Overdrive Rules Refresher Course

Discussion in 'Overdrive' started by ClayRocks, Aug 23, 2012.

  1. ClayRocks

    ClayRocks Touch The Rock

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    BigKing eberdeeber C Young Magoo jonskinny12 WreckEm27 Jolts57 Cocky Marine Raidernation Erik the Red

    Fellas, I need everyone to re-read over our rules, thoroughly, and let me know if there is anything that isn't clear and/or you may not understand. This is not about changing our rules, just making sure everyone understands what we are about.

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    Official Rules and Sim Guidelines

    GENERAL NCAA FOOTBALL RULES
    • Use of headsets: I know some may not like being on the headset while playing, but I strongly recommend being on the microphone for user vs. user games. Being able to talk through issues in real time during the game is much more efficient than trying to type out questions/answers, and a bit of friendly trash talk is a great way to build up camaraderie with your dynasty mates. The easiest way to avoid game play arguments is to have a relationship with the guy on the other controller beyond posting on the forum.
    • Resolution of Issues: Everyone is mature enough to resolve any gameplay issues between each other during the game, but if that isn’t possible, all gameplay issues should be brought up to me via PM. Please include specifics about what the problem is, as well as video’s/highlights if possible. Arguing on the board about gameplay issues won’t be allowed.
    • Sportsmanship: Running up the score in CPU games or on your opponent in user vs. user games will not be tolerated, nor will general douchebaggery on the forums towards the other participants in the dynasty. If you are up 4 TD’s in the 2nd half of a game, take your foot off the gas a bit and run some clock.
    • 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
        • If a player is struggling.
        • If you are trying to prevent an injury.
        • If the game is a blow out.
    • Controlling Players: You cannot pick plays and let the computer run them. You must control your QB throws and ballcarrier movement at all times.
    • Audibles: When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.
    • Playbooks: Everyone will set their offensive and defensive playbooks by their 2nd user vs. user matchup. Once chosen, they can’t be changed until the following season.
    • Custom Playbooks: The use of custom playbooks will be allowed, so long as the formations/plays selected are in-line with a realistic game plan.
    • Scores & Statistics vs. the CPU: There will be a hard scoring cap of 65 points in games vs. the CPU, going above this amount will result in your game result being tossed out and a sim loss being posted to your record. The one exception to this is if you are involved in a shootout vs. the CPU you may exceed 65 points but only by 10-14 points.
      • Additionally, running up statistics in CPU games won’t be tolerated. If you are winning by 28+ points in the 2nd half of a game, your starters should be on the bench. Starters scoring points in the 2nd half of a blowout will be benched for 1 or more future games, depending on the severity of the infraction.
      • There are things you should do when on the positive end of a blow out. Removing your starters, punting, running the ball and chewing the clock should be staples of your gameplan. When up big, there should not be a reason to score in the closing minutes of the game.
    • Game Plan Adjustments: Game play features such as aggressive/conservative settings and run/pass commit will be allowed, so long as they are used in game situations that would be realistic. In other words, leaving aggressive ‘jump the snap’ on all game is not OK, but turning it on for your opponents 2 minute drill when you know they are passing on every play would be allowed. The only exception is the conservative features on offense, which may be used at any time at the discretion of the coach (except playclock).
    • Mixing up the Playcalling: Varying your playcalling on both offense and defense is a requirement of sim play. On offense, be sure to show your opponent different formations and different plays out of each. Of course, exceptions on offense come from your playbook. If you are using Florida or Georgia Tech's playbooks, for example, the formations that are available are not very different. However, even in those playbooks, different looks are available and should be utilized. It is understandable (and acceptable) for a team that is down by a lot to become one dimensional, needing to throw the ball. By the same token, a team that is up by a lot is permitted to become one dimensional running the ball to keep the clock running. As long as the game is close, we expect all box scores to reflect a concerted effort at reasonable play calling.

