Trifecta - Description and Rules THE TRIFECTA TT III Dynasty Description THe Trifecta is the second spin off of the original Tradition Online Franchise. This is a premier online dynasty for NCAA '10. As with all of the Tradition Leagues we play the game SIM style, the way it's supposed to be played. The dynasty includes a mix of top teams and lower tier teams from the Big East, Big 12 and SEC. Sliders & Settings Column 1 Column 2 Difficulty: All-American Quarters: 7 mins Sliders Offense Human CPU[/U][/B] QB Accuracy 30 40 Pass Block 55 45 WR Catching 40 35 RB Ability 45 50 Run Blocking 40 55 Defense Human CPU[/U][/B] Pass Coverage 40 55 Pass Rush 45 50 Interceptions 30 40 Rush Defense 40 55 Tackling 45 50 Special Teams Human CPU[/U][/B] FG Power 0 0 FG Accuracy 10 50 P Power 15 15 P Accuracy 60 60 Kickoff Power 55 55 *Subject to change Week Advances We will follow an advance policy of 72 hours. If there are a few games remaining and there has been effort (ie - communication on the board and with the commish) in scheduling the game in the scheduling thread then the deadline can be extended. The goal is to keep the dynasty moving swiftly and not have any long lags in between weeks. The league will generally not wait on a player to just do their recruiting. If you have a bye, spend 5-10 minutes and get your recruiting in, because if everyone else has had time to play their games and we are waiting on individuals with only recruiting to do, we will advance. If you will be out of town, set the CPU to assist your recruiting, but not assist with your recruiting board and you should be fine. USER vs USER games - There will be a scheduling thread, which all are expected to use for the purpose of getting games played in a reasonable timeframe. Should a game not be able to be scheduled in a timely fashion, one player will be set to auto-pilot or the game will be simmed, at the discretion of the commish. Offseason advancing - We will try and schedule a night once bowl season begins to do the offseason.. If that can't be done, we will work out a hard and fast schedule that will not be altered. Position Changes Pos Notes QB: No Restrictions RB: No Restrictions FB: Restricted Weight restriction > 220 lbs Speed restriction < 90 WR: No restrictions TE: Restricted Weight restriction > 220 lbs Speed restriction < 90 OL: No restrictions DT: Restricted Weight restriction > 265 lbs Speed Restriction < 75 DE: Restricted Weight restriction > 225 lbs Speed Restriction < 90 OLB: Restricted Weight restriction > 210 lbs Speed Restriction < 92 MLB: Restricted Weight restriction > 215 lbs Speed restriction < 92 DB: No restrictions Depth Chart/Redshirting Please be realistic when setting your depth chart. This means not putting a 66 OVR player in the game over a 80 just because he is faster, or redshirting an 85 rated sophomore to play a 75 rated senior. The commish will be monitoring this area, but with the group in place I do not expect there to be any issues. Gameplay SEASON SHOWDOWN All league members must be signed up for season showdown on the game to enable monitoring of the use of banned game functions (run commit, pass commit). GAMEPLAN ADJUSTMENTS Use of the 'aggressive' game plans settings (both offense and defense) is not allowed. Use of the 'conservative' settings is allowed. OFFENSE 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. * 50 to 40 yard line with 1 yard or less you may go for it * Use your best judgement on what is 'sim' in this regard. If there is any question, pause the game and discuss the situation with your opponent BEFORE going on 4th. 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. 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 is obviously prohibited. Playclock Rule: We're all here to play football. Keep in mind we play 7 minute quarters in TT; 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 end of the half. Chew Clock can be used with 2 min remaining in each half or if you are in a blowout game and both users agree to the use of the feature. Playcalling, Mixing It Up: 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. 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. 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 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, QBâ€™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. QB Dropbacks: 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. 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 3-5 additional yards from the line of scrimmage, since the concept of the shotgun is that it is intended to prevent the QB from doing any dropback on shorter routes and at most would only require 1-2 steps back for deeper routes to develop. 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 the defense can't see who is jogging in and out of the huddle. For this reason, QB rotation will only be allowed in groups of ten or more plays or at the beginning of possession. A Two QB System will only be allowed when a program is moving from one type of offense to another (meaning that the current starter is incapable of running certain portions of the playbook). This transition period can only exist for a maximum of one year. 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 stay on the field for a grouping of plays and not switched in and out for individual plays here and there. 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. That removes the gray area to me. If you have multiple complaints against you by users in the area, you will be forced to either stop using an option offense entirely or you will be removed from the dynasty. Additionally, overuse of ace speed option plays where the QB runs immediately off C or G is also prohibited, as this play is good for a consisten 3-4 yards even with slow QB's due to poor defensive AI. 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, even when playing the CPU. There will be a hard 70 point cap on CPU games, you will have one warning should this be violated and then your game will be simmed with a loss for multiple offenses. If you are killing the CPU, put in your scrubs and run the clock. Stat mongering: Part of mixing things up is spreading the ball around in a realistic fashion. This doesn't mean you can't favor your playmakers, but there should be no instances of one receiver catching 95% of a teams passes, or QB's carrying the ball twice as often as the teams HB's, or padding stats intentionally in the 4th quarter of blowouts, there will be a discussion with the commish. Again, with this group I don't expect issues in this area. DEFENSE Moving Players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move a 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 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. Run/Pass Commit: The run and pass commit features are not allowed in any form. Gameplan Settings: These are allowed, but settings should not be set to 'aggressive' for the entire game. Use them in a sim fashion, when the situation calls for them. 4-2-5/3-3-5 defenses: Allowed, but coaches using these defenses must keep in mind that they have to mix up their play calling, and running 80-90% of snaps in the game in cover 3 or cover 2 or blitzing excessively will result in these formations being banned. 1-5-5 defense: Banned. Defensive Line Play: Coaches controllling defensive lineman must first engage an offensive lineman on any pass rush or running play. Use of the 'Loop' 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 audibles 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 and will get you booted. SPECIAL TEAMS Fake Punts and FGâ€™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 any time by the losing team in the 4th quarter only. 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 or SO(RS) and has won an offseason 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 maximum amount of scholarships that can be offered at any time cannot exceed: 1) the number of seniors on your roster, plus 2) the number of players under 70 on your roster Each team may sign a maximum number of 5 and 4 star recruits as follows: 5 star recruits - Equal to the prestige level of your team 4 star recruits - Equal to twice the prestige level of your team In other words, a 5 star prestige team may sign five 5 star recruits and ten 4 star recruits. In the offseason, should you have players leave early, this will make available additional scholarships for offseason recruiting. You cannot offer scholarships to account for players who are eligible to leave early since there is no guarantee they will do so. Additionally, incoming transfers count against your scholarship limit for the year. Do not sign more players than you have roster spots. If you do so, there will be penalties. There are no restrictions on visits or the number of upper tier players you may pursue. Note 1: Committed players count against your scholarship limit. Note 2: Promises to recruits in offseason recruiting is prohibited. Participation/Board Activity I will expect all members to be active participants on the boards. At minimum, you should post a short recap of your teams game in the scores thread, with more detailed recaps of games with users. Members will also be expected to post short scouting reports on user opponents play style within one week of playing a user game. I would love for each member to contribute some additional activity to the dynasty (for example - tracking players drafted in the NFL via madden, monitoring in season awards/all americans, writing up commentary on key games during the week, etc.), however this is not mandated and will be handled by the commish to start. Disputes In the event of a disputed game, finish the game, and submit your issues to the commish via pm. Games may be replayed or simmed, at the discretion of the commish. Do not air dirtly laundry in the public forum. Again, I expect no such issues with this crowd.