Dynasty Description: The Huddle will be an XBox dynasty consisting of 12 teams in three power conferences. Among the choices to be voted on is the Pac 10, Big 10, SEC, ACC, and the shell of the Big 12. The three will be voted on by the 12 new members. In a perfect scenario, each member will get a school they have personal interest in because that will make for a fun dynasty. ROSTER: Roster Name Team Big 12 Texas Division Baylor ThaShark316 Houston vBigSlick North Division Kansas Bornthreat Kansas State Nyydus Pac 12 North Cal Bravejaf Oregon State ajtev21 South Arizona State timroy85 UCLA TN Mike ACC Coastal Duke PSU Eagle Virginia Paxtin Atlantic Maryland Twister18 NC State Gravityyy Team Ratings: I will leave the power schools for the Premier leagues and we shall start with 3 star and below. Sliders & Settings: Recruiting and Gameplay Sliders with be default All-American. 7 minute quarters will be used Advance Schedule: A 24 hour advance for a CPU game and 48 hours for a user game. In the game scheduling thread, there should be times set up between 2 users. If I see that 2 people are trying, then I may work with them. If you have a bye week and are not "green dotted" then I advance and you may lose that 10 hours of recruiting. I will also sticky an "Out of Town" thread so we can know who may be gone at certain times. Subs are fine playing CPU games but user games will be AP. Position Changes: Need to be posted after each offseason. No unrealistic changes, ie MLB to DT is a bit cheesy to me, or 200 lb SS to OLB, etc. A move along the OL, ex. G to T doesn't have to be listed. Here are the restrictions: Pos Notes QB: No Restrictions RB: No Restrictions FB: Restricted Weight restriction > 220 lbs Speed restriction < 90 WR: No restrictions TE: Restricted Weight restriction > 220 lbs Speed restriction < 90 OL: Restricted Weight restriction > 270 lbs Speed restriction < 70 DT: Restricted Weight restriction > 265 lbs DE: Restricted Weight restriction > 225 lbs Speed Restriction < 90 OLB: Restricted Weight restriction > 210 lbs Speed Restriction < 92 MLB: Restricted Weight restriction > 215 lbs Speed restriction < 92 DB: No restrictions Restarts: If a game freezes or disconnects, then send me a message. If this becomes frequent, then penalties may be implemented and the game will be simmed. If you are playing a user game and you quit or disconnect while getting shelled, that could be grounds for removal. Players Leaving: No restrictions will be made on this at the present time. Player Conduct: I like to have fun and mic up and get to know my opponents and even talk a lil smack but remember to show respect always and dont run up the score on a user or even the CPU. There will be a scoring cap and if you are up big on the cpu, chew the clock and put in the subs. Don't cheese. running the same play over and over or money plays is just plain boring and can get you into hot water. Whatever you see on Saturday is what I consider sim. I also include things that throw off the computer AI such as QB dropping 15 yards back on a screenpass or unnecessary scrambling to be cheese as well. I will post a video made by G-Unit that describes how TSO defines sim. Most situations can be taken care of by talking up during the game. The specific rules are taken from T3 and have stood the test of time. I may amend them somewhat. Gameplay Rules – General Use of headsets – I know some may not like being on the headset while playing, but I strongly recommend being on the microphone for user vs. user games. Being able to talk through issues in real time during the game is much more efficient than trying to type out questions/answers, and a bit of friendly trash talk is a great way to build up camaraderie with your dynasty mates. The easiest way to avoid game play arguments is to have a relationship with the guy on the other controller beyond posting on the forum. Resolution of Issues – I would hope that everyone is mature enough to resolve any gameplay issues between each other during the game, but if that isn’t possible, all gameplay issues should be brought up to me via pm. Please include specifics about what the problem is, as well as video’s/highlights if possible. Arguing on the board about gameplay issues won’t be allowed. Sportsmanship – Running up the score in CPU games or on your opponent in user vs. user games will not be tolerated, nor will general douchebaggery on the forums towards the other participants in the dynasty. If you are up 4 TD’s in the 2nd half of a game, take your foot off the gas a bit and run some clock. Look, I’m an old man, and really don’t have the time or patience for drama, so let’s not have any issues. Playbooks – Everyone will set their offensive and defensive playbooks by their 2nd user vs. user matchup. Once chosen, they can’t be changed until the following season. Custom Playbooks – The use of custom playbooks will be allowed, so long as the formations/plays selected are in-line with a realistic game plan. Play Calling – Each person should be mix up their offensive and defensive formations and plays throughout the game. This doesn’t mean if you prefer man defense or want to structure your offense around the power-O running plays, you can’t do so. Just don’t run man cover 2 zone every play, and don’t run the same power-O play from the same formation 3-4 times in a row. Explore the playbook you’ve chosen and just be a bit diverse. Scores & Statistics vs. the CPU – There will be a hard scoring cap of 60 points in games vs. the CPU, going above this amount will result in your game result being tossed out and a sim loss being posted to your record. The one exception to this is if you are involved in a shootout vs. the CPU you may exceed 60 points only if the final score is no more than a 2 score margin (10-14 points). Additionally, running up statistics in CPU games won’t be tolerated. If you are winning by 28+ points in the 2nd half of a game, your starters should be on the bench. Starters scoring points in the 2nd half of a blowout will be benched for 1 or more future games, depending on the severity of the infraction. Game Plan Adjustments – Game play features such as aggressive/conservative settings and run/pass commit will be allowed, so long as they are used in game situations that would be realistic. In other words, leaving aggressive ‘jump the snap’ on all game is not OK, but turning it on for your opponents 2 minute drill when you know they are passing on every play would be allowed. The only exception is the conservative features on offense, which may be used at any time at the discretion of the coach. Gameplay Rules – Offense 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: 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. If you are losing with less than 3 minutes to play in the game, going for it on 4th down is allowed at any time. 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. 