OFFL Mid-Major Dynasty Description & Rules (Updated 11/2/09)

Discussion in 'Thread Archive' started by JHeb, Jul 20, 2009.

  1. JHeb

    JHeb Sooner Magic

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    OFFL Mid-Major Dynasty Description & Rules (Updated 11/2/09)

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    Dynasty Description


    The OFFL began as a single dynasty shortly after the release of NCAA 2009. Founded on the principles of simulation style play, a group of members from the now defunct Over 30 Club were introduced midway through 2008. Shortly before the release of NCAA 2010, the Gray Hair Online Dynasty joined with the OFFL to give us what we presently have: a one team - one coach methodology that represents every conference in division one college football. The OFFL East, West, Mid-Majors, and Small Schools dynasties are the result of this reorganization. We also formed the OFFL Team Builder Dynasty in order to allow our members to branch out into another kind of football experience. Speaking of Experience, the OFFL Experience league was formed by the original members of the first OFFL dynasty, and it populated by a number of highly active members, many of whom serve the league in other capacities, either as site developers or content creators, or as commissioners. This collection of six dynasties is the OFFL. Welcome.

    Roster
    Name Team Conference
    NatiSaint* UNLV MWC
    Centurum Dave Louisiana Tech WAC
    MaslerBoros16 Wyoming MWC
    DJ391 San Diege St. MWC
    KnightnBattle10 Air Force MWC
    MaxAttack360 New Mexico St. WAC
    JMillhimes Idaho WAC

    * = League Commissioner

    All-American Sliders
    Offense Human CPU[/U][/B]
    QB Accuracy 15 20
    Pass Block 45 0
    WR Catching 50 40
    RB Ability 60 70
    Run Blocking 50 55
    Defense Human CPU[/U][/B]
    Pass Cov 95 70
    Pass Rush 90 45
    Interceptions 15 15
    Rush Defense 20 65
    Tackling 55 60
    Special Teams Human CPU[/U][/B]
    FG Power 30 30
    FG Accuracy 25 40
    P Power 50 55
    P Accuracy 15 45
    Kickoff Power 40 45


    **Expect adjustments to the sliders as we go along...See forum threads for updates.

    OFFL Dynasty Rules: NCAA 10

    Welcome to the 2009 version of the OFFL Dynasty Rules for NCAA 10. At the core of the rule list are the never changing philosophical beliefs of the OFFL and Tradition Football Community. We expect all users to play a simulation style of video game football. Good sportsmanship, honesty, and respect for your fellow users is expected from everyone at all times. We are all here to have fun and play a video game. Respect your opponent and have fun with it. Violations of any rules or any poor conduct are grounds for removal from this dynasty.

    Autopilot Rules: Users must play their games and must recruit their players, not the CPU. Autopilot is not an alternative to showing up. However, we do realize that members will travel from time to time.

    Vacation/Absence: If you are going to be gone for more than a few days, let your commissioner know so he can put you on autopilot and simulate your activities as to not hold the rest of the dynasty up.

    Advancement: The advancement days are varied but will advance no later than every third (sometimes fourth) day after the previous advancement. We will advance sooner when all are done with their games/recruiting. Make sure you get your work in by the advancement time or else you will be simulated. No exceptions. Multiple occurrences will force us to remove you.

    User Games: Make the effort to contact your opponent to schedule and play the game ASAP. If a reasonable effort to contact your opponent is not made before the day of advance, the game will be simulated. The forums will serve as proof of an attempt. XBOX Live messaging will not.

    Game Play Settings:
    Level: All-American
    Length: 7 Min.
    Sliders: Altered (See Above)
    Penalties: Altered (See Above)
    Rosters: Operation Sports' Community Rosters are in use (CcAaRrSsOoNn3's locker was used)

    Run/Pass Commits:Using the Run/Pass Commits are not allowed.

    Substitutions: The OFFL expects users to keep their rosters together as they would be in real life. Keep players in their positions. The OFFL is open to individualized situations. If you have a question, contact your commissioner.

    Position Changes (Offseason): Changes in position will only be allowed in the offseason. If a special situation comes up, contact your commissioner and let them know. All position changes must be posted in the forums.

