Training Day Rules

Discussion in 'Thread Archive' started by runthepound, Jul 19, 2010.

  1. runthepound

    runthepound Get on the Bus!

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    Training Day Rules

    OFFICIAL TRAINING DAY LEAGUE RULES

    Basic Facts:
    • 7 min quarters on AA difficulty
    • Player speed threshold setting=40
    • Sliders will be tuned when appropriate (See below)
    • 12 teams, 4 per each of the MWC, C-USA, WAC

    Formations:

    • Only QB’s may play QB
    • FB: Speed must be 90 or below (See required weight chart)
    • TE: no WRs may play TE
    • 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.
    • 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:
    • Going on 4th Down: I encourage straight play in this league, however, I do not want to limit players to the point where they cannot play aggressively. With that in mind, here is the rule on 4th downs:
    A. Whenever you are inside the opponent's 40 yard line, 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.• Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters; 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. I 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 2:30 remaining in the 4th quarter. Or if your trying to prevent another possession before the half.

    The No-Huddle Offense:
    No-Huddle is allowed but shall be ran correctly. If you decide prior to the season to run a "true" No-Huddle Offense, then obviously you should be running it all game. Upon any incompletion or clock stoppage, the offense MUST huddle up. No crazy package changes when running hurry up. IE: Going from a 4WR set to a Ace set where you would have WR's playing TE. You must stay within the personel that's on the field. Before snapping the ball in the No-Huddle offense, be respectful to the other User/CPU to get set on the field, if you see a User is still tryin to line up to play, be responsible & SIM and give him an extra second to get set. Obviously if it's a runnin out of time scenerio before a half/game ends, things will be more urgent and the opposing User should realize that.

    The No-Huddle may also be run by a User at any time inside the 2:00 minute mark in the 2nd & 4th quarters. If a User is down 17-points or more in the second half of a game, he is permitted to put his offense in a No-Huddle tempo in an attempt to get back in the game or to try to spark his offense.

    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.

    QB Scrambling: Unrealistic QB scrambling/sprinting is frowned upon on pass plays, including screens. Constantly dancing from sideline to sideline, running straight backwards, deep dropbacks, constantly throwing off your back foot while dropping back, 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. If you are going to scramble w/the QB when no one is open, try to stay inside your tackles or close. Especially if you dont have pressure off the edge, or have a clean pocket.

    QB Pitches/Option: This is a simple rule, the pitch MUST be out of the QB's hand BEFORE contact with a defender. If it ends up coming out late by accident, or a little lag in play, the User must immediatley dive straight to the ground and/or run straight out of bounds.

    No Tailbacks/Halfbacks playing the fullback position in ANY scenerio of a I-Form, or Goaline package. It is allowed to have "dual" halfbacks in a split shotgun formation. If the User runs a true fleXbox One offense, then a tailback is permitted to play the fullback (B-Back) position.

    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 versus a User. If you are blowing out the CPU by 24 points or more, it is mandatory to put the entire second string in the game. There is a cap of 55 points versus the CPU. Unless its a close game vs the CPU, I will not tolerate any more scoring than that.

    Defense:

    • mix up play calling, blitzing and shifting is obviously permitted, but be realistic about it.

    Pass/Run commit is allowed.

    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.
    • Onside Kicks: Onside kicks are permitted at kick-off to start either half or by the losing team in the 4th quarter only.
    Weekly Gameplay:
    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 you are 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.

    Disconnects: Games will disconnect from time to time for various reasons. When a disconnect occurs, if a User is leading by 7-points or more, upon restarting, the User needs to be re-spotted those points. If a User is leading by 24 points or more at any point past halftime when a disconnect occurs, The game should be SIM'ed in the leading users favor. If there are any odd situations that occur, pause the game and call the Commish, if the Commish is not available, call the Co-Commish for direction (Unless it's past 10 PM EST on a Weekday). 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.

    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. If you cant come to an agreement, contact the Commish.

    With Training Day we are 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 TF message boards 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.

    For CPU games you have 48 Hours
    For User games you have 72 Hours. Plan Ahead for upcoming User games!!

