minutes remaining in the 4th quarter. Or if your trying to prevent another possession within the last two minutes of the 1st half.
    The Chew the Clock feature should only be utilized when you are otherwise allowed to run the playclock down.

    No-Huddle Offense
    No-Huddle is allowed but shall be ran correctly. You must huddle after any clock stoppage, including incompletions. Users must commit to running the No-Huddle prior to the season when reporting playbooks and must distinguish between two types of No-Huddle:
    1. Full No-Huddle: The offense’s typical pace is aggressive without huddling. The No-Huddle must be run a majority of the game, unless there is a blowout.
    2. Partial No-Huddle: The offense typically huddles but is permitted to run a No-Huddle look 2-3 times per game to change the tempo.
    No crazy package changes are allowed when running No-Huddle, i.e. Going from a 4 WR set to an Ace set where you would have WRs playing TE. You must stay within the personnel that's on the field. Before snapping the ball in the No-Huddle offense, be respectful to the other team and allow them to get set on the field. If you see a player is still trying to line up properly, be responsible and give him an extra second to get set. Obviously if you’re in a scenario before a half/game ends and are running out of time, things will be more urgent, and the opposing user should understand that.
    The No-Huddle may also be run by any user at any time inside the two minute mark in the second and fourth quarters. If a user is down 17 points or more in the second half of a game, he is permitted to put his offense in a No-Huddle tempo in an attempt to get back in the game or to try to spark his offense. Rules for this are detailed in the TSO general rules.
    1. Simply put, if you cannot run the No-Huddle according to these rules, you cannot run the No-Huddle at all for the remainder of the current season. No exceptions.
    Note: No-Huddle must be declared by each user who intends to use it at the start of the season, including which type of No-Huddle will be used.

    Going on 4th down Coaches should kick on 4th down in accordance with realistic gameplay; however there are certain circumstances where going for it on 4th down is allowable, see below:
    1. If you are behind 3 or more TD’s in the 3rd quarter or 2 or more TD’s in the 4th quarter, going for it on 4th down is allowed at any time.
    2. If you are losing with less than 4 minutes to play in the game, going for it on 4th down is allowed at any time.
    3. If you have 4th and less than a yard from inside the 50 yard line, going for it on 4th down is allowed at any point in the game.
    4. If you have a kicker with low kick power, you may go for it on 4th down from the 40 yard line in at any point in the game.
    5. Fake Punts and FG’s – Any fake punt or field goal must follow the same rule used when going for it on fourth down. If you are allowed to go for it on 4th down in that situation, you can also fake the punt or field goal. Faking a FG or punt is part of the game and provides "the element of surprise," but please be realistic. These are utilized in NCAA but on a limited basis, so please keep that in mind.
    Matching Formations – Generally, the defense should be matching up personnel against the offensive package on the field. This means that while occasionally running your base defense against an opponent’s shotgun 4 wide packages is allowable, you should not be running a nickel/dime defense against a 2 TE set in a running situation.

    Moving Players Before The Snap – On defense, shifting linebackers and the defensive line is permitted. However, if you manually move an individual defensive player before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment. Constantly spreading or pinching your DL or LBs falls under the rules for mixing up your playcalling. Moving a defensive lineman off the line of scrimmage or more than one 'step' outside the OT is prohibited.

    Blitzing – While blitzing is certainly a part of the game, please be realistic when calling blitzes. Any attempt to confuse the AI when blitzing is prohibited (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling.

    4-2-5/3-3-5 defenses – These defenses are allowed for use as a base defensive set.

    1-5-5 defense – This personnel grouping may be used as a nickel/dime set in the appropriate circumstances.

    Defensive Line Play – Coaches controlling defensive lineman must first engage an offensive lineman on any pass rush or running play. Use of the 'loop' technique is not permitted in any TSF leagues (for those who are unaware, the 'Loop' refers to user controlling the DL and attempting to run yards around the OL, possibly with turbo involved). In general, when controlling a defensive lineman, you should always engage an opposing lineman and use rush moves to get clear. Additionally, use of the DE contain feature in the formation audible should be done in realistic fashion - in long yardage vs. a QB that is a definite running threat. Using the DE contain feature vs. a team that never runs their QB or using it in first and 10 situations or in conjunction with pinching the DL is not permitted.

