League Description/Rules/Sliders

Discussion in 'Thread Archive' started by Bulldog, Apr 4, 2011.

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  1. Bulldog

    Bulldog Coach Richt is my Dawg!

    Jul 1, 2010
    Team TSO User Name Gamertag Seniority
    [​IMG] Bulldog xDAMM1T B0BBYx NCAA 09 August 2008
    [​IMG] bucsfan047 ThruTheSmoke47 NCAA 11 July 2010
    [​IMG] Kapono jasonkapono72 NCAA 11 March 2011
    [​IMG] sonn Roy9099 ?
    [​IMG] jandy CptNewB NCAA 12 ?
    [​IMG] stiff bon air Smok3y McPots NCAA 12 October 2011
    [​IMG] RyanC TheDivineWaffle NCAA 12 December 2011
    [​IMG] GMONEY 15 GMONEY 15 NCAA 12 December 2011

    Last edited: Jan 12, 2012
  2. Bulldog

    Bulldog Coach Richt is my Dawg!

    Jul 1, 2010
    League Rules

    Advance Schedule
    - For CPU games you have 24-48 Hours
    - For User games you have 48 Hours. Plan Ahead for upcoming User games!

    Going on 4th Down:
    I encourage straight play in this league, however, I do not want to limit players to the point where they cannot play aggressively. With that in mind, here is the rule on 4th downs:
    A. Whenever you are inside the opponent's 40 yard line, you are permitted to go for it on 4th down.
    B. If you are behind by two touchdowns or more in the second half, you can go for it whenever you like.
    C. If you are the losing team in the 4th quarter, you can go for it whenever you like.

    • Only QB’s may play QB unless all of your QBs are hurt in that case you need to notify the commissioner
    • FB: Speed must be 90 or below (See required weight chart)
    • TE: no WRs may play TE
    • Controlling Players: You cannot pick plays and let the computer run them. You must control your QB throws and RB/RS movement at all times.
    • Audibles: When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.
    • Pass commit IS permitted anytime in a game. Be responsible, and do not abuse.

    Playclock Rule:
    We're all here to play football. Keep in mind we play 7 minute quarters; 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. I 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 2:30 remaining in the 4th quarter. Or if your trying to prevent another possession before the half.

    When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.

    Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete.

    WR Motion:
    Manually motioning your WR's before the snap should be kept to a realistic minimum. There are plenty of plays with green routes and defined motion in them that you can utilize. But again, don't abuse them.

    Spreading the Ball Around:
    WR's should be the main target for passing plays. HB's should be checkdown receivers and not primary targets. HB receptions should not get out of hand or be a primary aspect of an offensive gameplan. Your 3rd, 4th, and 5th WR should not be a primary target. Majority of passes should be thrown to your two outside WRs with few exceptions.

    Excessive offensive audibles (changing formations):
    Calling audibles at the line of scrimmage is commonplace in every level of football. However, these audibles are almost always to plays in the same formation, or to flip the side of the play. Audibles to a completely different formation are prohibited. Audibles to a different play in the same formation, or to flip the personnel to the other side of the field to run the same play is permitted. Calling an audible to change the formation circumvents personnel rules (I.E. WR at TE, WR at FB, HB at FB), and is not allowed.

    Hurry Up Offense:
    All teams are allowed to run the "hurry up" offense in both two minute drill situations. Any team losing in the 4th quarter is permitted to hurry up as often as they like. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause offsides penalties or taking advantage of defensive AI is not allowed.

    Playcalling, Mixing It Up, Play Action:
    Varying your playcalling on both offense and defense is a requirement of sim play. On offense, be sure to show your opponent different formations and different plays out of each. Of course, exceptions on offense come from your playbook. If you are using Florida or Georgia Tech's playbooks, for example, the formations that are available are not very different. However, even in those playbooks, different looks are available and should be utilized. It is understandable (and acceptable) for a team that is down by a lot to become one dimensional, needing to throw the ball. By the same token, a team that is up by a lot is permitted to become one dimensional running the ball to keep the clock running. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling.

    On defense, be sure to mix up coverages, bltizes, and the like. Showing blitz should be used VERY sparingly, but can be an option to mix it up. Sitting in Cover 3 or DE Contain all game, for example, is prohibited. In addition to making games more sim, mixing up your playcalling makes you a more lethal weapon as a coach. The more versatile you are on either side of the ball, the more you will be able to play mind games and set up plays against your opponent. The only exception to this goes along with offenses becoming one dimensional. If your opponent is forced to become one dimensional due to the score, you will be permitted to do so on defense.

    When making adjustments on the field pre-snap, be sure that you are not making the exact same adjustments on every play. Constant press coverage, constant line stunts, shifting the DL and linebackers in the same manner every play and the like falls under the category of not mixing up play calling, and is frowned upon. In addition, moving anyone other than the player you will control is prohibited. If you find yourself in a situation where your guys move as you are switching to the player you intend to control, audible to your original play by pressing X+LT (360) or []+L2 (PS3).

