Post by redwings8831 on Jan 15, 2013 20:44:04 GMT -5
The following are to be followed during your games (against CPU and users) to make sure you are playing sim-style football.
Depth Chart Substitutions:
QB (no subs)
HB (can sub to 4th/5th WR in a 4/5 WR set)
FB (can play FB, HB, or TE)
TE (can play any slot WR position)
WR (no subs)
OLine can play any OLine position
Dline can play any Dline position
Lb's can play any Lb position
CB, SS, and FS (are interchangeable)
KR/PR - Any player eligible
Nothing above is outrageous. Putting wide receivers/running backs/cornerbacks with 90+ speed at QB and running is not permitted. All of the subs above should be made prior to the start of the game. In-game subs can be made if:
A. A player is struggling.
B. You are trying to prevent an injury.
C. The game is a blow out (mass subs should be make in the mid/late fourth quarter to give backups some playing time).
Offense:
Mix up your offense and especially your run calls: You should be running a variety of different plays, such as dives, blasts, stretches, draws, counters etc and not running tosses every single time.
Unrealistic Pitch/Lateral: If you get off a late pitch that is unrealistic, you are to run the ball out of bounds AS CLOSE to the line of scrimmage upon receiving the pitch as possible. Option pitches should not occur once your quarterback is in the process of being tackled (NOTE: tackled and touched are different. Occasionally a QB will get hit and still maintain his balance).
QB Scrambling: Unrealistic QB scrambling/sprinting is not allowed. This includes pass plays and 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. Also, make sure your QB drops on passes are realistic. Drops should be somewhere between 3 and 7 yards at most.
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:
A. If the ball is past your own 45 yard line with 1 yard or less to go, you are permitted to for it on 4th down.
B. If you have 4th and 5 or less and the ball is between the opponents 25 and 40 yard line. Anything closer than the 25 yard line (expect C and D below) is within field goal range. Anything further than 40 yard line is a punting situation (unless it falls into A).
C. If you are behind by two touchdowns or more in the second half, you can go for it whenever you like.
D. If you are the losing team in the 4th quarter, you can go for it whenever you like.
Defense:
Mix up your defense. You can't just sit in a 3-3-5 or quarters all game. However, if somebody is running 5 WR sets all game you can play to your strength. Or situations as 2nd and long or 3rd and long.
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.
Blitzing: Please be realistic when doing it. Some people blitz more than others so that has to be taken into account.
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 any time by the losing team in the 4th quarter only. You may use the onside kick in the third quarter if down by three touchdowns or more.
Run/Pass Commit/User Issues/Gameplan Feature
You are not allowed to use the run commit. The pass commit is allowed on 3rd/4th and long (10+ yards). Otherwise, it is an unfair advantage. You cannot use the aggressive game plan feature.
Chew Clock
Only to be used in the second half if you are trying to prevent a team from getting another possession. You can only use it 2 minutes and under and in the 4th 3 minutes and under.
We can add/delete/edit anything on this list if there is support from those in the league. I don't think anything above is too demanding to anyone in this league. They are rules that hopefully make the games realistic without pulling away from sim-style football.
Depth Chart Substitutions:
QB (no subs)
HB (can sub to 4th/5th WR in a 4/5 WR set)
FB (can play FB, HB, or TE)
TE (can play any slot WR position)
WR (no subs)
OLine can play any OLine position
Dline can play any Dline position
Lb's can play any Lb position
CB, SS, and FS (are interchangeable)
KR/PR - Any player eligible
Nothing above is outrageous. Putting wide receivers/running backs/cornerbacks with 90+ speed at QB and running is not permitted. All of the subs above should be made prior to the start of the game. In-game subs can be made if:
A. A player is struggling.
B. You are trying to prevent an injury.
C. The game is a blow out (mass subs should be make in the mid/late fourth quarter to give backups some playing time).
Offense:
Mix up your offense and especially your run calls: You should be running a variety of different plays, such as dives, blasts, stretches, draws, counters etc and not running tosses every single time.
Unrealistic Pitch/Lateral: If you get off a late pitch that is unrealistic, you are to run the ball out of bounds AS CLOSE to the line of scrimmage upon receiving the pitch as possible. Option pitches should not occur once your quarterback is in the process of being tackled (NOTE: tackled and touched are different. Occasionally a QB will get hit and still maintain his balance).
QB Scrambling: Unrealistic QB scrambling/sprinting is not allowed. This includes pass plays and 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. Also, make sure your QB drops on passes are realistic. Drops should be somewhere between 3 and 7 yards at most.
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:
A. If the ball is past your own 45 yard line with 1 yard or less to go, you are permitted to for it on 4th down.
B. If you have 4th and 5 or less and the ball is between the opponents 25 and 40 yard line. Anything closer than the 25 yard line (expect C and D below) is within field goal range. Anything further than 40 yard line is a punting situation (unless it falls into A).
C. If you are behind by two touchdowns or more in the second half, you can go for it whenever you like.
D. If you are the losing team in the 4th quarter, you can go for it whenever you like.
Defense:
Mix up your defense. You can't just sit in a 3-3-5 or quarters all game. However, if somebody is running 5 WR sets all game you can play to your strength. Or situations as 2nd and long or 3rd and long.
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.
Blitzing: Please be realistic when doing it. Some people blitz more than others so that has to be taken into account.
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 any time by the losing team in the 4th quarter only. You may use the onside kick in the third quarter if down by three touchdowns or more.
Run/Pass Commit/User Issues/Gameplan Feature
You are not allowed to use the run commit. The pass commit is allowed on 3rd/4th and long (10+ yards). Otherwise, it is an unfair advantage. You cannot use the aggressive game plan feature.
Chew Clock
Only to be used in the second half if you are trying to prevent a team from getting another possession. You can only use it 2 minutes and under and in the 4th 3 minutes and under.
We can add/delete/edit anything on this list if there is support from those in the league. I don't think anything above is too demanding to anyone in this league. They are rules that hopefully make the games realistic without pulling away from sim-style football.