    Package substitutions: Are allowed and are not to be abused.

    ---Rotating QB’s: If you have a good passing QB and a good running QB and would like to use both, ensure you only switch them out when you change possessions. Alternating quarterbacks between plays is not allowed.

    Starting Lineups: The best players (overall) should be your starters. If you must start a lesser player (overall) to fit your system that will be allowed but no flip-flopping of the rules in this situation to fit each game.

    Playbooks: You may use any playbook but do not use your playbook as an excuse to overuse formation subs, types of plays, etc.

    Game Play (General): Wide Receivers and Tight Ends should be the main target for the passing game, Running Backs should not. You may only move one player pre-snap on defense.

    Game clock/Play clock: Killing clock (chew clock) is allowed. The main reasons for killing clock should be:
    1) Late in the 1st half (within one minute) to get to halftime
    2) Late in the 2nd half to preserve a victory. Must be in the latter part of the 4th QTR
    3) If you have a large lead and it's in latter half of the 4th quarter. Run the ball. Stay in bounds.

    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.

    4th Downs: Needs to be kept to a minimum and when you have very short yardage (1-3 yards) and you're on the opponents side of the field. You can also go for it on 4th down late in a game when you're trailing (1+) or you're trying to score to break a tie game.

    Goal Line Formation: Keep it to real life situations. Short yardage (2 yards or less), red zone, deep in your own territory (Inside the 10 yard line), etc.

    Disconnects: Download NCAA 10 to your 360. This eliminates most if not all disconnects due to frozen games, etc. If you do get a freeze or disconnect, immediately contact your user opponent via a message on XBL or headsets. It will be between the users to replay the game. Any special circumstances need to be brought to the attention of the commissioner. Post on the message boards as well, for clarification.

    Complaints about opponent's play: No Public Battles in the forums! Contact the commissioner of your dynasty through private messages if any situations arise. Save game footage if necessary to show how your opponent was playing. Finish the game!

    Recruiting: No over-signing. You may not go over 70 players at any time. Penalty is ten hours of recruiting time lost per player over. That's a whole week, guys, so pay attention.

    Each year every team gets an allowance of:
    1 - 5 star player
    7 - 4 star players
    Any additional recruits must be three star or lower, unless:

    Some recruits are open to all, and do not count against your limits. These recruits are:

    *Numbers 1, 2, and 3 - "The Celebrity Recruits"
    *Five and four star recruits with rankings of 10, 20, 30, and so on. Basically, every tenth recruit of the five and four star caliber is fair game, but you'll have to compete for them.
    *Numbers will change when the off-season recruits are added.

    Example:

    If I have 15 seniors, and no one leaves early, I can recruit a total of fifteen guys. My potential class numbers look like this:

    1 five, 7 fours, 7 three & below

    Now, if I get the second ranked recruit (a bonus five star), and also the number 60 recruit (a bonus four star), my class can potentially be this:

    2 fives, 8 fours, 5 three & below

    Bonus recruits can not push you over 70 total players on your roster. You must remain under the cap at all times.

    Cuts: If you are at 70 players exactly at the end of the season, you may cut a player. If you are under, you may not cut. If you are over, you must take the penalty, and either the CPU will do your cuts, or you will be asked to cut whatever players the commissioner finds appropriate.


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  2. Jackwacker

    Jackwacker Noob

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    How do you DL it to your game system?
     
  3. JHeb

    JHeb Sooner Magic

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    1) Go to the dashboard

    2) Scroll up to the game section where you click to start the game in the tray

    3) Hit "Y"

    4) Hit "Download Game to Hard Drive"

    I'm at work right now but I'm pretty darn sure this is the correct order...

    Once you download it to your hard drive, each time you load up the game you'll need to follow the above procedure minus the downloading part of it. You'll hit "Y" then it'll initially show you an option of "play game" but if you wait a few seconds it'll come up as "play game from hard drive". Choose that option...

    Let me know if this is confusing...
     
