TF: Overdrive - Owners and Rules

Discussion in 'Overdrive' started by ClayRocks, Feb 19, 2011.

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  1. ClayRocks

    ClayRocks Touch The Rock

    Joined:
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    Messages:
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    TF: Overdrive - Owners and Rules

    1. We operate on a soft 48 hour advance schedule... meaning, if we get done in less than 48, we move on (yey). Otherwise we will advance at 48 unless we have documented, warranted circumstances.
    2. Any team. Any conference.
    3. Min. 3 user games per season.

    The sliders are based off of SN's sliders from OS. However, the run game has been relaxed.
    http://www.operationsports.com/forum...n-sliders.html

    Gameplay Options
    Skill.........................All American
    Injuries.....................On
    Fatigue.....................On
    Quarter Length...........8 minutes
    Play Clock..................On
    Game Speed...............Normal
    Speed Threshold..........25
    HFA Effect..................On
    Ice the Kicker..............On

    Game Rules
    Offsides........................95
    False Start....................95
    Holding.........................50
    Facemask......................50
    O Pass Interference........100
    D Pass Interference........100
    KR/PR Interference..........100
    Clipping.........................55
    Intentional Grounding.......100
    Roughing the Passer.........100
    Roughing the Kicker.........100

    Custom AI (HUM/CPU)

    QB Accuracy...................20-15
    Pass Blocking..................35-50
    WR Catching...................45-50
    RB Ability.......................45-50
    Run Blocking...................40-70
    Pass Coverage................50-85
    Pass Rush......................50-55
    Interceptions..................25-20
    Rush Defense..................20-65
    Tackling.........................40-40
    FG Power........................15-25
    FG Accuracy...................30-65
    Punt Power......................10-50
    Punt Accuracy.................10-65
    KO Power........................35-55

    TF: Official Rules and Sim Guidelines http://forums.traditionsportsonline.com/threads/tradition-rules-and-general-expectations.1161/

    TF: Overdrive Additional Rules: No "Run Commit"

    TF: Overdrive Exception: No restrictions on persuading underclassmen to stay.

    TF: Overdrive Rosters
    http://www.operationsports.com/forum...d-rosters.html

    Owner | Gamertag | Team
    1 | @clayandlbf | ClayRocks | Clemson University
    2 | @BigKing | BigKing | University of Pittsburgh
    3 | @gwill | Gwill2588 | Ohio State University
    4 | @C Young | BigCudyCud | Temple University
    5 | @pnc | pnc21pitt | University of Kentucky
    6 | @jtthirtyfour | jtthirtyfour | UCLA
    7 | @jasonkapono24 | jasonkapono72 | United States Naval Academy
    8 | @CharlestonUSC | CharlestonUSC | University of South Carolina
    9 | @Cocky Marine | Carolina Spurs | Miami University
    10| @Ryan C | TheDivineWaffle | Va. Tech
    11| @InfiniteMTX | InfinitMTX | Penn St.
    12| @NickDangerously | NickDangerously | ???

    Overdrive Wait List:

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  2. ClayRocks

    ClayRocks Touch The Rock

    Joined:
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    Messages:
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    Temp. Work in Progress​

    Overdrive

    Dynasty Description

    1. We operate on a soft 48 hour advance schedule... meaning, if we get done in less than 48, we move on (yey). Otherwise we will advance at 48 unless we have documented, warranted circumstances.

    2. Any team. Any conference.

    3. Min. 3 user games per season.

    Roster

    Name Team
    Clayandlbf (Commish) Clemson
    BigKing Pittsburgh
    Gwill Ohio St.
    C Young Temple
    pnc Kentucky
    Jtthirtyfour UCLA
    JasonKapono24 Navy
    CharlestonUSC South Carolina
    Cocky Marine Miami
    InfiniteMTX Penn State
    Ryan C Virginia Tech
    NickDangerously ???


    Sliders & Settings

    Column 1 Column 2
    Difficulty: All-American
    Quarters: 8 mins


    Sliders
    Offense Human CPU[/U]
    QB Accuracy 20 15
    Pass Block 35 50
    WR Catching 45 50
    RB Ability 45 50
    Run Blocking 40 70
    Defense Human CPU[/U]
    Awareness 45 50
    Knockdowns 25 60
    Interceptions 15 10
    Break Block 60 45
    Tackling 40 45
    Special Teams Human CPU[/U]
    FG Power 15 25
    FG Accuracy 30 65
    P Power 10 50
    P Accuracy 10 65
    Kickoff Power 35 55


    Position Changes

    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
    RET: Restricted
    Speed Restriction < 93


    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. Nor can you utilize the "Ask Corso" feature. 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. With that in mind, there will be a simple rule on 4th downs:
      • Whenever you are past the 50 yard line with 1 yard or less to go, you are permitted to for it on 4th down.
      • If you are behind by two touchdowns or more in the second half, you can go for it whenever you like.
      • If you are the losing team in the 4th quarter, you can go for it whenever you like.
      • There are exceptions to these 4th down rules that will be handled on a league-by-league basis. Unless it is otherwise stated, these rules are law.
    • 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. 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.
    • 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. There are formations in these games that allow for unrealistic results. Using the 3-3-5 or 1-5-5 to stop the run, however effective it may be, will not be tolerated. There are OL AI problems with these formations that make them super-effective against heavy run sets.
    • 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
    • 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 a TD and at least one quarter has been played, 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 3 quarters 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 will resultin 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. In the unlikely event that you experience a problem/emergency during your game, notify your commissioner immediately. Failure to instantly notify your commissioner will result in a sim. If restarts become a trend you will be dismissed from the dynasty.
    • 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 = number of walk-ons on your team. Walk-ons may be cut at any time.
      • C = Two additional scholarships to provide a cushion.
      • D = 70 - current amount of players currently on roster
      • A + B + C + D = 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.
    Coaches and Teams

    Owner | Gamertag | Team

    1 | @clayandlbf | ClayRocks | Clemson University
    2 | @BigKing | BigKing | University of Pittsburgh
    3 | @gwill | Gwill2588 | Ohio State University
    4 | @C Young | BigCudyCud | University of Souther California
    5 | @pnc | pnc21pitt | University of Kentucky
    6 | @Cocky Marine | Carolina Spurs | University of South Carolina
    7 | @CharlestonUSC | CharlestonUSC | University of Florida
    8 | @RyanC | TheDivineWaffle | Oregon
    9 | @InfiniteMTX | InfinitMTX | Penn St.
    10| @NickDangerously | NickDangerously | ???
    11|
    12|
     
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