The Dirty Dozen 2013 Dynasty Description

Discussion in 'The Dirty Dozen' started by Steamer43, Jul 2, 2012.

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  1. Steamer43

    Steamer43 Cleveland Steamer

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    Apr 17, 2010
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    Dynasty Description
    The Dirty Dozen is designed to be the ultimate dynasty experience of building your school from the ground up. 2013 features an Ivy League set-up, with 4 additional schools in one 12 team conference to round out the 12 man group. (Those 4 schools being Bucknell, Delaware, Howard and Georgetown.). The Dirty Dozen is a rowdy group, only for those who have thick skin and can handle a good amount of trash talking (in good fun). We do not currently have a hard cap on advances, but 24 hours is the minimum for CPU games and recruiting, while user games are given a couple days to schedule and play. This dynasty strives on user activity here on TSO with members participating together for as many as 4 seasons. (y)

    Dynasty Settings:

    Difficulty: Heisman
    Recruiting: Heisman
    Game speed: Slow


    Roster
    DirtycashDylan - Yale
    nikpin - Brown
    Strick - Bucknell
    JQwon13 - Georgetown
    TheCrumbIsHere - Cornell
    funngunner - Penn
    - Columbia
    CoachG72 - Princeton
    - Delaware
    IrishBearcat - Dartmouth
    the Bear - Harvard
    Qwigly - Howard



    Position Change Rules:
    • FB: Must be at least 230 lbs, no taller than 6'2 and no faster than 84
    • TE: At least 225 lbs, at least 6'2 and no faster than 86
    • DT: At least 265 lbs
    • DE: At least 240 lbs, 6'2 and no faster than 83
    • OLB: At least 215 lbs and no faster than 85
    • MLB: At least 225 and no faster than 85
     
    Last edited by a moderator: Jan 2, 2013
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  2. DirtycashDylan

    DirtycashDylan I came here to scheme and chew bubblegum...

    Joined:
    Jul 10, 2009
    Messages:
    7,519
    http://forums.traditionsportsonline.com/threads/tradition-rules-and-general-expectations.1161/

    Site rules for gameplay

    GENERAL NCAA FOOTBALL RULES

    G.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
    • If a player is struggling.
    • If you are trying to prevent an injury.
    • If the game is a blow out.
    G.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 ballcarrier movement at all times.

    G.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.

    G.4.0 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 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 back to your original play by pressing X+LT (360) or []+L2 (PS3).

    OFFENSE

    O.1.0 - 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:
    • 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.
    O.1.A - 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.

    O.2.0 - 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.

    O.3.0 - 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 or taking advantage of defensive AI is not allowed.

    O.3.A - The above rules do not apply to teams who use the "No Huddle" offense feature in the game. However, it should be noted that fast tempo offenses do not rush to the line and snap it. You must allow the opponents defense to come set. Also, it is unrealistic to rush to the line of scrimmage after incomplete passes or when a player runs out of bounds (or any other clock stoppage).

    O.4.0 - 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.

    O.5.0 - 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 aware of the intention of PA and use it as such.

    O.6.0- 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.

    O.7.0- 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.

    O.8.0 -Running Up the Score: Good sportsmanship is a major part of TSO, so running up the score on user opponents will not be tolerated. This includes both User and CPU games. Please use good judgment when leading by a large margin. There isn't a reason to see multiple 70-80 point scoring games.

    O.8.A - 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. Starters should not be scoring when up by four scores. Late scoring will also not be tolerated. When up big, there should not be a reason to score in the closing minutes of the game.

    O.9.0 -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.

    O.10.0 - 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.

    O.11.0 - 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.

    O.12.0 - Two QB Offenses: If you have one passing QB and one running QB, you should limit the rotation of them. Yes, it has happens "some" in real life, but that doesn't mean you can switch back and forth every play. Using two QBs in an offense should be done responsibly. Oklahoma's Bell-dozer package (Landry Jones, Blake Bell) and Texas' offense transition (Case McCoy, David Ash) are good examples.

    O.13.0 - 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 only be on the field for small a grouping of plays during the entire game. It's not a offensive cornerstone.

    O.14.0 - 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. Avoid calling audibles out of personnel groupings that conflict with the formation you are moving to. For example, changing from a 5 WR set to ace-big is not allowed. 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. Take the time to setup your audibles using the custom playbook feature.

    DEFENSE

    D.1.0 - 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).

    D.2.0 - 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.

    D.3.0 - 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.

    D.4.0 - 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.

    D.5.0 - 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

    ST.1.0 - 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.

    ST.2.0 - Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only.

    WEEKLY GAMEPLAY

    WG.1.0 - 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.

    WG.1.A 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'.

    WG.2.0- Disconnects: Games will disconnect from time to time for various reasons (and usually have nothing to do with either user's setup). 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. TF 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.

    WG.3.0- 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.

    WG.4.0 - Scheduling: Leagues here operate on an as “fast as we can goâ€Â 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. TF 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 result in 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.

    WG.5.0 - 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.

    For more clarifications on the rules above, please watch the following instructional video on sim gameplay.
     
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