TF: Rise to Glory Rules and Regs Rise to Glory Rules and Regulations Sliders & Settings Difficulty: All-American Quarters: 7 mins Game Speed: Normal Speed Threshold: 40 HFA Effect: On Ice the Kicker: On Recruiting Difficulty: All-American Penalties 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 Sliders Offense Human CPU QB Accuracy 30 30 Pass Block 50 60 WR Catching 50 50 RB Ability 50 50 Run Blocking 30 60 Defense Human CPU Pass Coverage 45 65 Pass Rush 45 55 Interceptions 15 30 Running Defense 30 60 Tackling 50 55 Special Teams Human CPU FG Power 40 55 FG Accuracy 15 60 P Power 40 55 P Accuracy 25 95 Kickoff Power 50 50 Position Changes 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: No restrictions Players leaving A player will not be allowed to attempt to sway a player from the pro draft if he: is > 95 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. Gameplay Rules and Conduct We play sim football here, we don't glitch, cheese, cheat or disrespect our opponents. If winning is your biggest priority, leave now.... If being an ass to everyone is part of your personality, leave now... If your here to just play your games and not participate in the forums and community leave now.... if you don't it won't take us long to find you and weed you out. We've been doing this A LONG TIME, and it's become easy to find the odd bird that doesn't want to go along. If your still here, that means you might be the kind of coach we are looking for. We want to create an environment of friends first who take the game back to the way it is suppose to be played... like your on the couch with a buddy battling it out. The only way to do that is to take an active role in your community. You will be alot less tempted to abuse any aspect of gameplay if you feel like you might be disrespecting someone you have gotten to know.. that's just a fact. Here are the basic rules that we started with in TTI..... do these have to be memorize, engrained and followed without fail every snap of the ball... probably not, but the intent and spirit of the rules should be adhered to as much as possible... PRE-GAME AND GENERAL RULES 1.0 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. D. Formation subs are permitted before the opening kickoff and are limited to the following: QB (no subs) HB (can sub to 4th/5th WR in a 4/5 WR set) FB (can play FB, HB, or TE) TE (can play any slot WR position) WR (no subs) OLine can play any OLine position Dline can play any Dline position Lb's can play any Lb position SS or FS (are interchangeable) CB (no subs) KR/PR - Any player eligible 2.0 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 RB/RS movement at all times. 3.0 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 4.0 - 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: A. Whenever you are past the 50 yard line with 1 yard or less to go, you are permitted to for it on 4th down. 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. 5.0 - 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. 6.0– 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. 7.0 - Playclock Rule: We're all here to play football. Keep in mind we play 8 minute quarters in TT; 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 chew clock with under 3 minutes remaining in the 4th quarter. Or if your trying to prevent another possession before the half. 8.0 - Playcalling, Mixing It Up, Play Action: 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. Also, 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. Overuse of this or any other plays/patterns will be frowned upon. 9.0- 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. 10.0 - Running Up the Score: Good sportsmanship is a major part of TT, 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.. I don’t want to see multiple 70-80 pt scoring games. DEFENSE 11.0– 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. 12.0 – 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 13.0 - Fake Punts and FG’s: 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. 14.0– Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only. WEEKLY GAMEPLAY 15.0 - 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. 16.0- 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. TT 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. 17.0- Player must leave game in progress - 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. 18.0 - With TT on a “fast as we can go” schedule, missing games will be necessary at times. TT simply asks that you make every effort to schedule and play your own games, but when that's not possible, we request the following: -- Notify your opponent via email or message board as early in the week as possible. -- Notify the commish 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. 