  4. jello1717

    jello1717 "Those who stay will be champions." -- Bo

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    I'm pretty sure you don't need to do that. After I installed it onto my hard drive, I always just push "A" to play the game and it plays from the HDD and the disk doesn't spin.
     
  5. killajo90405

    killajo90405 Walk On

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    AS much as I love the game...7 min quarters is pretty long. That would mean some h2h games would take an hour and a half....are we set in stone at 7?
     
  6. JHeb

    JHeb Sooner Magic

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    Possibly but I do as I said "just to make sure"...
     
  7. Matrix Monkey

    Matrix Monkey Walk On

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    Do we have rules against swaying JRs and RS SOs at the end of the season?
     
  8. JHeb

    JHeb Sooner Magic

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    I'll have to address that...Thanks.
     
  9. jello1717

    jello1717 "Those who stay will be champions." -- Bo

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    Disclaimer: I haven't tested the sliders at all yet.

    That being said, over on OS, it seems to be accepted by now that run blocking over 50 for the CPU will cause them to return a stoopid number of kickoffs for touchdowns because the run blocking slider is so powerful that the kickoff team will frequently end up with 7-8 guys all on their backs.

    I've never seen any sliders with human run blocking above 50, but I'd assume this would cause users to get stoopid amounts of KOs returned for TDs.
     
  10. JHeb

    JHeb Sooner Magic

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    Caddilac told me he played MTSU v. UGA, ran for 200 with his MTSU RB with my Heisman sliders...Gonna have to go in and lower them I guess. It'll take some tinkering but we'll get them lined out good.
     
  11. Matrix Monkey

    Matrix Monkey Walk On

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    It was my understanding that raising RBK above 50 for either CPU/Human causes serious pancake issues especially on special teams.
     
  12. jello1717

    jello1717 "Those who stay will be champions." -- Bo

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    I'll be running the fleXbox One with my rams and I got pretty worried with that 75 human RBA slider. I envisioned some ridiculous games by my guys, but I was going to reserve comment until I played with those sliders.
     
  13. JHeb

    JHeb Sooner Magic

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    I'm playing with them right now (Heisman)...I'm TEN at home v. PSU. End of the 1st I'm up 7-0. So far, nothing out of the ordinary IMO. Maybe need to cut back on RBA. It may just be my genius play calling. Ha...
     
  14. JHeb

    JHeb Sooner Magic

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    60-53 TEN over PSU...7 MIN QTRS, Heisman, Sliders as listed in Post 1.

    Crompton 14-21 139 2TD, 2 INT (TEN)
    Clark 24-39 362 4/2 (PSU)

    Hardesty 24/242 10.0 2TD, Long 54
    Royster 22/82 3.7 0TD, Long 13

    TEN Receivers, Nothing Special
    PSU Brackett #83, 9/186, 20.6 1TD, Long 76

    TEN OLine--2 had 5 Pancakes, 1 had 4, 2 had 3, 1 had 2...
    PSU Oline--2 Total

    Defense:
    TEN 8 TFL, 1 Sack, 2 INT (1 for TD, Berry), 3 DEFL, 1 FFUM, 1 FMBREC
    PSU 7TFL, 3 Sacks, 3 INT (1 for TD), 3 DEFL, 1 FFUM, 1 FMBREC

    PUNT, TEN 1 for 47, PSU 5 for 36.8avg

    Kick Returns:

    TEN 3 TD!!!! (for 371 yards by one guy)

    So, what do we take from this? Well, I think you guys are right on the KR stuff b/c I've yet to have one go to the barn until this game then I go and have three of them. Insane!! Must need to adjust...

    Thoughts?
     
