League Description

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  1. Cimmy24

    Cimmy24 Candy Ass Self

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    The Woodshed

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    League Description
    Tradition Sports Online presents the newest league to the Playstation 3 division of their college football realm. The Woodshed will challenge members to become the most respected gamers on Tradition Sports Online. We will follow the path of true Sim Style football and competitive nature, within the rules of the game. The Woodshed is a league designed to test players abilities in three of the toughest and most cut throat conferences in the NCAA.​

    With NCAA 12, The Woodshed will open members to three of college footballs toughest conferences. The ACC, B1G, and SEC will be the homes for our members. Each coach is destined to reach the summit of their conference. With 4 members in each conference, users will not only be challenged by their opponents on the field, but also off the field in some very intense recruiting battles. The three conferences selected annually house teams that beat one another up, with only one, if any, remaining at the end of the season to challenge for the top prize in the country. See if you can survive your beating in The Woodshed.​

    Roster

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    Cimmy24 (Commish)

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    Christian Lentz

    Opening - ACC Coastal​

    Opening - ACC Coastal​

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    drewislegend

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    thebouncer

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    Gibby289

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    Jase

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    IJGator

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    voltool

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    quietstrm

    SEC WEST (Vacant)​
    General TF Rules

    TF Rules

    O.3 - Hurry Up Offense: All teams are allowed to run the "no huddle" offense in the game, only if it follows a play to which the clock continues to run. If there are more than two minutes left in the half, the offense must wait until the defense has become completely set (ie, switching to press coverage, manual moving user controlled player for better matchup) before snapping the ball. If you are under the two minute mark, you must only wait for the defense to pick their play and for all of their players to take their initial stance before snapping the ball.
    O.4 - Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in SH; 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.
    O.4.1 - Chew the Clock: The Chew the Clock (Conservative Tempo) feature should only be utilized when you are otherwise allowed to run the playclock down.

    WG.3 - 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.

    WG.4 - With SH 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 email or message board 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.

    WG.5 - We operate on a 72 hour soft-advance. Meaning that all games that have yet to be played within 72 hours of the previous advance will be simmed. Typically an additional soft advance will be put in place 24 hours after the last User v User game has been completed (only if the 24 hours doesn't extend beyond the original 72 hour deadline). Exceptions for dealine extensions can be made for User v User games or for extenuating circumstances. In either case, it should be brought to the comish's attention as soon as possible.

    WG.7 - Supersimming: 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.

    Sliders & Settings
    Will be determined during Release Week of NCAA 12

    League Specific Rules

    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.

    * 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.
    * 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.
    * 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.
    * 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.
    * 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.

    PRE-GAME AND GENERAL RULES

    1.0 Depth chart changes are not permitted before the opening kickoff. Each owner is responsible for setting their depth charts weekly in the franchise. You are allowed to make a depth move during the game

    A. If a player is struggling.
    B. If you are trying to prevent an injury.
    C. If the game is a blow out.
    D. Formation subs are permitted before the opening kickoff and are limited to the following:

    QB (no subs)
    HB (can sub to 4th/5th WR in a 4/5 WR set)
    FB (can play FB, HB, or TE)
    TE (can play any slot WR position)
    WR (no subs)
    OLine can play any OLine position
    Dline can play any Dline position
    Lb's can play any Lb position
    SS or FS (are interchangeable)
    CB (no subs)
    KR/PR - Any player eligible

    2.0 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.

    OFFENSE

    Mix up your run calls: You need to mix your runs up. You cannot just run tosses, sweeps or take it to the outside all game long or majority of the time. You need to be mixing up your play calls, dives, blasts, stretches, draws, counters etc.

    Unrealistic Pitch/Lateral: If you get off a late pitch that is unrealistic, you are to run the ball out of bounds AT or BEHIND the line of scrimmage upon receiving the pitch.

    3.0 - Going on 4th Down: We encourage straight play in this league, however, we do not want to limit players to the point where they cannot play aggressively. With that in mind, there will be a simple rule on 4th downs:

    A. Whenever you are past the 50 yard line with 1 yard or less to go, you are permitted to 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.

    4.0 - Motioning: Motioning by backs and receivers is allowed.

    5.0– 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.

    6.0 - Playclock Rule: We're all here to play football. Keep in mind we play 6 minute quarters in BFR; 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 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the half.

