THE 4TH HORSEMEN: 2011-2012 CC DYNASTY USER-NAME GT TEAM Jman (Commish) Jman TSOPenn State HC Hokie Effect Hokie Effect Washington HC cmilesg cmilesg Wyoming HC ChuckDzzNutz ChuckDzzNutz New Mexico HC Selvy9 Selvy9 Tulsa HC Wyrmreaver neal henn Hawaii HC GatorJes GatorJes New Mexico State HC Papaloke papaloke22 UAB HC SLOPDAWG88 SLOPDAWG88 Cincinnati HC Baron TheBaron51 FIU HC IXI DECAY IXI IXI DECAY IXI San Jose State OC League Description This is a new Online Dynasty starting up soon for players who want the ultimate true challenge and are willing to put in the long haul to chase glory. This is going to be a TRUE coaches carousel dynasty starting from the bottom of the heap in 1-star with the ultimate goal of glory through choosing your own destiny. You want to start with a 1* and build them to the top? Go for it. You want to be a hired mercenary? Do it. You have that dream job of yours as your ultimate goal? Earn it. No matter what though expect to play the other members no matter where you sit as a powerhouse or a cupcake. Let me make this perfectly clear, you will struggle, you will lose games. This is all about the light at the end and surviving and thriving through the dark to get there. Sliders/Rules Level: AA w/ Heisman Recruiting Quarters: 7 minute Sliders: Stock AA Sliders to begin We will look at and adjust these as deemed necessary by me. Advance Schedule The dynasty will advance as quickly as reasonably possible. Each member is expected to make their games in this dynasty their NCAA priority, understanding that we all have lives and work/family responsibilities that take precedence over a video game. Coaches will generally be expected to play CPU games within 24 hours of the weekly advance, and the expectation will be that user vs. user matchups will be scheduled within a 48 hour window. It is incumbent on each user to contact me regarding any scheduling issues as soon as possible, and it is my expectation that user vs. user matchups can and should be scheduled prior to the weeks advance (the user vs. user game schedules will be posted at the beginning of each season). If all games for a given week have been played, I will generally not wait for an individual to perform their recruiting prior to the week’s advance (although I will attempt to contact the individual to confirm the recruiting is done and allow a reasonable amount of time to perform recruiting). Extensions of time will not be permitted generally for CPU games, and will be granted in some instances for extenuating circumstance for user vs. user matchups. I will have final say regarding user games that cannot be scheduled, in order to determine if one user will play the CPU or if the game will be simmed, which will be determined on a case-by-case basis. If a user will be out of town or unavailable for more than 2-3 days, I request that you post this in the ‘Vacation/Absence’ thread in the forum as soon as possible. Substitutes or stand-in’s are allowed to assist you with playing CPU games and recruiting while you are away, however the user will be on AP for any user vs. user matchups during the absence. Generally, I will not hold up the advance schedule due to absence issues. Offseasons will generally be scheduled for one evening as soon as reasonably possible following the conclusion of the season. However, if at least 50% of the group is not available for an offseason night during the week, we will advance 1 stage every 12 hours until the weekend and complete the rest on the first evening available. Substitutes are allowed and encouraged if you are unable to attend a scheduled offseason night. Position Change Reporting Position changes must be posted in offseason thread. Changes along offensive line (Ex: guard to tackle) and/or switching side (Ex: right DE to left DE) do not need to be listed. Any player moved against these restrictions will be ineligible for the ensuing season and must be moved in the following offseason. Repeated violations of this rule will result in additional penalties for that team and coach. The above rules apply to athlete recruits. An athlete must meet the position requirements in order to be eligible at that position. Players leaving A player will not be allowed to attempt to sway a player from the pro draft if he: is > 95 OVR has ever 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: A = number of seniors on your team that will graduate B = number of underclassmen that leave early (transfers and draft) C = number of walk-ons on your team. Walk-ons may be cut at any time. 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 players - Conference championship winners may sign 1 additional player. This will be added to total for the following season. - National championship winner may sign 1 additional player. This will be added to total for the following season. Depth Chart/Redshirting Players Coaches should be realistic in the setting of their depth chart and/or in redshirting players. In real life, highly ranked/recruited freshmen often play in the first season on campus, and similarly they should do so in our league. If you have an incoming freshman who would crack the 2-deep roster on your team based on OVR rating, they should be included in your depth chart and not redshirted without specific approval from me. Additionally, your depth chart should generally follow your players OVR ratings. Your top WR should not be starting in the slot positions, your best HB should not be on the bench because you have a HB rated 10 points lower who is faster, etc. Use common sense and any questions should be discussed with me. Gameplay Rules – General 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 – I would hope that 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. Look, I’m an old man, and really don’t have the time or patience for drama, so let’s not have any issues. 