The Deuce Dynasty Description Thread - NCAA 12

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  1. Drifterbub

    Drifterbub Help me hide a body?

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    The Deuce Dynasty Description - 2011

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    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 2012, The Deuce will be utilizing the new coaching carousel feature and creating a setup that will let users move up through the ranks. We have restricted two non-BCS conferences to start from and will eventually all end up in the new Pac-12 and Big 10(12) conferences. Users are allowed to take jobs as coordinators and head coaches on the way to their dream school.

    Roster
    Name Team
    Drifterbub Bowling Green
    OMlawdog Eastern Michigan
    jkhaalis991 Southern Miss
    bringbackjimmy Central Michigan
    Bondzai007 UCF
    JrRawlins Ball State
    theSANDMAN215 Akron
    Keller Buffalo
    Shaun Mason UTEP
    Jmustang1968 Rice
    Timpegoose UAB
    Emmdotfrisk Tulane


    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: Heisman
    Quarters: 7 mins
    Sliders
    Offense Human CPU
    QB Accuracy 50 50
    Pass Block 55 50
    WR Catching 50 50
    RB Ability 50 50
    Run Blocking 50 50
    Pass Coverage 50 50
    Pass Rush 50 45
    Interceptions 50 50
    Rush Defense 50 50
    Tackling 50 50
    FG Power 50 50
    FG Accuracy 50 50
    P Power 50 50
    P Accuracy 50 50
    Kickoff Power 50 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 > 215 lbs
    - Speed Restriction < 85
    MLB: Restricted
    - Weight restriction > 225 lbs
    - Speed restriction < 85
    DB: No restrictions
    KR: Restricted
    - Speed restriction < 90
    PR: Restricted
    - Speed restriction < 93


    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.
    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 = Two additional scholarship(s) 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.

    Off Season Recruiting Rules
    6-star team - can recruit anyone
    5-star team - cannot recruit top 50, cannot recruit top 100 unless in pipeline state
    4-star team - cannot recruit top 75, cannot recruit top 150 unless in pipeline state
    3-star team - cannot recruit top 150


    6 star - cant sway a player > 88 or anyone > 85 with an award.
    5 star - cant sway a player > 90 or anyone > 85 with an award.
    4 star - cant sway anyone > 92 or anyone > 88 with an award.
    < 3 star - can't sway anyone > 94 or anyone > 88 with an award.

    Dynasty History

    Thread Title Link
    NCAA 2011 Description Thread http://traditionatwork.com/threads/the-deuce-dynasty-description-2011.22962/
    NCAA 2010 Description Thread http://www.traditionfootball.com/forums/showthread.php?t=6
    NCAA 2010 Record Keeping http://forums.traditionsportsonline.com/threads/ttii-ncaa-2010-record-keeping.2891/#post-32653
    NCAA 2010 Recruiting Database http://www.traditionfootball.com/forums/showthread.php?t=5192
    NCAA 2010 HOF http://www.traditionfootball.com/forums/showthread.php?t=14223
     
    Last edited: Feb 26, 2012
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