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The Deuce Dynasty Description - 2011

Discussion in 'The Deuce' started by Drifterbub, Jul 13, 2010.

  1. Drifterbub

    Drifterbub Help me hide a body?

    Feb 10, 2009
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    The Deuce Dynasty Description - 2011


    Dynasty Description
    The Deuce was the first in a long line of spin-offs from the original The Tradition dynasty. Playing off the success of more than a decade of online league gaming, The Deuce started out as an exact carbon-copy league for NCAA 2009. However, it wasn't long before the league started to develop a unique style and flavor. Recruiting restrictions, player departure rules and other settings help keep the teams realistic and give the CPU a reasonable chance at success. The Deuce looks to continue its previous success as it moves into a new game with the same corps group of guys. We have added a few new faces to the league and fully expect to pick up where we left off. The Deuce managed to get through 10 full seasons in NCAA 2010 while generating tons of content along the way.

    For NCAA 2011, The Deuce will revert back to a three conference setup as it did in 2009. The majority of the users will be controlling below-average teams in an attempt to bring them back to prominence and national notoriety. Tough sliders and recruiting difficulty will make this a tough challenge for the users in the league, but the members here enjoy a challenge in the game outside of the grueling User battles.

    Name Team
    Drifterbub Wake Forest
    OMLawdog Ole Miss
    JKHaalis Kentucky
    BringBackJimmy Boston College
    Bondzai007 Texas
    JrRawlins Kansas State
    TheSandman215 South Carolina
    Bogey21 Baylor
    ShaunLMason Duke
    Dru50 Mississippi State
    GoGators Missouri
    RynoAid NC State

    General Rule Expansions from TF Rules

    O.4 - Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in TT II; 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 4 minutes remaining in the 4th quarter. Or if your trying to prevent another possession within the last two minutes of the 1st half.
    O.4.1 - Chew the Clock: The Chew the Clock feature should only be utilized when you are otherwise allowed to run the playclock down.

    WG.3 - 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.

    WG.4 - With TT II on a “fast as we can go” schedule, missing games will be necessary at times. We 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.
    WG.5 - 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 dealine extensions can be made for User v User games or for extenuating circumstances. In either case, it should be brought to the comish's attention as soon as possible.

    WG.7 - Supersimming: You are expected to play your own games. Supersimming the last 3-4 minutes of a game that is decided is occasionally exceptable 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
    Column 1 Column 2
    Difficulty: All-American
    Quarters: 7 mins
    Offense Human CPU[/U][/B]
    QB Accuracy 40 60
    Pass Block 50 45
    WR Catching 35 50
    RB Ability 50 55
    Run Blocking 45 60
    Pass Coverage 40 65
    Pass Rush 50 50
    Interceptions 25 35
    Rush Defense 50 65
    Tackling 45 50
    FG Power 50 50
    FG Accuracy 40 65
    P Power 45 50
    P Accuracy 50 50
    Kickoff Power 45 50

    Position Changes
    *** Not 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.

    Here is a list of the speed translations in the game from 40 times (Thanks Jello).

    Pos Notes
    QB: No Restrictions
    RB: No Restrictions
    FB: Restricted
    Weight restriction > 230 lbs
    Speed restriction < 84
    Height restriction < 6'2''
    WR: No restrictions
    TE: Restricted
    Height restriction > 6'2''
    Weight restriction > 225lbs
    Speed restriction < 86
    OL: No restrictions
    DT: Restricted
    Weight restriction > 265 lbs
    DE: Restricted
    Height restriction > 6'2''
    Weight restriction > 240 lbs
    Speed Restriction < 83
    OLB: Restricted
    Weight restriction > 225 lbs
    Speed Restriction < 85
    MLB: Restricted
    Weight restriction > 235 lbs
    Speed restriction < 85
    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 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.

    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 = Two additional scholarship to provide a cushion.
    C = 70 - current amount of players currently on roster

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

    Note: Committed players count against your scholarship limit.

    Dynasty History


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