      On defense, be sure to mix up coverages, bltizes, and the like. Showing blitz should be used VERY sparingly, but can be an option to mix it up. Sitting in Cover 3 or DE Contain all game, for example, is prohibited. In addition to making games more sim, mixing up your playcalling makes you a more lethal weapon as a coach. The more versatile you are on either side of the ball, the more you will be able to play mind games and set up plays against your opponent. The only exception to this goes along with offenses becoming one dimensional. If your opponent is forced to become one dimensional due to the score, you will be permitted to do so on defense.

      When making adjustments on the field pre-snap, be sure that you are not making the exact same adjustments on every play. Constant press coverage, constant line stunts, shifting the DL and linebackers in the same manner every play and the like falls under the category of not mixing up play calling, and is frowned upon. In addition, moving anyone other than the player you will control is prohibited. If you find yourself in a situation where your guys move as you are switching to the player you intend to control, audible to your original play by pressing X+LT (360).
    Offense

    • 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. Here is when you can and cannot go for it on 4th down:
      • You can never go for it on 4th down when you are winning or the game is tied unless it is 4th and inches and you are on your opponents side of the 50 yard-line.
      • From your opponents 49 to 40 yard-line, you can go for it up to 4th and 1.
      • From your opponents 39 yard-line on, you can go for it whenever.
      • You can never go for it on 4th down in your own territory, this includes the 50 yard line. Except when, you are the losing team in the 4th quarter, you can go for it when and where you like.
    • Motioning: Motioning by backs and receivers is allowed. If the defense audibles before your motion is complete you must wait for the defense to get reset before snapping the ball, when possible. Otherwise, you are free to snap the ball when the Motion man reaches their spot on the field and the motion is complete.
    • Hurry Up Offense: These will be allowed if used in a sim fashion. This means that after plays that are for no gain or lost yards, the team should huddle. Additionally, the team should huddle after any incomplete passes. The offense must also allow the defense adequate time to call a play prior to snapping the next play.
    • Playclock: We're all here to play football. Keep in mind we play anywhere from 6-8 minute quarters here; 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.
    • Play Action: 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. Playaction should not be "over utilized" when you have not established the running game. Plain drop backs or shotgun formations should be the main passing formation for throwing the ball. Playaction is used to catch a defense off guard when you've been successful and pounding the rock during the drive or game. Be prudent in it's use.
    • 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.
      • Examples of unrealistic QB scrambling include:
        • Sprinting backwards and/or to the sidelines off the play action fake. Rolling out with the QB is allowed, however this should be done without sprinting. Faulty AI on the defense causes defenders to break coverage nearly as soon as a QB leaves the pocket while sprinting and as we all know, QB’s throw on the run far more effectively in this game then they should.
        • Sprinting backwards during a normal dropback is prohibited.
        • Sprinting to the sidelines on a normal pass play that is not designed to be a rollout pass should only occur if there is pressure from the defense or you have waited 2-3 seconds in the pocket and no receivers are open. On a designed rollout pass, a normal rollout should be performed using the non-sprint QB running. If a QB sprints from the pocket, you should run the ball, not sprint out to throw the ball.
        • Calling a normal pass play and then immediately running with the QB should be very rare. Using a 1-2 read system with an athletic quarterback and then running is considered sim as long as it is done within reason (i.e., not every single play). Quarterbacks that consistently average over 15 carries per game should be getting at least half of those carries via the option.
    • QB Dropback: Purposefully dropping too far back in the pocket during regular passing plays is not allowed. Defensive AI doesn't take into account how far back in the pocket the QB is, allowing for wide open out routes and passes into the flats. This includes hitting a WR on said routes on screen plays.
    • Option Piches: Make sure that you time your pitches correctly when running the option. There are instances in the game where the QB can make awkward, unrealistic and sometimes even illegal pitches that should be avoided. If you happen to execute a questionable pitch, the right thing to do is to try and negate any yards you have gained. Excessive amounts of questionable pitches is cheese.
    • Motion: Manually motioning your WR's before the snap should be kept to a realistic minimum. There are plenty of plays with green routes and defined motion in them that you can utilize. But again, don't abuse them.
    • Spreading the Ball Around: WR's should be the main target for passing plays. HB's should be checkdown receivers and not primary targets. HB receptions should not get out of hand or be a primary aspect of an offensive gameplan.
    • Two QB Offenses: If you have one passing QB and one running QB, you should limit the rotation of them. Yes, it has happened "some" in real life, but it doesn't translate well to the game. Mainly due to the fact that the defense can't see who is jogging in and out of the huddle. For this reason, QB rotation will only be allowed in groups of ten or more plays or at the beginning of possession. A Two QB System will only be allowed when a program is moving from one type of offense to another (meaning that the current starter is incapable of running certain portions of the playbook). This transition period can only exist for a maximum of one year.
    • Wildcat Personnel Groupings: This should operate similar to the QB rotation. For playbooks that are designed to use a wildcat personnel grouping, offensive playcalling should realistically reflect this change. Meaning that the wildcat personnel should stay on the field for a grouping of plays and not switched in and out for individual plays here and there.
    • Excessive offensive audibles (changing formations): Calling audibles at the line of scrimmage is commonplace in every level of football. However, these audibles are almost always to plays in the same formation, or to flip the side of the play. Audibles to a completely different formation are prohibited. Audibles to a different play in the same formation, or to flip the personnel to the other side of the field to run the same play is permitted. Calling an audible to change the formation circumvents personnel rules (I.E. WR at TE, WR at FB, HB at FB), and is not allowed.
    Defense
    • Moving Players: On defense, shifting linebackers and the defensive line is permitted. However, if you move a individual defensive player manually 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 and 'showing blitz' falls under the rules for mixing up your playcalling. If for some reason one of your players doesn't line up correctly, you can move him to where he needs to be and make an additional switch and move. This is easy to spot from the offenses point of view and rarely happens (maybe once in every couple games).
    • 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.
    • Defensive Playcalling: Please call realistic defensive plays for the proper situation. Use a 4 or 5 DL set to stop the run and a 3 or 4 DL set to play the pass.
    • Defensive Subs: OLB are not suppose to play DE, Safeties are not suppose to play LB, etc in any package or formation, even if it's a game based package. It is just too much of an AI headache. Keep players in their original positions at all times.
    • Playing the Position: Safeties do not normally play close to the line of scrimmage. Defensive linemen do not play in the secondary. Regardless of what player you are controlling, make sure you are playing that position. Controlling a safety and crashing him straight towards the line of scrimmage is not sim. A safety's first step is NEVER towards the line of scrimmage. Note that nickel DBs and SS (rovers) in a 4-2-5 can also be easily abused. Use sim judgment in the way you control players on defense.
    Special Teams

