TSO - Overdrive: League Rules and Description (Owners and Teams)

Discussion in 'Overdrive' started by ClayRocks, Jul 15, 2011.

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  1. ClayRocks

    ClayRocks Touch The Rock

    Sep 13, 2010

    Dynasty Description

    1. We operate on a soft 48 hour advance schedule... meaning, if we get done in less than 48, we move on (yey). Otherwise we will advance at 48 unless we have documented, warranted circumstances.

    2. ACC, SEC, & Big Ten (4 Teams per conference, 2 teams per division)

    3. Min. 3 user games per season.


    Conference Name Xbox GT Team Member Since
    ACC - Atlantic
    Clayandlbf (Commish) ClayRocks Clemson University 12/10/10
    Publik Drunk Publik Drunk FSU 6/26/13
    ACC - Coastal
    Big King BigKing Pittsburgh
    RaiderNation RealitysProof Miami University
    SEC - East
    tarheelbigdog tarheelbigdog University of South Carolina 6/26/13
    dso122783 dso122783 University of Georgia 6/26/13
    SEC - West
    kcstlmang stlmang Texas A&M University 6/27/13
    Trevor Jenkins funkiestarc University of Arkansas 7/28/13
    Big Ten - East
    Star Athlete Star Athlete Penn State University 7/27/13
    tar heel tar heel University of Indiana
    Big Ten - West
    droid43 droid43 Purdue University 6/28/13

    Sliders & Settings

    Column 1 Column 2
    Difficulty: Heisman
    Quarters: 7 mins
    Gamespeed Normal
    Speed Threshold 15
    Starting Coach Level 1
    Coach XP Progression Speed Slow

    Offense Human CPU[/U]
    QB Accuracy 15 15
    Pass Block 15 30
    WR Catching 40 40
    RB Ability 50 50
    Run Blocking 0 35
    Defense Human CPU[/U]
    Pass Coverage 70 85
    Interceptions 35 45
    Rush D 55 100
    Tackling 55 55
    Special Teams Human CPU[/U]
    FG Power 40 50
    FG Accuracy 25 50
    P Power 30 30
    P Accuracy 60 60
    Kickoff Power 10 30

    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
    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
    RET: No restrictions

    Official Rules and Sim Guidelines

    • Use of headsets: I know some may not like being on the headset while playing, but I strongly recommend being on the microphone for user vs. user games. Being able to talk through issues in real time during the game is much more efficient than trying to type out questions/answers, and a bit of friendly trash talk is a great way to build up camaraderie with your dynasty mates. The easiest way to avoid game play arguments is to have a relationship with the guy on the other controller beyond posting on the forum.
    • Resolution of Issues: Everyone is mature enough to resolve any gameplay issues between each other during the game, but if that isn’t possible, all gameplay issues should be brought up to me via PM. Please include specifics about what the problem is, as well as video’s/highlights if possible. Arguing on the board about gameplay issues won’t be allowed.
    • Sportsmanship: Running up the score in CPU games or on your opponent in user vs. user games will not be tolerated, nor will general douchebaggery on the forums towards the other participants in the dynasty. If you are up 4 TD’s in the 2nd half of a game, take your foot off the gas a bit and run some clock.
    • Controlling Players: You cannot pick plays and let the computer run them. You must control your QB throws and ballcarrier 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.
    • Playbooks: Everyone will set their offensive and defensive playbooks by their 2nd user vs. user matchup. Once chosen, they can’t be changed until the following season.
    • Custom Playbooks: The use of custom playbooks will be allowed, so long as the formations/plays selected are in-line with a realistic game plan.
    • Scores & Statistics vs. the CPU: There will be a hard scoring cap of 65 points in games vs. the CPU, going above this amount will result in your game result being tossed out and a sim loss being posted to your record. The one exception to this is if you are involved in a shootout vs. the CPU you may exceed 65 points but only by 10-14 points.
      • Additionally, running up statistics in CPU games won’t be tolerated. If you are winning by 28+ points in the 2nd half of a game, your starters should be on the bench.
      • 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. When up big, there should not be a reason to score in the closing minutes of the game.
    • Game Plan Adjustments: Game play features such as aggressive/conservative settings will be allowed, so long as they are used in game situations that would be realistic. In other words, leaving aggressive ‘jump the snap’ on all game is not OK, but turning it on for your opponents 2 minute drill when you know they are passing on every play would be allowed. The only exception is the conservative features on offense, which may be used at any time at the discretion of the coach (except playclock).
      • Pass Commit is allowed
      • Run Commit is not allowed