19.0 - There will be NO restarts on your user vs. cpu games. If I see a restart I will discuss it with you to see if there was an extenuating circumstance, but most likely any restart = automatic simulation of your game. The 2nd time.. = a simulation loss. There is no shame to losing to the CPU.. our difficulty and sliders will be targeted towards realistic challenge levels based on the caliber team the CPU is controlling… ie: CPU Ohio St will be a bitch… CPU Duke won’t… SCHEDULING REQUIREMENTS 20.0 - All user teams are required to play 4 user vs. user games each season. They must play all conference user opponents and fill in any remaining open games with non-conference user controlled teams. You can schedule a 5th user game if you desire, but it is not required. You can schedule no more than 5 user games in any one season. Home and Home series are encouraged. 21.0 - You cannot have more than 2 additional home games over the amount of road games you play in a season, and that is only if there is a scheduling conflict keeping you from a 50/50 split. 22.0 - You must post [within 48 hours of last advance] in the Weekly Game Schedules when you intend to play your game, whether it be against another user or the CPU. This will help the commish know whether the week can be advanced within 72 hours (or less) or if someone needs additional time for a reasonable excuse. If your game must be simmed with a failure to communicate, the following guidelines will apply: * Game Simmed with a pre-notifed excuse to the commish - No Penalty * First Offense - Loss of 5 hours recruiting * Second Offense - Loss of 10 hours of recruiting * third Offense - Booted from League GAME RESTARTS 23.0 - Game disconnects against another user happen from time to time. As long as the two user's can come to an agreement, their game should either be replayed or simmed. If the two cannot reach an agreement, it is the responsibility of the commish to make the decision. 24.0 - Game restarts against the CPU are not allowed. There will be times, where forces out of your control will cause you to drop out of a game, and must be notified to the commish ASAP! Since it is impossible for the commish to tell whether a natural cause or personal reason cause the game interuption, this is the guideline we will be following: * First Offense - The game will be simmed (Unless the commish decides the offense is more/less serious) * Second Offense - The game will be simmed and the user will lose 5 hours of recruiting effort. * Third Offense - The game will be a sim-loss and the user will lose all of his recruiting effort. * Fourth Offense - Booted from the League LATE PITCHES Often times, late pitches can determine the outcome of a game...even if they don't go for big plays..it is very frustrating to deal with, and can change the defenses strategy. We've had a few instances with the pitches, and Im tired of everyone getting all fired up about it. If there is ever an issue with a user save the video and send me the link! *NEW RULE* - If you get off a late pitch that is unrealistic, you are to run the ball out of bounds AT or BEHIND the line of scrimmage upon receiving the pitch. No one in this dynasty is trying to abuse the AI - I know that. Here are some pitches that I video taped...they don't cover all the issues, but I can point out a few things from them...try to ignore the crap written in the middle of the video. Pitch #1: good [YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/cKybyiQzvtE&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/cKybyiQzvtE&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE] - This is perfectly fine, the QB does not need to take a big hit for the option to be successful. ----------------------------------- Pitch #2: absolutely rediculous [YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/gs3FJQKyfVI&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/gs3FJQKyfVI&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE] - This should never happen, the QB should just take the yards. If you have a question as to why this isn't acceptable then you have some issues. This should be ran out of bounds for a loss by the running back (new rule). ----------------------------------- Pitch #3: borderline [YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/i-qO9U7rpbA&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/i-qO9U7rpbA&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE] - This is one to not get too worked up about, but can be frustrating if it happens multiple times in a game. The fact is, sometimes when you press the pitch button BEFORE the initial tackler...the QB still won't pitch it until AS he is getting hit. Although, the ball should be pitched where the video is paused the end since there is no one outside on the pitch man anyways. ----------------------------- Pitch #4: not okay [YOUTUBE]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/l9R_NfA5NRc&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/l9R_NfA5NRc&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YOUTUBE] - This is completely unacceptable. The only way this can happen is if you press the L trigger for about a second after you are wrapped up. This is a major flaw in the game because everyone collapses on the initial ball carrier because he shouldn't be able to pitch at that point. ------------------------------ PLEASE REPLY HERE TO LET US KNOW THAT YOU UNDERSTAND THE SPIRIT OF THE RULES AND WILL DO YOUR VERY BEST TO ABIDE BY AND NOT INTENTIONALLY BREAK THEM.