Rules League Roster, Rules and Ideals

Discussion in 'The Tradition' started by Hellisan, Jun 5, 2011.

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  1. Hellisan

    Hellisan Schemin 'em up

    Joined:
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    LEAGUE ROSTER




    LEAGUE GUIDELINES (my vision of what T1 is or "should be")

    "T1" or The Tradition is the original league that was created when the forums were first started. It has some original members that moved over with the demise (let's just call it sell-out) of MaddenMania. We have had our issues like most leagues but we strive first and foremost to be a league where people respect each other. We might occasionally toss some shit another guy's way but at the core of it comes competitive respect. It's not enough to know what the RULES are; to me the people who know the rules the best are often the ones trying to get around them. It is my firm belief that genuine respect is the #1 guarantee that a game will be played in a fair manner. If you don't genuinely respect another person in the league that's where problems begin to arise.

    We have typically been a league in which people take teams and deal with them, for better or for worse, for the length of the dynasty. In the event that a player believes he chose a team wrongly or cannot be competitive with a given team - or gets tired of a team and needs to start something new to stay interested - we will work with the player. However we feel the league works best when teams begin to become associated with a league opponent. When I think of Wisconsin I think of JMS because that's the team he used in NCAA 11. In NCAA 09 the players in the Big Ten thought that our conference was easily the toughest and we rubbed that fact in the other conference members' faces whenever we could. It's all about having fun but at the same time doing it as a "brotherhood." We believe the Coach Carousel is a fantastic implementation by EA Sports and that we may even use it if the CPU coaching changes aren't too exaggerated... However we need to see it working well before implementing it within our league.

    We will work hard to create a documented history of our league during a version of the game starting with NCAA 12, which has been a weak point for us in past releases.

    Camaraderie - A lot of what I discuss here will center on cameraderie, which I know is going to become an annoying or overbearing catch phrase; however when I look at other leagues and what I want ours to become, the #1 thing I admire that we haven't always had, is cameraderie. I don't need us to advance every 10 minutes (although I prefer quick advances) and I don't need to always be on the cusp of new technology or game features. What a league needs to be really great is camaraderie. I want this league to be the #1 league for everybody in it. That may or may not turn out to be what really happens, but that's what I'm working toward. I will be working really hard to do my part to produce some interesting and easy to access content and records for our league this year and the ultimate goal is not to be a part of next year's draft. To have all 12 guys like this league so much that they list it as their #1. With that, I want to encourage everybody to get to know and respect their opponents. Genuine interest in NCAA Football, your team, and our league as a whole will go a long way toward meeting all these goals and "rules". Just speaking personally... I LOVE NCAA Football. I love the real life version and the video game version. When talking recruiting, I love seeing not only what players I've signed but hearing about other peoples signings in the league. I want 12 guys that love this game and the process as much as I do. That's my ultimate vision.

    Included in the actual definition of camaraderie is "goodwill." Meaning, wanting positive things to happen for other people. If somebody beats you, a part of you should feel good for them; it might help you get over the loss more quickly.

    Communication - With most things in our league the only thing that can really screw you, is if you don't communicate with other league members. If you don't tell us you're going to go on a short vacation, we can't set up your schedule so that you get to play all your games. If you don't tell the opponent you have something pop up after you scheduled, you will be more likely to get the game simmed or put on autopilot. By the same token, those that consistently communicate in a clear, concise fashion their needs and issues will get the most out of this league. I really want to see everybody in the leauge on the forums as often as possible checking out what is going on with the league and other league members and communicating effectively. If I don't feel you're communicating well I will probably bring it up via a private discussion. This will always be meant in a positive way. To improve our interaction, not to attack or demean.
     
  2. Hellisan

    Hellisan Schemin 'em up

    Joined:
    Feb 10, 2009
    Messages:
    10,590
    LEAGUE RULES

    - We, like all other leagues at TF, 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. Those that pretend otherwise are miniature-minded. Every issue will be ironed out with an eye on fair play within the video game we play that attempts to replicate real life. Not on the pretense that we are actual college football coaches.

    - 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. We are largely self-policing, but sometimes that isn't enough and we understand that. Contact the commissioner with any complaints. Sometimes I will act immediately, other times I will add the complaint or information to my knowledge base and discuss it with the competition committee.

    - 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 generally 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. Other than that, we don't want to limit aggressiveness. You should know what's going too far. It's important to try to win at all costs, just not to go to any length to do it.... If that makes sense. If it doesn't, contact me. I really agree that it can be a difficult issue and am not afraid of discussion.

