TF: Climb The Ladder Dynasty Description

Discussion in 'Thread Archive' started by Bondzai, Oct 18, 2009.

Thread Status:
Not open for further replies.
  1. Bondzai

    Bondzai Your Mom's Best Friend

    Joined:
    Feb 10, 2009
    Messages:
    10,802
    TF: Climb The Ladder Dynasty Description

    Dynasty Description
    Climb The Ladder is designed for users that want to build up the smaller non-BCS schools and try to build them as national champions.

    Roster

    Name Team
    bsta93 Toledo
    cubuffman Hawaii
    Gwill2588 Nevada
    dakota7 UNLV
    vBIG SLICKv SMU
    uncleho Wyoming
    Big Suge Knight Western Michigan
    NoleNblue Colorado State
    Timpegoose San Jose State
    Clayrocks East Carolina

    General Rules

    PRE-GAME AND GENERAL RULES

    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.

    Audibles: When calling an audible, you must allow the defense to adjust and be set for at least one second before snapping the ball.

    OFFENSE

    Going on 4th Down: We want to be as sim as possible so here are a few guidelines for going for it on 4th down....

    A. Whenever you are between your opponents 49 and 35 yard line with 5 yards or less to go, you are permitted to for it on 4th down. Inside the 35, it must be 4th and 2 or less.
    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. 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: 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 offsides penalties is obviously prohibited.

    Playcalling: 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.

    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.

    Running Up the Score: Good sportsmanship is a major part of TF, 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.

    DEFENSE

    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.

    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.

    SPECIAL TEAMS

    Fake Punts and FG’s: Any fake punt or field goal must follow the same rule used when going for it on 4th 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.

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

    WEEKLY GAMEPLAY

    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.

    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. TF 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.

    Advancing: We operate on a 72 hour soft-advance. Meaning that all games that have yet to be played within 72 hours of the previous advance will be simmed. Typically an additional soft advance will be put in place 24 hours after the last User v User game has been completed (only if the 24 hours doesn't extend beyond the original 72 hour deadline). Exceptions for deadline extensions can be made for User v User games or for extenuating circumstances. In either case, it should be brought to the commish's attention as soon as possible.

    Restarts: There will be NO restarts on your user vs. cpu games. If you have a restart, I should have a PM from you explaining what happened.

    Supersimming: You are expected to play your own games. Supersimming the last 3-4 minutes of a game that is decided is occasionally acceptable for extenuating circumstances. The commish should be notified immediately if this is the case. How much you simmed, the score before the sim, the final score and the reason for simming is all required information. If the results seem suspect, expect to have the game tossed and the game simmed from the start.

    Sliders & Settings

    Difficulty: AA
    Quarter Length: 7 mins

    Sliders
    Offense Human CPU

    QB Accuracy
    40 45
    Pass Block 55 45
    WR Catching 40 40
    RB Ability 40 60
    Run Blocking 45 45
    Defense Human CPU

    Pass Coverage
    50 50
    Pass Rush 60 55
    Interceptions 35 40
    Rush Defense 40 55
    Tackling 50 50
    Special Teams Human CPU
    FG Power
    35 35
    FG Accuracy 40 40
    P Power 55 60
    P Accuracy 35 35
    Kickoff Power 55 55
    Position Changes
    *** Note that position changes only apply to recruits being switched to position different from their natural positions. Players recruited as ATHs can be 10 lbs and 2 speed points away from the restrictions and still qualify. A petition can be made for an exception to an ATH who may be close to the restrictions and is not capable of playing other positions well. A post should be made in the forum explaining the situation with full attributes of the ATH and OVR ratings at different positions.

    Pos Notes
    QB: No Restrictions
    RB: No Restrictions
    FB: Restricted Weight restriction > 220 lbs Speed restriction < 88
    WR: No restrictions
    TE: Restricted Height restriction > 6'2'' Weight restriction > 220 lbs Speed restriction < 87
    OL: No restrictions
    DT: Restricted Weight restriction > 245 lbs
    DE: Restricted Height restriction > 6'2'' Weight restriction > 215 lbs Speed Restriction < 84
    OLB: Restricted Weight restriction > 200 lbs Speed Restriction < 86
    MLB: Restricted Weight restriction > 205 lbs Speed restriction < 86
    DB: No restrictions
    RET: No Restrictions

    Players leaving
    A player will not be allowed to attempt to sway a player from the pro draft if he:
    • is > 94 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.

    Scholarships
    The amount of scholarships that can be offered at any given time will be dictated by the following formula:

    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. So underclassmen that are 90+ and have won an award.
    C = number of walk-ons on your team. Walk-ons may be cut at any time.
    D = One additional scholarship to provide a cushion.
    E = 70 - current amount of players currently on roster

    A + B + C + D + E = total number of available scholarships.

    Note: Committed players count against your scholarship limit.
     
Thread Status:
Not open for further replies.

Share This Page