Proving Grounds League Description

Discussion in 'Thread Archive' started by Nautica, Oct 29, 2010.

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  1. Nautica

    Nautica #whatisdrugs?

    Jul 27, 2009
    League Line-Up:

    Big Ten

    [​IMG] xUGAx Bud Light​
    [​IMG] SodaAddict​
    [​IMG] IIx Nautica xII​
    [​IMG] umkobras​
    Big 12
    [​IMG] ParkerR83​
    [​IMG] Jmustang1968​
    [​IMG] gowazzucougs​
    [​IMG] Timpegoose​
    Mountain West
    [​IMG] niuhuskie224​
    [​IMG] Briosu99​
    Pac 10
    [​IMG] Pagamer07​
    [​IMG] JoshuaAdam88​

    League General Rules:
    • The league will advance at a 48 hour soft advance schedule. If a player needs more than 48 hours to get a game in, they must request it before the deadline.
    • Coaches must post game recaps after every game within the appropriate thread.
    • Coaches are also required to post their teams scholarship counts prior to week 1 of each season, and then must post each incoming recruit withing the appropriate thread.
    3 Strike Rule and Reporting Violations:

    • This league is implementing a 3 Strike Policy on rule violations. 3 league rule violations and your league status will be revoked.
    • Banned players can submit an appeal to me by means of PM, If I deem that it is worthy, the appeal will go before the league for a vote of reinstatement.
    • Any and all league violations should be reported to me by means of PM. Please include a detailed description of the offense and any video highlights or pictures as evidence.
    • Corrective actions will be appropriate to the offense. They can include forfeiture of scholarships, Auto-pilot of User games, and loss of weekly recruitment privileges.
    General Game Play Rules:

    • Controlling players: You must control the ball carrier at all times.
    • Sportsmanship: Please refrain from trash talk, and if you must please use your better judgment. No matter what the score is, or if you are in disagreement of how the other person is playing, do not quit.
    • Play-calling: Each player should utilize their entire playbook, and refrain from abusing "Money" plays.
    • Running up of scores and stat "Whoring": This is something that is highly frowned upon and will lead to corrective action if you are found to be doing so. If you are head by more then 3 touchdowns you are to substitute your second string in. Any player on a team that is starting to acquire unrealistic stats, is to be substituted with the second string. The only instance where a player with borderline unrealistic stats should be kept is during close games. There is a scoring cap of 70 unless the game is close.
    • Disconnects and Restarts: At no point should a game be restarted, but in the event that it does happen, the player is required to post the reason within the General League Discussion tread and send a PM to me. Any member found to have an invalid reason for a restart will have their game results thrown out and the game simulated. In the result of a disconnection from a user game, if it occurs within the first 3 quarters the game must be restarted. If it occurs within the 4th quarter, then the remainder of the game is to be simulated. In the event of a disconnection, both users are required to post the reason within the General Discussion tread and to send me a PM. Repeat offenders will not be tolerated and will be subjected to a Ban from the league. Intentionally quitting a User or CPU game will get you immediately banned from the league, and possibly from the site, so don't do it.
    • Game Planning: Game-plan should be kept at normal at all times. Changing of any of the game-plan settings will greatly disrupt the sliders and will cause unrealistic results. The only setting that can be changed is the tempo setting to run out the clock.
    • Off-Season: At the end of every season, we will designate 1 night where everyone is to be on to complete all of the off-season tasks. If for some reason you cannot attend, you may designate another site member to step in your place during this time. It is extremely encouraged that everyone have a mic during this time, so that there is proper communication and when it comes to advancement and position changes.
    Roster and Depth Chart Rules:

    • Position changes are to be done before the start of the preseason and a detailed Depth Chart is to posted within the Scouting Reports sub-forum.
    • Position Changes during mid-season are allowed but only under extreme instances. For example, if you are depleted at LB because of injuries and have no red-shirts, It is OK to move a safety who falls within the position criteria to help with depth. Members must PM me with the details and situation prior to this happening.
    • Position Criteria: Note that these do not apply to incoming recruits
    Position Restrictions:

    QB| No Restrictions
    RB| No Restrictions
    FB| Weight>230, Speed<84
    WR | No Restrictions
    TE | Height>6'2, Weight>230, Speed<84
    OL| No Restrictions
    DE| Weight>240, Speed<84
    DT| Weight>270
    LB| Weight>210, Speed<86
    CB| No Restrictions
    S| No Restrictions