    - No running up the stats on either the cpu or another user. If your up big late, pull your starters. Yes, there are certain teams that just run up the stats in the real-life NCAA. That doesn't mean it is "SIM" as far as we define that in our NCAA video game world. Brett Beliema may be a great college football coach but he won't be playing in our league anytime soon. I'd like a player to win a Heisman because he was just that good, not because a player manufactured the stats to win him a Heisman. One makes a league, while the other destroys it.

    - No team should ever top 70 pts, unless the final score is something like 73-70. As it pertains to games that aren't close, teams shouldn't be topping 60 points more than once or twice a year... The scoring cap is not a scoring "target" it's a cap.

    - 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. Scrambling and running is allowed to some extent... Let's face it that's a fact of real-life football and has won titles for teams (see Young, Vince). However with some versions of the game it has been difficult to stop and become cheesy to run the QB. It is something that is evaluated on a year-to-year basis and I will update if need be. Scrambling and dumping when the defense comes up can be a great play but should be rare. Like once a game or less rare.

    - Player control - On defense, the player you select to control on a play is the only one that can be manually moved prior to the snap. If you are clicking on various players and changing scheme assignments that is fine, but only one player can be manually moved, and that is the one you control.

    - Team control, prior to snap - This includes things like motioning receivers, motioning the line/linebackers on defense, etc. All motioning should be done in a realistic manner, and should never be done in an effort to confuse the AI and gain an advantage. For instance, based on an offensive formation you may want to line up your line and backers a certain way. you might decide to change it at some point as well. One change prior to a play should usually be sufficient. Two on occasion. Or change them based on a perceived offensive change or motion. What you cannot and should not do is be constantly moving them around hoping to keep them in motion prior to the snap, or to create AI confusion. An "overload" or occasional "stunt" type play is considered fine as long as the aim is not to "break" the AI. On offense... Motioning receivers should be done in a realistic manner. Wait for the receiver to stop and set prior to snapping the ball, unless it is auto motion.

    - For the time being...all gameplan settings (aggressive/conservative) and defensive keys (run middle, defend pass) are allowed. If anyone is found to be abusing these, or if complaints arise, we will revisit. If something makes the game unbalanced, don't use it to screw people, please report it to the commish so we can have a discussion about it.

    - Playbooks: everyone must pick an Offensive and Defensive playbook prior to the season, post it in the assigned thread, and stick with them for the entire season. Chose wisely. Don’t pick an option playbook if your backup QB is 50 speed. Once your starter goes down, you’re screwed!

    - Sliders/game rules: We play 8 min, All-American, default speed. Sliders are a work in progress right now, as they are with all the dynasties. They might be tweaked throughout the season.

    - Recruiting restrictions: I have never been a fan of limiting how many recruits a team can sign or the caliber of players they can sign. The only thing I will say here is don’t go overboard. If your team only has 6 seniors leaving…don’t go out and sign 25 guys so come cut time in the off-season, we’re waiting on you to cut 20 players.

    - Position changes:
    IN SEASON: Players have to play at their assigned position or a realistic switch. A realistic switch would be a TE playing FB in a few sets or a G playing T or a FS playing CB. An unrealistic switch would be a 92 spd 180 pound HB playing FB or a 95 spd 190 pound FS playing MLB
    OFF SEASON: There is a weight limit of 220 pounds/under 90 speed for any player being moved to FB or TE. Linebackers must be at least 220 lbs., be under 90 speed, and have a tackle rating of at least 75. THERE ARE EXCEPTIONS.. If for instance an ATH recruit is clearly meant to be a fullback but is under 220 lbs. (best ratings are blocking ratings, for instance) he can be made a fullback. During the off-season, if you have a question about a player on the fence, ask it in the chat room. All position changes will be tracked by the commish, and violations will result in recruiting restrictions.

    - League advances: League rules are 48 hours for any game. For a user-user game, if there is absolutely no way to play it within the 48 hours, a third day will typically be granted. This should be rare. On the occasion that an advance could conceivably happen within 24 hours, I would like people to try and get it done. This falls under the league camaraderie category, I don't want people to just play it the second day if they could have played it the first day. I want people that want to play, bottom line.