    • Fake Punts and FGs: 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.
    • Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only.
    Weekly Gameplay
    • Forum Activity and Content:
      • All members are expected to contribute to the genearl activity and discussions on the forum. A good and active forum with relevant and interesting content is what makes these leagues fun and sustainable.
      • All members are expected to meet Overdrive content minimum:
        • Team Preview - done prior to each season and contains your teams position needs, offensive and defensive playbooks, and scholarship numbers. Several examples will be up if you have questions.
        • Game Summary: I don't expect a game summary from every game played. What is expected is that the winner of every user vs user game post a game summary immediately following the game. Feel free if you would like to post a game summary about any game however. The only one's required are those from the winner of user vs user games.
        • Weekly Content:Every member will have some form of weekly content assigned to them. Some are more involved than others. All members are expected to complete their weekly content in a timely manner and do so consistently.
      • Failure to complete your minimum league required content will result in a warning. You will get two warnings and after that, you will be removed from the league.
    • 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.
      • Most game's pauses operate on a timer. If you select 'Resume' it will put your opponent on a timer before it auto resumes the game. Please take note that if you do not see a timer on your screen, your opponent has not selected 'Resume'.
    • Disconnects: If one team is ahead by at least 7 points, 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 the time remaining 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.
    • Quitting a Game: - 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.
    • 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. As for user-cpu games, we will have a strict 48 hour limit. We will not wait on user-cpu games to be played past 48 hours unless we have documented and warranted circumstances.
    • Scheduling: Leagues here operate on an as fast as we can go schedule (unless otherwise stated), missing games will be necessary at times. We are a community full of people who have lives outside of these leagues. Overdrive simply asks that you make every effort to schedule and play your own games by utilizing the message boards. ALL GAMES MUST BE SCHEDULED ON THE FORUMS. If a problem arises with your game and it is not scheduled between both parties on the forums, it willresultin a sim. In the unfortunate event that you are unable to schedule a game, we ask that you do the following:
      • Notify your opponent via email and message board as early in the week as possible.
      • Notify the commissioner 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.
    • Restarts: There will be NO restarts for user vs. cpu games. If your CPU game freezes, loss of power, or anything to cause the game to be replayed, it will be simmed by the commish.
    • 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.
    Players leaving
    • No restrictions on persuading underclassmen to stay.
    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 = Two additional scholarships to provide a cushion.
      • 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.