    7.0 - Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on both offense AND defense. If your team falls behind early in the game, it's understandable if you become a one-dimensional offense with your passing game. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling.
    Also, keep in mind it is unrealistic to call a PA Pass when it is 3rd down and more than 10. You may call a designed PA play and audible your RB to block or go into a pattern to stop the Playaction. Overuse of this or any other plays/patterns will be frowned upon.

    8.0- 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.

    9.0 - Running Up the Score: Good sportsmanship is a major part of TT, so running up the score on user opponenets will not be tolerated. Please use good judgment when leading by a large margin, even when playing the CPU.. I don’t want to see multiple 70-80 pt scoring games.

    DEFENSE

    Defensive play calling: You can't just sit in a 3-3-5 or quarters all game. However, if somebody is running 5 WR sets all game you can play to your strength. Or situations as 2nd and long or 3rd and long. You must call your defensive sets to match what the offensive sets are. For example, if the offense comes out in a 1 or 2 wide receiver set, you cannot come out in Dime, 3-2-6, 3-3-5 etc.

    10.0– Moving Players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move a 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.

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

    SPECIAL TEAMS

    12.0 - 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.

    13.0– Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only.

    WEEKLY GAMEPLAY

    14.0 - 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 your 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.

    15.0- Disconnects: Games will disconnect from time to time for various reasons. It will be up to the players involved to figure out a resolution; with the choices being to either replay the game from the beginning or simulate for an obvious winner. If you cannot reach a resolution, contact the commish. TT 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.

    16.0- 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.

    17.0 - With TT on a “fast as we can go” schedule, missing games will be necessary at times. TT 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 email or message board 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.

    18.0 - There will be NO restarts on your user vs. cpu games. If I see a restart I will discuss it with you to see if there was an extenuating circumstance, but most likely any restart = automatic simulation of your game. The 2nd time.. = a simulation loss. There is no shame to losing to the CPU.. our difficulty and sliders will be targeted towards realistic challenge levels based on the caliber team the CPU is controlling… ie: CPU Ohio St will be a bitch… CPU Duke won’t…

    SCHEDULING REQUIREMENTS

    19.0 - NO FCS TEAMS ON ROSTER

    20.0 - Run/Pass Commit/User Issues/Gameplan Feature
    You are not allowed to use the run commit. The pass commit feature is allowed on 3rd/4th and long. Some of the guys including myself didn't even know it existed till they had it used against them. It is an unfair advantage. I am not counting this towards anybody. You are not frowned upon if you used this because it was not in the rule book. However, if you do it hereafter you will be warned and then if you do it again you will be booted.

    You cannot use the aggressive game plan feature.

    A couple other things to keep in mind. If you have at any time a problem with how your opponent is playing please do not post on here calling them out. You let them know through a message. Hopefully, they will understand what is right and wrong in terms of rules and sim play and adhere to it. If not, you come directly to me through pm or aim and i will handle it. If you do not do it this way action will be taken against you.

    21.0 Chew Clock-
    Only to be used in the second half if you are trying to prevent a team from getting another possession. You can only use it 2 minutes and under and in the 4th 3 minutes and under.

    Roster Management/Recruiting

    Players leaving
    A player will not be allowed to attempt to sway a player from the pro draft if he:
    • is > 95 OVR
    • is a JR that has won the Heisman
    • is a JR and has won a major award (Thorpe, Maxwell, Biletnikoff, etc) and is > 85 OVR
    Kickers and punters can be swayed from pro draft regardless of OVR and class.

    Scholarships
    The amount of scholarships that can be offered at any given time will be dictated by the following formula:

    A = number of seniors on your team that will graduate
    B = number of underclassmen that qualify for pro draft with aforementioned rules.
    C = 70 - current amount of players currently on roster

    A + B + C = total number of available scholarships.

    Note: Committed players count against your scholarship limit.

    1.0 - If you do not make an effort to post in the scheduling thread when you plan on playing your CPU game or an attempt to schedule a user game, advancement will be made without you. If you need an extension passed the designated advancement date, it must be posted in the scheduling thread within substantial time before designated advance.

    Summaries
    - It is a requirement that you do a small write-up after your victories. It does not need to be anything extravagant, something short and to the point works, but the better they are the better the league is. For user v user games, the winning user is required to do so. It is not mandatory to do summaries for losses, but you can do so if you'd like.

    Advancement Guidelines

    League History
    2011-2012 - Season 1 Information
     
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