  15. JHeb

    JHeb Sooner Magic

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    Adjusted sliders to:

    Sliders
    Offense Human CPU[/U][/B]
    QB Accuracy 50 40
    Pass Block 55* (60) 40* (45)
    WR Catching 55 50
    RB Ability 70* (75) 60
    Run Blocking 45* (70) 50
    Defense Human CPU[/U][/B]
    Pass Cov 55 40
    Pass Rush 45* (40) 40
    Interceptions 55 45
    Rush Defense 60 50
    Tackling 50 45
    Special Teams Human CPU[/U][/B]
    FG Power 45 45
    FG Accuracy 40 45
    P Power 50 50
    P Accuracy 40 40
    Kickoff Power 50 50


    * = New Number Used This Game (Old Number)

    I played as Oregon at home v. USC:

    PASSING
    ORE Masoli 13-22 134 2/0
    ORE Thomas 3-7 51 0/1
    ORE Costa 1-2 3 0/0

    USC Corp 2-2 22 0/0
    USC Mustain 21-26 263 1/0

    RUSHING
    ORE Blount 17/106 6.2 1TD Long 40
    ORE Masoli 6/38 6.3 Long 26

    USC Gable 28/204 7.2 4TD Long 54

    OLine for both had guys with 3 & 2 pancakes each, about even...

    Defense, nothing out of the ordinary...

    RETURNS
    ORE: Pflugrad 3/122, Avg. 40.6, Long 75
    ORE: Alston Jr. 3/67, Avg. 22.3, Long 26

    USC: Johnson 3/86, Avg. 28.6, Long 33
    USC: Gable 2/52, Avg. 26.0, Long 29

    Overall, much better...May need to drop CPU QB Accuracy down another notch to 35.

    EDIT: Dropped CPU ACC to 35
     
  16. JHeb

    JHeb Sooner Magic

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    I'll likely drop FG PWR (Human). I nailed a 48'er like it was a 20'er.
     
  17. shane79013

    shane79013 Walk On

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    im gonna play a game or two with the sliders here shortly. i'll post some stats. i started one yesterday Utah vs Utah St(horrible) and was up 24-0 in the 1st quarter then had to leave.
     
  18. jello1717

    jello1717 "Those who stay will be champions." -- Bo

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    Using the new sliders:
    CSU c-/c/c- @ Ohio c-/c/c-

    CSU 27-Ohio 31

    Column 1 Column 2 Column 3 Column 4 Column 5 Column 6 Column 7 Column 8 Column 9 Column 10 Column 11 Column 12 Column 13
    Team 1st Downs Tot. Offense Rushes-yds-TDs Comp-Att-TD Pass. yds TOs fumbles lost INTs thrown PR yds KR yds TOP Sacks for
    CSU 22 483 39-291-2 13-25-1 192 4 0 4 4 109 16:46 2
    Ohio 11 365 25-57-1 20-27-3 308 1 1 0 2 188 11:22 5



    Passing:
    CSU QB1: 8/16-133yds-1TD-3INT
    Ohio QB1: 20/27-308yds-3TD-0INT

    Rushing:
    CSU HB1: 12car-187yds-15.5YPC-1TD-55long-4BTK
    CSU FB1: 12car-65yds-5.4YPC-0TD-11long-2BTK
    CSU QB1: 9car-35yds-3.8YPC-0TD-15long-1BTK
    CSU HB2: 2car-17yds-8.5YPC-1TD-12long-0BTK

    Ohio HB1: 18car-66yds-3.6YPC-1TD-21long-4BTK

    Receiving:
    CSU HB1: 5rec-95yds-19YPC-1TD-30long
    CSU HB2: 3rec-25yds-8.3YPC-0TD-15long
    CSU WR1: 2rec-32yds-16YPC-0TD-25long

    Ohio HB1: 7rec-99yds-14.1YPC-1TD-69long
    Ohio WR: 3rec-55yds-18.3YPC-1TD-19long
    Ohio WR: 3rec-76yds-25.3YPC-1TD-51long
     
  19. JHeb

    JHeb Sooner Magic

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    Okay, you gonna post more? Looks like CPU QB ACC down another notch, maybe to 30. Bump RB Ability and Blocking down a notch.
     
  20. JHeb

    JHeb Sooner Magic

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    Sliders v3.0

    Sliders
    Offense Human CPU[/U][/B]
    QB Accuracy 55 30
    Pass Block 55 35
    WR Catching 55 50
    RB Ability 60 60
    Run Blocking 40 50
    Defense Human CPU[/U][/B]
    Pass Cov 60 35
    Pass Rush 50 40
    Interceptions 55 45
    Rush Defense 60 50
    Tackling 50 45
    Special Teams Human CPU[/U][/B]
    FG Power 40 40
    FG Accuracy 40 45
    P Power 50 50
    P Accuracy 40 40
    Kickoff Power 50 50
     
  21. jello1717

    jello1717 "Those who stay will be champions." -- Bo

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    Using the same sliders I used before, not the ones in the post directly above this one.