    Recruiting Restrictions
    • All teams may sign up to 2 :5stars: players
    • Conference championship winners may sign 1 additional :5stars: player. This will be added to total for the following season.
    • National championship winner may sign 1 additional :5stars: player. This will be added to total for the following season.
    Recruiting Violations
    • Going Over Scholarship Numbers:
      • Reduction in the following years scholarships by the amount over
    • Over signing :5stars:players:
      • Coach must cut the :5stars: player that caused the overage
     
  2. ClayRocks

    ClayRocks Touch The Rock

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    Everyone, read and sign.
     
  3. Raidernation

    Raidernation I can show you better than I can tell you

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    Read agreed signed and sealed.
     
    Last edited: Aug 23, 2012
  4. Jolts57

    Jolts57 Walk On

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    /signed
     
  5. WreckEm27

    WreckEm27 Classless Clown

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    Read and signed!
     
  6. BigKing

    BigKing Enforcer of Freedom

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    No, I don't think I like these ones. Please redo..
     
  7. jonskinny12

    jonskinny12 Walk On

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    Agreed.

    I've also got a question about a rule I don't see here... (here I go again, right?) I don't see a rule about 2-point conversions. In my game with Penn State, I scored to go up 40-35 with 1:12 left in the game. Since PATs are pretty much automatic in this game, I knew that there would be no difference in a 5 point lead vs a 6 point lead, so I opted to go for 2 to get a 7 point lead. PSU had scored 21 straight points in the 4th quarter so I wasn't extremely confident I would stop them on their final drive. I didn't get the 2-point conversion anyway and ended up winning 40-35, but I'm wondering if we need a rule about 2-point conversions?

    I think we can probably use our own good judgement when it comes to going for 2, like don't go for 2 when you're up by 20 points. But I feel like if there's a good reason for it, it should be allowed at pretty much any point in the game, even if you're winning.
     
  8. ClayRocks

    ClayRocks Touch The Rock

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    Overdrive Coaches,

    I would like to highlight the following rules. A few of us were guilty of not living up to our standards this past season and I want to point out those areas.

    Use of headsets: I know some may not like being on the headset while playing, but I strongly recommend being on the microphone for user vs. user games. Being able to talk through issues in real time during the game is much more efficient than trying to type out questions/answers, and a bit of friendly trash talk is a great way to build up camaraderie with your dynasty mates. The easiest way to avoid game play arguments is to have a relationship with the guy on the other controller beyond posting on the forum.