    Recruiting Rules:

    • The amount of scholarships that each team is allowed per season is calculated by the following formula:
      • A = number of seniors on your team that will graduate
      • B = +3 For a potential loss of an underclassmen.
      • C = 70 - current amount of players currently on roster
        • A + B + C = total number of available scholarships.
    Offensive Game Play Rules:

    • Play-Calling: 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, it is expected that all box scores reflect a concerted effort at reasonable play calling.
    • Playbooks: Members should use team specific playbooks. After the first season each league member will be able to implement a new playbook if desired and only if they have acquired the proper personnel to run it the way it is supposed to be.
    • No Huddle Offense: All teams are allowed to run the "hurry up" offense in both two minute drill situations. Any team losing in the 4th quarter is permitted to hurry up as often as they like. When using the hurry up offense, please allow your opponent to set their defense before snapping the ball. Purposely trying to cause off-sides penalties or taking advantage of defensive AI is not allowed. When running, you must allow the defense to be set for at least 1 second.
    • Excessive Offensive Audibles: 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. Excessive audibles of WR routes is prohibited.
    • Going for it on 4th: The acceptable situations for going for it on 4th are when you are past the 50 yard line with 1 yard or less to go, if you are behind by two touchdowns or more in the second half, and if you are the losing team in the 4th quarter. You are never allowed to go for it on 4th down if you are ahead.
    • Motioning: Motioning of receivers and backs is allowed, if the defense audibles during a motion, you must wait for the defense to set before you can hike the ball.
    • QB Scrambling and Dropbacks: 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. 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.
    • Spreading the Ball Around: WR's should be the main target for passing plays. HB's should be check-down receivers and not primary targets. HB receptions should not get out of hand or be a primary aspect of an offensive game-plan. Your 3rd, 4th, and 5th WR should not be a primary target. Majority of passes should be thrown to your two outside WRs with few exceptions.
    • Offensive Subs: Keep players at the positions that they are assigned. Unless a specific package has some position changes, like the wildcat, you should not be changing players positions around to gain an unfair advantage.
    • Auto-Sprint: This is to be turned off during all User games.
    • Option Tosses: When running an option toss play, the QB should get rid of the ball before being tackled. Now if there is lag during User games and this happens, you are to run out of bounds or dive down ASAP.
    Defensive Game Play:

    • Play-Calling: Be sure to mix up coverages, blitzes, 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 play-calling 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.
    • Moving of 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. No excessive line or linebacker shifts prior to snap, it is imperative that you keep them in their native positions. Using a bunch of pre-snap shifts and then manually moving a OLB in between the tackles shouldn't be a defensive strategy.
    • 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).
    • Defensive Subs: Keep your players at the positions in which they are assigned. This means no OLB's at DE, or SS at LB.
    • Run and Pass Commit: Players are not to use the run commit at any point through out the game. It can be very unrealistic, and can be used to corrupt the computer AI. Pass commit can only be used on obvious passing situations.
    Special Teams Game Play:

    • Fake Punts and Field Goals: 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.
    Slider Settings:

    Game Settings
    Game-play Difficulty | Heisman
    Recruiting Difficulty | All-American
    Quarters | 8 minute
    Game-play speed | Normal
    Speed Threshold | 25

    Off-sides | 80
    False Start | 80
    Holding | 50
    Face-mask| 55
    O Pass Interference | 95
    D Pass Interference | 95
    KR/PR Interference | 95
    Clipping | 45
    Intentional Grounding | 100
    Roughing the Passer | 85
    Roughing the Kicker | 100

    Game-Play Settings|HUM|CPU
    QB Accuracy | 20 | 10
    Pass Blocking | 10 | 0
    WR Catching | 55 | 45
    RB Ability | 50 | 40
    Run Blocking | 45 | 45
    Pass Coverage | 70 | 30
    Pass Rush | 40 | 5
    Interceptions | 5 | 0
    Rush Defense | 50 | 50
    Tackling | 50 | 35
    FG Power | 35 | 25
    FG Accuracy | 45 | 75
    Punt Power | 35 | 35
    Punt Accuracy | 45 | 95
    KO Power| 35 | 50
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