League Rules 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 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. If you have a weak kicker it must be understood before the game that you may need to go for it inside the 40-30. If it is a play like that inside the 40 for 4th and what ever and the conditions kicker will not allow success, let opponent know that this will happen through out the game. 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 if that is your play style. Give your opponent a head's up before the game that you use this feature. Other wise keep it to the last two minutes of half/game. In 4th quarter if you are down you can use it throughout. 6.0 - Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in SOCOM; 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. 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 Mixup your play calling on defense as well as offnse. 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. 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. DO not line up and show blitz every single snap, that is not realistic. For future reference you may use your DE on defense however you need to engage the oline don't swoop or loop them around every time. You also may not widen them more than a defensive audible will allow. 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 Socom 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. 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 may be abitch too Chew Clock will be used at end of half and game situations with under 3 minutes to go. Try not to run down the clock every play outside of these situations. Run and Pass Commit are banned in user games. 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 Maxwell (player of the year) or Bednarik (defensive player of the year) and is > 90 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 = One additional scholarship to provide a cushion. D = 70 - current amount of players currently on roster A + B + C + D = total number of available scholarships. Note: Committed players count against your scholarship limit.