    Scores & Statistics vs. the CPU: There will be a hard scoring cap of 65 points in games vs. the CPU, going above this amount will result in your game result being tossed out and a sim loss being posted to your record. The one exception to this is if you are involved in a shootout vs. the CPU you may exceed 65 points but only by 10-14 points.
    • Additionally, running up statistics in CPU games won’t be tolerated. If you are winning by 28+ points in the 2nd half of a game, your starters should be on the bench. Starters scoring points in the 2nd half of a blowout will be benched for 1 or more future games, depending on the severity of the infraction.
    • There are things you should do when on the positive end of a blow out. Removing your starters, punting, running the ball and chewing the clock should be staples of your gameplan. When up big, there should not be a reason to score in the closing minutes of the game.
    Restarts: There will be NO restarts for user vs. cpu games. If your CPU game freezes, loss of power, or anything to cause the game to be replayed, it will be simmed by the commish.
    Here are some examples:
    - Team #1 was up 55 - 0 and scores with 30 seconds remaining in the game.
    - Team #2 was up 48 - 26 and scores with 0:00 left, and then goes for 2 point conversion. (Really)
    - Team #3 is up 27 - 7 and scores with 14 seconds remaining with starters at that.
    - Team #4 is up 52 - 34 and scores with 12 seconds remaining, with a starter.
    - There were also examples of users keeping starters in late in the game up by 28 points.
    If EA didn't suck and our recaps for Week 7 through Bowl Week were uploaded, I'm sure I would have much more to hammer on.
    C'mon guys. We are in a sim league for a reason. Let's tighten up around here fella's, play by our rules. Here is what I don't want to see next season:
    • Scoring in the closing seconds of a game you have clearly won. Kneel the damn ball.
    • Starters scoring in the 4th when you are up by 28 points.
    • Stat padding in general.
    Any questions?

    BigKing eberdeeber C Young Magoo jonskinny12 WreckEm27 Jolts57 Cocky Marine Raidernation Erik the Red
     
  9. Raidernation

    Raidernation I can show you better than I can tell you

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    I agree but CPU is a come back assassin tho I haven't had shut out games like the imperial BigKing, even with the small wins the AI doesn't shut down momentum. So as I'm coasting to the W the CPU is boosted and gaining. I do go for sportsmanship pionts.

    Question, if it's true that the ratings for CPU players are raised while playing on heisman difficulty, wouldn't playing on all american with harder slider make for a better sim experience, and at the same time tone down the problems we are dealing with in regaurd to the AI and momentum? clayandlbf
     
  10. BigKing

    BigKing Enforcer of Freedom

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    Now do these rules apply to games that you really want to win?
     
  11. ClayRocks

    ClayRocks Touch The Rock

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    I'm fine with scoring late with backups and all, just not within say the last minute of the game. That is what I feel is uncalled for. If you have the option to kneel it and run out the clock, you should always do that.
     
  12. ClayRocks

    ClayRocks Touch The Rock

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    Huh?
     
  13. BigKing

    BigKing Enforcer of Freedom

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    That was sarcasm.
     
  14. ClayRocks

    ClayRocks Touch The Rock

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  15. Jolts57

    Jolts57 Walk On

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    Wouldn't that make computer games too easy? I know sometimes the cpu is a bitch but meh, I don't want it to be easier than it is.
     
    • Like Like x 1
  16. Raidernation

    Raidernation I can show you better than I can tell you

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    I just proposed the question so I don't really know the answer. But I could be also possible slider adjustments could make up for the level of difficulty. And secondly it's also possible the players will play like their ACTUAL rating instead of beasting off momentum. Like I said just a question, I can take a CPU loss my problem lies in the way the CPU plays the game vs how we as users have play to win our games.
     
  17. Jolts57

    Jolts57 Walk On

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    Yeah I understand what you mean man. Sometimes the CPU goes into "cheat mode" but usually if you stay steady and just don't compound the problem with bad turnovers you can stay in the game and have a chance.
     

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