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***Official 2011 Coast2Coast League Description***

Discussion in 'Thread Archive' started by MorsDraconis, Aug 15, 2009.

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  1. MorsDraconis

    MorsDraconis Walk On

    Jun 9, 2009
    ***Official 2011 Coast2Coast League Description***

    TF: Coast2Coast​
    Xbox 360 Tradition Football League


    Dynasty Description
    Welcome fellow dynasty owners to the most diversified team collection in a dynasty in Tradition Football.

    This dynasty will consist of 6 the most prestigious conferences in college football (SEC, Pac 10, Big 10, ACC, Big 12 & Big East) with two teams per conference. Since we will be playing with the juggernauts of college football, there will be recruiting limitations put into place to help keep the dynasty fair and even for everyone.

    As owners of some of the most prestigious teams in college football, it is expected of you to continue their long standing streaks of conference superiority all the while continuing to be the recruiting juggernauts that they are.

    Along with continuing your superiority as some of the college football elite, it is expected of you, as owners, to post in our forums your accomplishments, recruiting ventures, scouting of other owners, and, above all else, your game summaries. Have fun with the write ups. Learn your players' names. Learn your school's history and the surrounding area. We want these to be enjoyable for you to write and for us to read!

    READ: Important info expected from users in THIS dynasty

    • You are expected to be ACTIVE in the forums, that is what sets TF apart from other dynasties!
    • Cheese will be tolerated in no shape or form. DO NOT DO IT!
    • There will be "recruiting limits" that you will need to understand and abide by, this is likely something new to you so feel free to ask questions.
    • Like posted above, you are expected to keep some sort of BLOG or TEAM SUMMARY (some go more in depth than others).
    • There will be no SUPER SIMMING of your game allowed during gameplay.
    • We will advance Sunday night and Thursday Morning, or as soon as possible.

    Owner List
    KnighNoles (COMMISH) KnightnBattle10 [​IMG] [​IMG]
    Emmdotfrisk Emmdotfrisk [​IMG] [​IMG]
    AStealthyHippo AStealthyHippo [​IMG] [​IMG]
    Juggernautblitz Juggernautblitz [​IMG] [​IMG]
    Bondzai007 Bondzai007 [​IMG] [​IMG]
    BDSDigital BDSDigital [​IMG] [​IMG]
    Maxattax34 Maxattax34 [​IMG] [​IMG]
    Beazus Christ Beazus Christ [​IMG] [​IMG]
    bravejaf bravejaf [​IMG] [​IMG]
    Papa Perry Papa Perry [​IMG] [​IMG]
    GeekyTwist18 Twister18 [​IMG] [​IMG]
    Colemanchu Colemanchu [​IMG] [​IMG]

    Sliders and Settings
    Column 1
    Quarter Length:

    Offense Human CPU
    QB Accuracy
    Pass Block
    WR Catching
    RB Ability
    Run Blocking
    Defense Human CPU
    Pass Coverage
    Pass Rush
    Rush Defense
    Special Teams Human CPU
    FG Power
    FG Accuracy
    P Power
    P Accuracy
    Kickoff Power

    Position Changes
    Column 1 Column 2
    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: No restrictions
    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
    KR/PR: Speed restriction <95

    Recruiting Limits

    Recruiting Size:

    6 star prestige program recruiting limits:
    • 4 :5stars: players
    • 10 :4stars: players
    • Unlimited :3stars: players

    5 star prestige programs recruiting limits:
    • 3 :5stars: players
    • 8 :4stars: players
    • Unlimited :3stars: players

    4 star prestige programs recruiting limits:
    • 2 :5stars: players
    • 6 :4stars: players
    • Unlimited :3stars: players

    3 star and lower prestige programs recruiting limits:
    • 1 :5stars: player
    • 4 :4stars: players
    • Unlimited :3stars: players

    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 or SO(RS) 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.

    Scholarship Limitations:
    1. Players must limit each year's class to the number of players leaving in that same year plus any extra spots left over from your 70 players allowed. Going over 70 players is penalized by a loss of ten hours of recruiting time per player over. Penalty is enforced from the first week until the time expires. Player may not spread out their penalty hours.