    As I feared, it's too easy for me to run with these sliders. On the other hand, I'm probably on the extreme instead of the norm when it comes to running.
    1. I run the fleXbox One so I run a lot.
    2. 8 of my 10 best players are offensive linemen (including all 5 starters) so my O-line is obviously my strongest area.

    Because of that, my rushing stats might not be the best to use to set sliders on (just like my passing stats). They should be used as a part of the whole (ie. using teams that aren't as geared towards the run as I am). The CPU offensive stats should be fine as I probably have a fairly average (for this dynasty) defense.

    Here's how I did.

    CSU c-/c/c- @ Troy c-/c/c

    CSU 28- Troy 19

    Column 1 Column 2 Column 3 Column 4 Column 5 Column 6 Column 7 Column 8 Column 9 Column 10 Column 11 Column 12 Column 13
    Team 1st Downs Tot. Offense Rushes-yds-TDs Comp-Att-TD Pass. yds TOs fumbles lost INTs thrown PR yds KR yds TOP Sacks for
    CSU 16 350 43-281-4 4-7-0 69 1 0 1 15 100 15:36 4
    Troy 18 390 18-(-5)-0 33-36-2 395 2 1 1 47 131 12:52 1



    Passing:
    CSU QB1: 4/7-69yds-0TD-1IN * (no real reason to ever throw the ball as I dominated on the ground)
    Troy QB1: 19/21-268yds-1TD-1INT*knocked out of the game in the 3rd
    Troy QB2: 14/15-127yds-1TD-0INT

    Rushing:
    CSU FB1: 17car-105yds-6.1YPC-1TD-22long-0BTK
    CSU QB1: 7car-6yds-0.8YPC-0TD-6long-4BTK
    CSU HB1: 6car-114yds-19YPC-2TD-40long-2BTK-*Knocked out halfway through the 2nd. On pace for about a 400 yards game before injury

    Troy No running game. 18 carries, -5 yards.

    Receiving:
    No need to pass. 1 guy averages 21.5 YPC on 2 catches, the other 13 YPC on 2 catches.

    Troy WR: 9rec-158yds-17.5YPC-1TD-60long
    Troy WR: 6rec-53yds-8.8YPC-0TD-17long
    5 other guys with 2+ catches.
     
  22. Dru50

    Dru50 Still Chicago's #1 son

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    Quick question from the new guy - I was looking at the sliders on page 1. QB accuracy is 15 and RB ability is 60? That combined with the fact that I get the impression that nearly everyone in this dynasty runs a lot and that makes me wonder is it really realistic to have middle of the road teams be able to run that easily? Most mid-major teams that do well in real NCAA football do so because of good QB play and spread offenses, not because they can run down the throat of the top teams. I don't find the passing game really that unbalanced on the default setting in my other online dynasties and I know in last years game having the pass accuracy slider that low made it pointless to try leading receivers ever since even great QB's couldn't make accurate throws.

    I haven't played enough with Houston yet, but I did notice in my first game with Keenum (who I believe has over a 90 accuracy) that while I completed a lot of my passes, most were not great throws and caused my receivers to stop or jump backwards to catch them.

    Just curious.....
     
  23. ThaEra25

    ThaEra25 Oregon=Longhorn Country

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    Good Point...
     
  24. shane79013

    shane79013 Walk On

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    i had no problem with bad throws. i lead my receivers quite a bit and the ball was on the money. i completed 50% of my passes though because my wide open WR would just drop the ball. i think my qb is like 88 thp 87 acc.
     
  25. JHeb

    JHeb Sooner Magic

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    I did tweak our running just a bit to start this season...I'm open to tweak more as we go. If someone would like to start a thread about how our stats are piling up compared to our sliders, that'd be great.
     

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