    • 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. Here is when you can and cannot go for it on 4th down:
      • You can never go for it on 4th down when you are winning or the game is tied unless it is 4th and inches and you are on your opponents side of the 50 yard-line.
      • From your opponents 49 to 40 yard-line, you can go for it up to 4th and 1.
      • From your opponents 39 yard-line on, you can go for it whenever.
      • You can never go for it on 4th down in your own territory, this includes the 50 yard line. Except when, you are the losing team in the 4th quarter, you can go for it when and where you like.
    • 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: These will be allowed if used in a sim fashion. The offense must allow the defense adequate time to call a play prior to snapping the next play.
    • 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.
    • 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, QB’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 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.
    • 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).
    • 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.
    • 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

    • 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.
    • Onside Kicks: Onside kicks are permitted at any time by the losing team in the 4th quarter only.
    Weekly Gameplay
    • Forum Activity and Content:
      • All members are expected to contribute to the genearl activity and discussions on the forum. A good and active forum with relevant and interesting content is what makes these leagues fun and sustainable.
      • All members are expected to meet Overdrive content minimum:
        • Team Preview - done prior to each season and contains your teams position needs, offensive and defensive playbooks, and scholarship numbers. Several examples will be up if you have questions.
        • Game Summary: I don't expect a game summary from every game played. What is expected is that the winner of every user vs user game post a game summary immediately following the game. Feel free if you would like to post a game summary about any game however. The only one's required are those from the winner of user vs user games.
      • Failure to complete your minimum league required content will result in a warning. You will get two warnings and after that, you will be removed from the league.
    • 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.
      • 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'.
    • Disconnects: If one team is ahead by at least 7 points, the game shall be restarted assuming that the score and time remaining is the same as if the disconnect had not happened. For example, Team A is ahead 7-0 early in the second quarter when the disconnect occurs. The game should be restarted, and Team B is assumed to be behind by 7 points with the time remaining to play. This rule should be followed as closely as possible. For instance if it is a 7 point lead with 3 minutes remaining in the third quarter, you should restart the game assuming one team has a 7-point lead and play ONE quarter and 3 additional minutes into the second quarter.
      • The winning team will finish the game vs the CPU and the other will drop. If by chance there is a tie after the game would be "over" play out the entire rest of the game as "overtime."
      • If the teams are within 3 points or fewer with less than 2 quarters played, the game will be restarted from the beginning.
      • If the teams are within 3 points or fewer with at least a half played, the game will be restarted in accordance with the first example.
    • 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.
    • League advances: League rules are 48 hours for any game. For a user-user game, if there is absolutely no way to play it within the 48 hours, a third day will typically be granted. This should be rare. On the occasion that an advance could conceivably happen within 24 hours, I would like people to try and get it done. This falls under the league camaraderie category, I don't want people to just play it the second day if they could have played it the first day. I want people that want to play, bottom line. As for user-cpu games, we will have a strict 48 hour limit. We will not wait on user-cpu games to be played past 48 hours unless we have documented and warranted circumstances.
    • Scheduling: Leagues here operate on an as fast as we can go 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. Overdrive 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 resultin 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.
    • Restarts: There will be NO restarts for user vs. cpu games. If your CPU game freezes, loss of power, or anything to cause the game to be replayed, it will be simmed by the commish.
    • Off-Season: We consider this one of the most enjoyable parts of the season. We schedule a night and time on the boards. Everyone is expected to make it. We bang out the entire process in 1 night while having a good time chatting on the mic.
    Players leaving
    • No restrictions on persuading underclassmen to stay.
    • 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 scholarships 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.

    Recruiting Restrictions
    • All teams may sign up to 2 :5stars: players
    • Conference championship winners may sign 1 additional :5stars: player. This will be added to total for the following season.
    • National championship winner may sign 1 additional :5stars: player. This will be added to total for the following season.
    Recruiting Violations
    • Going Over Scholarship Numbers:
      • Reduction in the following years scholarships by the amount over
    • Over signing :5stars:players:
      • Coach must cut the :5stars: player that caused the overage
    Last edited: Jul 30, 2013
  2. ClayRocks

    ClayRocks Touch The Rock

    Sep 13, 2010
    Overdrive Wait List
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