    So, for example, you have 68 total players on your roster currently and have 17 seniors on your team. The total number of scholarships you can have active at one time would be:

    (70 - 68) + 17 = 19
  2. MorsDraconis

    MorsDraconis Walk On

    Jun 9, 2009
    Pre Game Adjustments: Depth chart changes are not permitted before the opening kickoff. Each owner is responsible for setting their depth charts at some point during the week. You are allowed to make a depth move during the game if:
    A) A player is struggling
    B) If you are trying to prevent an injury
    C) The game is a blowout

    1. When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.
    2. Players are prohibited from audibling into formations that give them advantages. For example, coming out in a 4 WR set and audibling into a 2 TE set.

    Sportsmanship: Please do not taunt or act like an idiot in a user vs user game. In general, just respect each other.

    Run/Pass Commit/User Issues/Gameplan Feature: You are not allowed to use the run/pass commit. 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 can use the game plan feature however you want but if we feel people start using it with out strategy we will then look to cut that down as well. I myself use it but i use it only at certain times as if a coach would in real life. That is what is expected here so please abide by the rules.

    4th Down: 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.

    Motioning: Motioning by backs and receivers is allowed but can't be used for HBs that have flat routes as their route assignment.

    Hurry Up/No Huddle: Can be used any time in the 2nd half when you are trailing considerably (14+) or when it's late in game (at least the 4th QTR) when you are trailing (1+) or need to score to break a tie. It is never allowed after an incompletion.

    Play Clock/Chew Clock: Killing the clock is allowed. The main reasons for killing clock should be:
    1. To have the last possession of the 1st half or 2nd half. You may use the chew clock feature once the game clock reaches 4 minutes.
    2. To close out a quarter. You may use the chew clock feature once the game clock reaches 2 minutes for the quarter.
    3) If you have a large lead and it's in latter half of the 4th quarter. Run the ball. Stay in bounds.

    Play Calling, Mixing It Up: 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.

    Play Action:
    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.

    Unrealistic QB Scrambling: Nothing is worse than someone who uses their scrambling quarterback to exploit the game.
    1. There will be no sprinting straight back, stopping, then finding a target. You must sit in the pocket if that is how that play is designed to be. If they are bringing so much pressure that you feel you have to run, I bet someone is open.
    2. No sprinting out immediately after the snap, or when there is no pressure. If you do this, you must run the ball. It will not be tolerated if you are doing this in an effort to find a flaw in the AI.
    3. No calling a pass play and using it as a designed QB run. For instance, on 3rd and 1, do not call a pass play and try to run straight through the LOS to pick up the first.
    4. If a play breaks down, and the pocket collapses then you are free to try and make things happen with your feet by escaping the pressure.

    Running Up The Score: Keep the scores realistic. I will not put up with multiple 70+ scores, no matter the opponent. If this happens too often, I will throw out the results and ask you to play it again OR just sim the game myself.

    Moving Players Pre-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.

    Dropping Everyone Into Coverage: I do not want to see this tactic overused. It is understandable to drop guys back when it's 3rd and long and you know they're passing the ball, but to constantly do it is definitely frowned upon.

    Unrealistic Defensive Tactics: Anything along the lines of using Quarters as your primary defense, or trying to stop the run with Nickel and Dime is NOT allowed.

    1-5-5 Defense: banned.

    Special Teams

    Kick Returns: No player with above 95 speed is allowed to be used on kick and punt returns.

    Fake Punts: Must follow same rules as going for it on 4th down.

    Fake Field Goals: May be used at any point in the game. This should be used as a trick play, not a cheap way to go for two or score a TD. If there is a situation where you think your opponent is going to sell out on the kick and this may work go for it. Don't use this to pick up a first down, if you are that close to the first down bring your offense on the field. I think you all know how this should be used, use it like they do in real life. If there are issues we will ban it.

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

    Squib or Short Kicks: These are allowed, but please do not use this style for every single kick off.
  3. MorsDraconis

    MorsDraconis Walk On

    Jun 9, 2009
    Please do not post in this thread. It will be closed to posts once I get the ability to do so...
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