    Scholarship Allotments
    72 - Current Roster Size + Graduating Seniors =Scholarships Available
    1. Teams of Three-Star Prestige and lower have no scholarship restrictions
    2. One-Star Recruits do not count towards scholarship limits
    Note: Scholarships must be reported by each user at the start of every season.

    Swaying Players
    Users will not be allowed to attempt to sway a player from the pro draft if he meets any of the following criteria. Swaying players will be monitored by the board.
    A player may not be swayed if he:
    1. is rated > 95 OVR
    1. is a JR that has won the Heisman
    2. is a JR or SO(RS) and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is rated > 90 OVR
    Note: Kickers and punters can be swayed from pro draft regardless of rating and class.

    Recruiting Restrictions

    Five-star recruits will be capped based on current team prestige as follows:

    1. Six-star programs may sign only 5 five-star recruits

    2. Five-star programs may sign only 6 five-star recruits

    3. Four-star programs may sign only 7 five-star recruits

    4. Three-star and below no limits

    This will limit the rich getting to rich and also make you be selective on who you offer.

    Position Changes
    These restrictions only apply when changing positions. Position changes will be monitored.
    QB: No Restrictions
    RB: No Restrictions
    FB: Restricted
    Weight restriction > 210 lbs
    Speed restriction < 90
    WR: No restrictions
    TE: Restricted
    Weight restriction > 210 lbs
    Speed restriction < 90
    OL: No restrictions
    DT: Restricted
    Weight restriction > 255 lbs
    DE: Restricted
    Weight restriction > 210 lbs
    Speed Restriction < 90
    OLB: Restricted
    Weight restriction > 200 lbs
    Speed Restriction < 92
    MLB: Restricted
    Weight restriction > 205 lbs
    Speed restriction < 92
    DB: No restrictions
    Returner: No restrictions
    * Any player wrongfully moved to a position where he does not meet requirements must sit out the current season without a formal redshirt. At the end of the season, he must be moved to a position where he fits requirements or cut from the roster entirely.

    Cutting Players
    No team may cut its roster to fewer than 67 players.

    User vs. User Disconnects

    In the event of a disconnect, users should note the score, time remaining, estimated field position, and team with possession (as well as team to posses the ball at half, if necessary). Users should then work together to get the restarted game as close to the original situation as possible and continue from there. If this is not possible for whatever reason, users should work together to reach a solution. If a solution can not be reached between the users then the game is simmed by the commish.

    User vs. CPU Restarts
    Restarts shouldn’t happen often, but we all know that there are times when they do. Regardless of the reason for the restart, the commissioner should be contacted.

    Only after the restart has been approved can the game be replayed. It is YOUR responsibility to get your restart approved. If possible the restarting user should provide a short video clip of the freeze, loss of power, disconnect, etc. If this is not possible, highlights may still save to dynasty wire, which may be adequate proof. A second disconnet, regardless of the reason, will result in the game being simmed.

    Added August. 11th, 2012

    "At the conclusion of a game if the score is not posted on either the PS3 OD and/or on the Web OD then the following is done;

    1. If it is a user vs. CPU game won by the user, then the user can opt to replay the game before the next advance or let the result stand.

    2. If it is a user to user game, then both users must agree as to who the winner was. The winning user can opt to replay the game vs. the cpu or let the result stand.

    In letting the result stand the winning user in 1 or 2 is taking the chance that the results may be reversed. In which case nothing can be done as the game has been advanced.

    Pausing: NCAA allows a limited number of pauses during the game, so please keep that in mind. If it's ever necessary to pause the game, please provide a quick explanation to your opponent if you are not utilizing your headset at that time. Pausing the game to show poor sportsmanship will not be tolerated. Please do not start a game if you know something will interfere with your playing time.

    Off Season Advance
    Time/date is etablished at a minimum two weeks in advance. Schedule is posted. May be done in one session and/or spread out over several days with a shorter session to wrap up/
    Last edited: Mar 18, 2012

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