    QB Scrambling:
    Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards, deep dropbacks, constantly throwing off your back foot while dropping back, 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. If you are going to scramble w/the QB when no one is open, try to stay inside your tackles or close. Especially if you dont have pressure off the edge, or have a clean pocket.

    QB Pitches/Option:
    This is a simple rule, the pitch MUST be out of the QB's hand BEFORE contact with a defender. If it ends up coming out late by accident, or a little lag in play, the User must immediatley dive straight to the ground and/or run straight out of bounds.

    No Tailbacks/Halfbacks playing the fullback position in ANY scenerio of a I-Form, or Goaline package. It is allowed to have "dual" halfbacks in a split shotgun formation. If the User runs a true fleXbox One offense, then a tailback is permitted to play the fullback (B-Back) position.

    QB Dropback:
    Purposefully dropping too far back in the pocket 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. When you snap the ball it should be either a 3 step drop back or a 5 step drop back depending on the play type. In the shotgun formation 5 drop backs is plenty enough.

    Running Up the Score:
    Good sportsmanship is a major part of TSO, so running up the score on user opponenets will not be tolerated. Please use good judgment when leading by a large margin versus a User. If you are blowing out the CPU by 21 points or more in the 4th quarter, it is mandatory to put the entire second string in the game. There is a cap of 70 points versus the CPU. Unless its a close game vs the CPU, I will not tolerate any more scoring than that.

    Moving Players:
    On defense, shifting linebackers and the defensive line is permitted. However, if you move a individual defensive player manually 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 and 'showing blitz' falls under the rules for mixing up your playcalling. If for some reason one of your players doesn't line up correctly, you can move him to where he needs to be and make an additional switch and move. This is easy to spot from the offenses point of view and rarely happens (maybe once in every couple games).

    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 (ie. spreading your defensive line then shifting your LB's to create AI holes). This also falls under the rules for mixing up playcalling.

    Defensive Playcalling:
    Please call realistic defensive plays for the proper situation. Use a 4 or 5 DL set to stop the run and a 3 or 4 DL set to play the pass. There are formations in these games that allow for unrealistic results. Using the 3-3-5 or 1-5-5 to stop the run, however effective it may be, will not be tolerated. There are OL AI problems with these formations that make them super-effective against heavy run sets.

    Defensive Subs:
    OLB are not suppose to play DE, Safeties are not suppose to play LB, etc in any package or formation, even if it's a game based package. It is just too much of an AI headache. Keep players in their original positions at all times.

    Playing the Position:
    Safeties do not normally play close to the line of scrimmage. Defensive linemen do not play in the secondary. Regardless of what player you are controlling, make sure you are playing that position. Controlling a safety and crashing him straight towards the line of scrimmage is not sim. A safety's first step is NEVER towards the line of scrimmage. Note that nickel DBs and SS (rovers) in a 4-2-5 can also be easily abused. Use sim judgment in the way you control players on defense.

    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.

    Onside Kicks:
    Onside kicks are permitted at kick-off to start either half or by the losing team in the 4th quarter only.

    Weekly Gameplay
    Position BAN:
    1.) I am putting an official ban on using the right-most defensive tackle in a 4 down lineman set on defense. After years of evidence, there is clearly an issue with the right guard in terms of blocking. It does not appear that this issue extends to the left side of the line, and does not appear to be as extreme in 3 down lineman sets - hence the specifics of this limitation.
    So again - when in a 4+ down lineman set (4-3, 4-2-5, Nickel, Dime, etc.), please refrain from using the right-most defensive tackle.

    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.

    When to sub in backups:
    You should sub in your backups when up by more than 21 points in the 4th quarter. This does not include the defense.

    You are expected to play your own games. Supersimming the last 3-4 minutes of a game that is decided is occasionally exceptable for extenuating circumstances. The commish should be notified immediately if this is the case. How much you simmed, the score before the sim, the final score and the reason for simming is all required information. If the results seem suspect, expect to have the game tossed and the game simmed from the start.

    Games will disconnect from time to time for various reasons. When a disconnect occurs upon restarting both Users need to be re-spotted those points. If a User is leading by 24 points or more at any point past halftime when a disconnect occurs, The game should be SIM'ed in the leading users favor. If there are any odd situations that occur, pause the game and contact the commish if the Commish is not available, contact the co-commish(bucsfan047), if neither one of then are available send a PM to the commish. TSO expects all owners to have a reliable, high-speed ISP. If you are having any type of Internet trouble, please do not start the game until the problem is resolved.

    Player must leave game in progress - Please do not start a game if there's a chance you will not be able to finish it. In the case of an emergency situation where you are forced to leave the game, an agreement should be made between both players as to whether the game will be replayed from the start or simulated in the opposing teams favor. If you cant come to an agreement, contact the Commish.

    With R3AL M3N OF G3NIUS we are on a “fast as we can go” schedule, missing games will be necessary at times. We simply asks that you make every effort to schedule and play your own games, but when that's not possible, we request the following:
    -- Notify your opponent via TSO message boards as early in the week as possible.
    -- Notify the commish that your opponent will need to play the CPU or that your CPU game will need to be simmed.
    * Failure to follow these guidelines will result in a sim loss to your team.