    There will be NO restarts on your user vs. cpu games. Absolutely NONE, no matter the circumstance. If I see a restart I will discuss it with you to see if there was an extenuating circumstance, any restart = automatic simulation of your game. The 2nd time.. = a simulation loss. The 3rd restart, your gone. There is no shame in losing to the CPU.. our difficulty and sliders will be targeted towards realistic challenge levels based on the caliber team the CPU is controlling… ex: CPU Ohio St will be tough… CPU Duke probably won’t…

    Recruiting
    Max Recruiting: Players Leaving +3

    Swaying Players

    A player may not be swayed into returning if he meets any of the following criteria..

    Rated 95+

    Has won any major award/been named to AA Team

    You CAN sway back players that have been named to the AA team but haven’t won any awards if they are rated under 90

    Scheduling Requirements:

    All user teams are required to play at least 4 user vs. user games each season.. You can request 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. 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.


    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 ìfast as we can goî 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
    Sliders
    Offense Human CPU[/U][/B]
    QB Accuracy 50 50
    Pass Block 50 50
    WR Catching 50 40
    RB Ability 50 60
    Run Blocking 50 60
    Defense Human CPU[/U][/B]
    Pass Coverage 50 50
    Pass Rush 50 50
    Interceptions 50 50
    Rush Defense 50 50
    Tackling 50 55
    Special Teams Human CPU[/U][/B]
    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
    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.

    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 qualify for pro draft with aforementioned rules.
    C = One additional scholarship to provide a cushion.
    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.
     
  2. bdub77

    bdub77 JV Waterboy

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    Acknowledged and agree
     
  3. Gabeastmode

    Gabeastmode Walk On

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    read and agree
     
  4. RFLAGG080

    RFLAGG080 Walk On

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    Recruiting
    Max Recruiting: Players Leaving +3

    I like them, but to be clear does this mean you can you can only go after or land this many recruits? I am guessing you can only sign 3 recruits above the amount of people that leave.
     
  5. einstein313

    einstein313 Walk On

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    Read and agree
     
  6. runthepound

    runthepound Get on the Bus!

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    that is correct.

    10 seniors leaving/players leaving early/transferring = 13 players you can sign.
     
  7. Redspyda863

    Redspyda863 Walk On

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    read and a agree on everything except swaying plays that are highly rated and have won awards. why is that because 9 times outta 10 he will want to go pro. but in real l;ife you have those type players that you can sway like a tebow, Leinart, bradford, mccoy and then you have guys that you just cant like a reggie bush. that and some of the speed/player restrictions for like de, what happens if you run a 3-4 and you need that fast edge rusher. same for the linebackers that are converted safeties because they are huge and a little to slow. not stirring contreversy just a honest football question
     
  8. RazorFang

    RazorFang Walk On

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  9. wreck'em

    wreck'em Walk On

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    Read and agree
     
  10. Big-Bear-W

    Big-Bear-W Walk On

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    Read - but it seems to contain two different calculations for recruiting max -

    1 - players leaving +3

    and

    2 - players leaving/ 1 cushion / 70-roster size

    Which is it?
     
  11. runthepound

    runthepound Get on the Bus!

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    1 - players leaving +3
     
  12. Jam.

    Jam. FIU; Sun Belt Champions!

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    Read and understand.
     
  13. RFLAGG080

    RFLAGG080 Walk On

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    Excellent just wanted to make sure. Thanks for clearing it up.
     
  14. lukeoverture

    lukeoverture Walk On

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    I have read and agree to everything written.
     
  15. Big-Bear-W

    Big-Bear-W Walk On

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    You wont be able to rescind, but I think he means cut them in the offseason.

    many dynasties set the allotment by reference to the max of 70. Not here. The rule was set here as players leaving + 3. You can cut all you like, but you can only give as many scholarships as players leaving [grad / draft or transfer] +3.

    I am going to make an executive decision... we all took teams "as is" and to a certain extent you just take what you are given. That being said I would suggest that the new guys that were just added can have a grace of an extra 2 scholarships to give them something to get excited about.

    New guys, players leaving +5.
     

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