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Victory Road Description and Gameplay Rules

Discussion in 'Thread Archive' started by Papa Perry, Aug 7, 2010.

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  1. Papa Perry

    Papa Perry Leeroy Jenkins!!!

    Jul 1, 2009
    Featured Threads:
    Victory Road Description and Gameplay Rules

    TF: Victory Road
    Tradition Football Xbox Dynasty​


    Dynasty Description

    This dynasty was formed by Papa Perry and its inaugural start was for the release of NCAA 11. The conferences were decided by popular vote to be the BCS conferences that have championship games (ACC, Big12, and SEC). These 3 conferences meet in the following bowl games and have the potential to meet in BCS bowls and the BCS Championship game:

    Bowl Match Up
    Meineke Car Care Bowl ACC/SEC
    Music City Bowl ACC/SEC
    Chick-fil-A Bowl ACC/SEC
    AT&T Cotton Bowl Big 12/SEC

    Name Gamer Tag Team Conf
    cubillas cubillas [​IMG]
    LvilleCardFan Baptist Warrior [​IMG]
    Jags218 xIx SuBz3rO xIx [​IMG] [​IMG]
    ryalaman firetirepanda1 [​IMG]
    gibby 36er WiFro Gibby [​IMG]
    Papa Perry (COMMISH) Papa Perry [​IMG]
    Colemanchu Colemanchu [​IMG] [​IMG]
    Kingspring Kingspring [​IMG]
    T Bird8239 T Bird8239 [​IMG] [​IMG]
    ckam2733 Mr Magnificent6 [​IMG] [​IMG]
    Dru50 Dru50 [​IMG]
    Maxattax34 Maxattax34 [​IMG]

    General Rule Expansions from TF Rules

    O.4 - Playclock Rule: We're all here to play football. Keep in mind we play 8 minute quarters in CoC; 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 CoC 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 hard-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: 8 mins
    Game Speed: Normal
    Speed Threshold: 50

    Offense HUM CPU[/U][/B]
    QB Accuracy 50 50
    Pass Block 50 50
    WR Catching 45 45
    RB Ability 50 50
    Run Blocking 50 55
    Defense HUM CPU[/U][/B]
    Pass Coverage 50 50
    Pass Rush 65 55
    Interceptions 25 25
    Rush Defense 35 55
    Tackling 45 55
    Special Teams HUM CPU[/U][/B]
    FG Power 40 40
    FG Accuracy 35 50
    P Power 40 40
    P Accuracy 35 50
    Kickoff Power 55 55

    Position Changes
    All Position changes must be submitted for approval EXCEPT the following (More may be added later):

    - Any OL to OL changes (Ex. G to C)
    - DE changes (Ex. LE to RE)
    - Any LB to LB changes (Ex. MLB to ROLB)
    - Safety changes (Ex. FS to SS)
    - Special Teams changes (Ex. K to P)

    Players Leaving

    All players are allowed to be swayed back unless player ruled ineligible (This may change)

    You can offer to as many players as you want. The amount of recruits you can sign will be dictated by the following formula:

    A = number of seniors on your team that will graduate
    B = 70 - current amount of players currently on roster

    A + B = Amount of available scholarships

    Note: Committed players count against your scholarship limit.
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