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. Issues such as this should be communicated to your opponents in advance of the game so that they are aware. Discuss any 4th down attempts you feel are questionable with your opponent via chat during the game to avoid disagreements. Motion – Motioning backs and receivers is allowed, however if your opponent calls an audible during the motion you should wait a reasonable amount of time (a second or two) to allow the defense to reset prior to snapping the ball. Auto-motion plays are always allowed. No-Huddle Offenses – These will be allowed if used in a sim fashion. This means that after plays that are for no gain or lost yards, the team should huddle. Additionally, the team should huddle after any incomplete passes. The offense must also allow the defense adequate time to call a play prior to snapping the next play. Play Clocks – Players should attempt to select and call their plays in a reasonable amount of time. Players should not be ‘chewing clock’ or intentionally running down the play clock except in late game situations (last 2-3 minutes of each half). If a game is a blowout and both parties agree, the ‘chew clock’ feature may be implemented earlier in the game. Play Action Passes – These plays should not be used in 3rd and long situations (6+ yards). QB Dropbacks –Purposefully dropping too far back in the pocket to avoid pressure during regular passing plays is not allowed. Defensive AI doesn't take into account how far back in the pocket the QB is, allowing for wide open out routes and passes into the flats. This includes hitting a WR on said routes on screen plays. A normal QB dropback would be considered to be no more than 7-10 yards at most from the initial line of scrimmage, in the case of an under center passing play. From the shotgun, dropbacks should be limited to 2-3 additional yards from the line of scrimmage, since the concept of the shotgun is that it is intended to remove the need for the QB to dropback on shorter routes and at most would only require 1-2 steps back for deeper routes to develop. QB Scrambling –Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards or well behind the line of scrimmage without being under pressure is not realistic. This does not include option plays, designed QB runs or broken/pressured play situations. Examples of unrealistic QB scrambling include: Sprinting backwards and/or to the sidelines off the play action fake. Rolling out with the QB is allowed, however this should be done without sprinting. Faulty AI on the defense causes defenders to break coverage nearly as soon as a QB leaves the pocket while sprinting and as we all know, QB’s throw on the run far more effectively in this game then they should. Sprinting backwards during a normal dropback is prohibited. Sprinting to the sidelines on a normal pass play that is not designed to be a rollout pass should only occur if there is pressure from the defense or you have waited 2-3 seconds in the pocket and no receivers are open. On a designed rollout pass, a normal rollout should be performed using the non-sprint QB running. If a QB sprints from the pocket, you should run the ball, not sprint out to throw the ball. Calling a normal pass play and then immediately running with the QB should be very rare. Using a 1-2 read system with an athletic quarterback and then running is considered sim as long as it is done within reason (i.e., not every single play). Quarterbacks that consistently average over 15 carries per game should be getting at least half of those carries via the option. Two QB Offenses – If you have one passing QB and one running QB, you should limit the rotation of them. Yes, it has happened "some" in real life, but it doesn't translate well to the game. Mainly due to the fact that it is difficult for the defense to see who is jogging in and out of the huddle. For this reason, QB rotation should generally be used on a possession by possession basis. If you are on the mic with your opponent and agree to allow the two QB offenses in a different manner (such as informing your opponent prior to changing QB’s) that is also acceptable. Wildcat Personnel Groupings – This should operate similar to the QB rotation. For playbooks that are designed to use a wildcat personnel grouping, offensive playcalling should realistically reflect this change. If the wildcat package does not include a QB, the wildcat personnel should stay on the field for a grouping of at least 3 plays and not switched in and out for individual plays here and there. If the QB remains on the field for the wildcat package this rule does not apply. Options – Late pitches are not acceptable, if you succeed in a late pitch (even on accident) you should immediately run out of bounds for a loss or no gain. To clarify, a late pitch is one where your QB pitches the ball AFTER he has been hit by an opposing defender. A good pitch is where the pitch is made prior to contact with the QB. Violation of this rule will not be permitted, and any issues should be discussed with me. Gameplay Rules – Defense 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 TF 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. Gameplay Rules – Special Teams 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. Scholarships: Recruit the number of seniors leaving that season if you roster is at 70: 17 seniors + 70 roster = 17 schollies 17 seniors + 68 roster = 17 + 2 = 19 schollies If a junior leaves early and a sophomore transfers: 17 seniors + 70 roster = 17 + 1 +1 = 19 If you are forced to take a walk-on, then you can recruit 71 and cut that walk-on. Content: We are supplied with a state of the art forum and we will use it. I like highlights of awesome plays and user game summaries are a must, usually writen by the winner. Season Previews and Playbooks will be asked for when a new season is started. 1. Team previews will be made before the first game. Explain your start and up and coming players, etc. Give a starting lineup, etc. 2. Post your number of scholarships available. If you don't understand the rules on it, just ask. I am going to allow to recruit to 71 to allow cutting a walkon or an underachieving player. Make sure you dont have recruiting help from the CPU on. I found out the hard way and lost most of my OL when the CPU did my cuts for me. 3. Game Summaries: The Winner should post a detailed summary of the game between 2 users. A short paragraph and the score is good for CPU games. I would also like to see the stats of the Offensive and defensive players of the game. The loser of the user game is also encouraged to add some input or a highlight or 2 as well 4. Recruit posting: Please post your recruits added every few weeks, especially after a huge week!! I use snipping tool to copy it to photobucket, ie.. Here is a good example: http://forums.traditionsportsonline.com/threads/season-9-recruiting-boards.51597/ If you are able to take this challenge and want to be in a fun,exciting and competitive league, then "The Huddle" may be your home on Tradition Football!