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 – Only OFFENSIVE playbooks will be allowed. These will be HIGHLY monitored for cheese! Use only formations that would realistically be used together, i.e. a two-back power team would make use of the I, Weak, Strong, 2-Back Gun, etc. It is NOT realistic to be all shotgun with the maryland-I and Gator Heavy thrown in. Obey and be smart about it or EVERYONE loses the right, period. Play Calling – Each person should be mix up their offensive and defensive formations and plays throughout the game. This doesn’t mean if you prefer man defense or want to structure your offense around the power-O running plays, you can’t do so. Just don’t run man cover 2 zone every play, and don’t run the same power-O play from the same formation 3-4 times in a row. Explore the playbook you’ve chosen and just be a bit diverse. Scores & Statistics vs. the CPU – There will be a hard scoring cap of 60 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 60 points only if the final score is no more than a 2 score margin (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. 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. Gameplay Rules – Offense Going on 4th down – Coaches should kick on 4th down in accordance with realistic gameplay; however there are certain circumstances where going for it on 4th down is allowable, see below: If you are behind 3 or more TD’s in the 3rd quarter or 2 or more TD’s in the 4th quarter, going for it on 4th down is allowed at any time. If you are losing with less than 3 minutes to play in the game, going for it on 4th down is allowed at any time. If you have 4th and less than a yard from inside the 50 yard line, going for it on 4th down is allowed at any point in the game. If you have a kicker with low kick power, you may go for it on 4th down from the 40 yard line in at any point in the game. Issues such as this should be communicated to your opponents in advance of the game so that they are aware. Discuss any 4th down attempts you feel are questionable with your opponent via chat during the game to avoid disagreements. Motion – Motioning backs and receivers is allowed, however if your opponent calls an audible during the motion you should wait a reasonable amount of time (a second or two) to allow the defense to reset prior to snapping the ball. Auto-motion plays are always allowed. No-Huddle Offenses – 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. Play Clocks – Players should attempt to select and call their plays in a reasonable amount of time. Players should not be ‘chewing clock’ or intentionally running down the play clock except in late game situations (last 2-3 minutes of each half). If a game is a blowout and both parties agree, the ‘chew clock’ feature may be implemented earlier in the game. Play Action Passes – These plays should not be used in 3rd and long situations (6+ yards). QB Dropbacks –Purposefully dropping too far back in the pocket to avoid pressure 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. A normal QB dropback would be considered to be no more than 7-10 yards at most from the initial line of scrimmage, in the case of an under center passing play. From the shotgun, dropbacks should be limited to 2-3 additional yards from the line of scrimmage, since the concept of the shotgun is that it is intended to remove the need for the QB to dropback on shorter routes and at most would only require 1-2 steps back for deeper routes to develop. 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. 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 it is difficult for the defense to see who is jogging in and out of the huddle. For this reason, QB rotation should generally be used on a possession by possession basis. If you are on the mic with your opponent and agree to allow the two QB offenses in a different manner (such as informing your opponent prior to changing QB’s) that is also acceptable. 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. If the wildcat package does not include a QB, the wildcat personnel should stay on the field for a grouping of at least 3 plays and not switched in and out for individual plays here and there. If the QB remains on the field for the wildcat package this rule does not apply. Options – Late pitches are not acceptable, if you succeed in a late pitch (even on accident) you should immediately run out of bounds for a loss or no gain. To clarify, a late pitch is one where your QB pitches the ball AFTER he has been hit by an opposing defender. A good pitch is where the pitch is made prior to contact with the QB. Violation of this rule will not be permitted, and any issues should be discussed with me. Gameplay Rules – Defense Matching Formations – Generally, the defense should be matching up personnel against the offensive package on the field. This means that while occasionally running your base defense against an opponent’s shotgun 4 wide packages is allowable, you should not be running a nickel/dime defense against a 2 TE set in a running situation. Moving Players Before The Snap – On defense, shifting linebackers and the defensive line is permitted. However, if you manually move an 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. Moving a defensive lineman off the line of scrimmage or more than one 'step' outside the OT is prohibited. Blitzing – While blitzing is certainly a part of the game, please be realistic when calling blitzes. 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. 4-2-5/3-3-5 defenses – These defenses are allowed for use as a base defensive set. 1-5-5 defense – This personnel grouping may be used as a nickel/dime set in the appropriate circumstances. Defensive Line Play – Coaches controlling defensive lineman must first engage an offensive lineman on any pass rush or running play. Use of the 'loop' technique is not permitted in any TF leagues (for those who are unaware, the 'Loop' refers to user controlling the DL and attempting to run yards around the OL, possibly with turbo involved). In general, when controlling a defensive lineman, you should always engage an opposing lineman and use rush moves to get clear. Additionally, use of the DE contain feature in the formation audible should be done in realistic fashion - in long yardage vs. a QB that is a definite running threat. Using the DE contain feature vs. a team that never runs their QB or using it in first and 10 situations or in conjunction with pinching the DL is not permitted. Gameplay Rules – Special Teams 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.