    There will be NO restarts on your user vs. cpu games. Any restart = automatic simulation of your game unless you have proof of a freeze or something(video only no pictures). The 2nd time.. = a simulation loss. The 3rd restart, your gone. There is no shame in losing to the CPU.. our difficulty and sliders will be targeted towards realistic challenge levels based on the caliber team the CPU is controlling… ex: CPU Ohio St will be tough… CPU Duke probably won’t…

    Leagues here operate on an as “fast as we can goâ€Â schedule (unless otherwise stated), missing games will be necessary at times. We are a community full of people who have lives outside of these leagues. TF simply asks that you make every effort to schedule and play your own games by utilizing the message boards. ALL GAMES MUST BE SCHEDULED ON THE FORUMS. If a problem arises with your game and it is not scheduled between both parties on the forums, it will result in a sim. In the unfortunate event that you are unable to schedule a game, we ask that you do the following:
    -- Notify your opponent via email and message board as early in the week as possible.
    -- Notify the commissioner that your opponent will need to play the CPU or that your CPU game will need to be simmed.

    NCAA Infractions:
    After 3 infractions you will be kicked from the league no questions asked. Infractions can range from game restarts against the CPU, to players with cheesy stats, to scoring when up by more than 21 points in the 4th quarter with one of your starters, to scoring on a pass play with your backup QB late in the 4th quarter.

    Game Plan Rules
    Big Hits:
    Can only be set to aggressive when opposing User is inside your 10-yard line. You can manually "Big Hit" or "Hit Stick" at your own discretion. Conservative can be used at your own discretion.

    Strip Ball:
    Can only be set to aggressive when opposing User is inside your 10-yard line or you are down 17-points or more AFTER halftime. Conservative can be used at your own discretion.

    Zone Coverage:
    At Users Discretion

    Defensive Line:
    To be left at either default "Balanced" or "Conservative"

    Pass Defense:
    To be left at default "Balanced"

    To be left at default "Balanced"

    Get Open:
    Balanced or Conservative

    Hold Blocks:
    Balanced or Conservative

    Impact Blocks:
    Balanced or Conservative

    Balanced or Conservative

    Big Run:
    Balanced or Conservative

    To be used only late in the 4th when up by more than 21

    Strategy Feautres
    Pass Commit:
    Be used appropriately in moderation. ie: Passing downs, 2-minute drills, protect a halftime/game-ending hailmary...etc
    Run Committ:
    Not allowed

    Team Roster Maximum is 70 players
    1.) If you have 68 men or more on your roster, you still receive the +2 additional scholarships towards your 70 man count
    2.) If you are 67 or below on your roster, you receive no extra scholarships. You only get to recruit to your 70th man.
    3.) If you go over your recruiting limit you will also lose 1 scholarship for the next season and you will have to remove the last player(s) you signed
    :1stars: Recruits/Signings do not count towards your scholarship allotment
    4.) 4 :5stars: Signing is the Max for a single team in a single recruiting Year unless you have been given special accolades or awards by the commish. If you go over 4 :5stars:you will have to remove the last person signed during the off-season period. You will also lose 1 recruit off of your max the next season.
    5.) Conference championship winners may sign 1 additional :5stars: player. This will be added to the total for the following season.
    6.) National Championship winners may also sign 1 additional :5stars: player. If you win a conference championship and the National Champioship you can only sign 1 additional :5stars: player.

    Swaying Players
    A player will not be allowed to attempt to sway a player from the pro draft if he:
    is > 93 OVR
    is a JR that has won the Heisman
    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.
    Last edited: Jan 8, 2012
  3. Bulldog

    Bulldog Coach Richt is my Dawg!

    Jul 1, 2010
    Video Tutorials

    Google Spreadsheets

    Posting Video Highlights
    Last edited: Jan 7, 2012
  4. Bulldog

    Bulldog Coach Richt is my Dawg!

    Jul 1, 2010
    Game-play Difficulty Heisman
    Recruiting Difficulty All-American
    Quarters 8 minutes
    Game-play Speed Slow
    Speed Threshold 0

    Penalty Setting
    Off-sides 52
    False Start 48
    Holding 50
    Face-mask 53
    Offensive Pass Interference 100
    Defensive Pass Interference 100
    KR/PR Interference 100
    Clipping 48
    Intentional Grounding 100
    Roughing the Passer 52
    Roughing the kicker 52

    Setting USER CPU
    QB Accuracy 10 10
    Pass Blocking 20 10
    WR Catching 50 45
    RB Ability 40 60
    Run Blocking 10 10
    Pass Coverage 5 5
    Pass Rush 0 0
    Interceptions 25 15
    Rush Defense 0 0
    Tackling 15 15
    FG Power 45 45
    FG Accuracy 30 35
    Punt Power 45 45
    Punt Accuracy 40 40
    KOPower 50 50
    Last edited: Jan 12, 2012
  5. Bulldog

    Bulldog Coach Richt is my Dawg!

    Jul 1, 2010
    everything updated
    Last edited: Jan 7, 2012
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