    - Off-Season: We consider this one of the most enjoyable parts of the season. We schedule a night and time on the boards. Everyone is expected to make it. We bang out the entire process in 1 night while having a good time chatting on the mic. If someone can’t make it, you’re allowed to have another TF member sit in for you.

    - Board Participation: YOU MUST BE ACTIVE!!!! Non-negotiable. Some people like to post full game recaps with pics and vids. Some people like to post tidbits here and there. Some people just like to comment on others. Whatever you like to do is fine, but I must see posts and regular league involvement and interest. This is something I really am not concerned about too much because we WILL have guys who are "into it" in this league and they are typically the types that will stay active on the board.

    USER GAMES/ISSUES

    - Use the Game Scheduling section to schedule games. I have a "guide" to scheduling games at the top of the game scheduling forum, please review it.

    RESTART RULES

    The following restart rules were implemented midway through the NCAA 2011 version of the game because we were simply wasting too much time playing games over and over. Sometimes, we wouldn't get a game played in a single night and were spending 3-5 hours on a game. An additional reason for their application is that things like game planning and luck really should have as much to do with the outcome of the game as stick skills. In other words... Nobody should have to beat another player TWICE.

    In the event of a disconnect, the following rules will apply:

    If one team is ahead by at least a TD and at least one quarter has been played, the game shall be restarted assuming that the score and time remaining is the same as if the disconnect had not happened. For example, Team A is ahead 7-0 early in the second quarter when the disconnect occurs. The game should be restarted, and Team B is assumed to be behind by 7 points with 3 quarters to play. This rule should be followed as closely as possible. For instance if it is a 7 point lead with 3 minutes remaining in the third quarter, you should restart the game assuming one team has a 7-point lead and play ONE quarter and 3 additional minutes into the second quarter.

    The winning team will finish the game vs the CPU and the other will drop. If by chance there is a tie after the game would be "over" play out the entire rest of the game as "overtime."

    If the teams are within 3 points or fewer with less than 2 quarters played, the game will be restarted from the beginning.
    If the teams are within 3 points or fewer with at least a half played, the game will be restarted in accordance with the first example.

    *Communication* - As part of this process, use the mic and talk to the opposing player.

    1) agree on the time or amount of quarters you're going to play
    2) Make sure whoever had the ball gets the ball first at ABOUT where they had it before... If it was past the 50... Kick it short... etc.
    3) Keep track of what the score was. The person that was up is still theoretically up by that same amount. The person who was behind has to be winning by that same amount in order to "tie" and play till the end of the game. IF they are winning by MORE than that score they win and the person who was up quits out and lets them continue. If they are losing, or winning by less than the other person was up, they quit out and let the other person finish up.

    - If a game disconnects because one member purposely pulls the plug and quits, that is grounds for immediate removal. There are no quitters here. Even if you’re getting your ass handed to you, man up and take it.

    GENERAL BEHAVIOR

    - If you feel someone cheated you or cheesed, do not post in the forums. PM the commish, and he and the competition committee will handle accordingly.

    - Act like an adult. Talking shit and making fun of each other in a fun and joking way is fine. The minute it crosses the line and turns into a real argument, it ends. Period. This is supposed to be a fun league among friends, remember that first and foremost always. This will be a league where people have genuine respect for the other players. People who don't fit that definition will simply not be a part of our league. There are some great leagues here and we want to rival ANY of them in terms of camaraderie, commitment, and respect for opponents.

    More rules might be added as we go on, and any existing one might be amended. If any of you ever need to reach me immediately, send a text. PM me on the board if you don't have it, or email me at baclark@gmail.com anytime.

    NCAA 13 Update

    Cancelling Play Action - The "cancel out of play action" feature (pressing RT when the ball is snapped or before the fake is attempted) is not allowed from under center, and is frowned upon from under the Shotgun but allowed on an extremely rare occasion. Play action has been greatly improved this year. If you see the defense creep up I recommend a hot route block to the halfback or something like that, or audible out of the play.

    No Huddle - No huddle has not been allowed in the past, unless down late in the second quarter or in the fourth quarter when down late. This year, no huddle is allowed one play at a time, anytime during the game. In other words, after play one of a drive you can no huddle to play 2, but then must huddle up between plays 2 and 3. You can then no-huddle between play 3 and 4.

    Picking a Playbook - We are not required to post what playbook we're using this year and there is no effort made at trying to guarantee you are only using one playbook. However, please do not change styles of play during the season, such as going from a spread option attack to a ground and pound game.
     
    Last edited: Nov 16, 2012
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