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April 8th [URL="http://astore.amazon.com/vsngaming-20/detail/B00GY4OBB0"]LEGO The Hobbit[/URL] - April 8th [URL="http://astore.amazon.com/vsngaming-20/detail/B00I9UVY7G"]FIFA 2014 World Cup Brazil[/URL] - April 15th [URL="http://astore.amazon.com/vsngaming-20/detail/B00ICWO2G6"]Darksiders Collection[/URL] - April 29th [URL="http://astore.amazon.com/vsngaming-20/detail/B00FRESY6G"]The Amazing Spider-Man 2[/URL] - April 29th [URL="http://astore.amazon.com/vsngaming-20/detail/B00CPKUV7K"]Wolfenstein: The New Order[/URL] - May 20th [URL="http://astore.amazon.com/vsngaming-20/detail/B00BGD6LMG"]Watch Dogs[/URL] - May 27th [URL="http://astore.amazon.com/vsngaming-20/detail/B00DYAQHNC"]Watch Dogs Limited Edition[/URL] - May 27th [URL="http://astore.amazon.com/vsngaming-20/detail/B00BG6ZHL4"]Murdered: Soul Suspect[/URL] - June 3rd [URL="http://astore.amazon.com/vsngaming-20/detail/B00IGHY7LC"]Transformers Rise of The Dark Spark[/URL] - June 24th [URL="http://astore.amazon.com/vsngaming-20/detail/B00DNGQQUQ"]Dragon Ball Z: Battle of Z[/URL] [URL="http://astore.amazon.com/vsngaming-20/detail/B00H4BBVZQ"]Tomb Raider - 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Our Rules?

Leftwich

Bring on the Season
I have only run 1 Online Dynasty before this one so I want to get a general idea of what kind of shit you want to see and what kind of shit you don't want to see.

Just post some ideas in here and we will discuss if they will or will not be rules.
 
so are we gonna wait a couple weeks after the game comes out to find a good set of sliders and rosters? Or are we gonna jump right in?
 
Ill state the obvious and go there about no cheesin bullshit.

I think any straight player doesnt really need to speak that much about rules when it comes to gameplay, Ill be more intersted in the recruiting aspect.

Ill be the first to say, if you can get them, then sign em. I really dont have any set limits when it comes to recruiting.

Im actually going to be more responsive in this thread. Ill listen and react to ideas, cuz i really dont have shit right now.
 
I think limiting recruits is a good idea. The OD I was in last year limited you to signing only the number of seniors/players leaving on your roster. That way we dont over load the user teams, and leave lesser recruits for the CPU teams. Recruiting violations led to scholarship penalties for future seasons.

This is based on the assumption that the recruiting system has not been improved on of course.
 
I think limiting recruits is a good idea. The OD I was in last year limited you to signing only the number of seniors/players leaving on your roster. That way we dont over load the user teams, and leave lesser recruits for the CPU teams. Recruiting violations led to scholarship penalties for future seasons.

This is based on the assumption that the recruiting system has not been improved on of course.

i like this idea, we should def. use this rule.
 
Ya I can dig that.

So its like 17 players leaving, means you can sign 17 kids right? We had that on an OD last year, i didnt mind.
 
Ya I can dig that.

So its like 17 players leaving, means you can sign 17 kids right? We had that on an OD last year, i didnt mind.
Exactly. Since there will be new recruits in the off season pool, it will remedy the only real problem we had with it last year. If you had underclassmen leave that you didnt expect to leave you could be left short handed. Well that wont matter now, since there will be new recruits that werent available before the offseason.
 
I think limiting recruits is a good idea. The OD I was in last year limited you to signing only the number of seniors/players leaving on your roster. That way we dont over load the user teams, and leave lesser recruits for the CPU teams. Recruiting violations led to scholarship penalties for future seasons.

This is based on the assumption that the recruiting system has not been improved on of course.

This is a very good idea. I'd have to come up with some kind of a scale to decide what the recruiting violations would be.

Yes this will be a rule.
 
I like the scholarships being tied to number of leaving players because it forces you to plan ahead of choose wisely. If you are a school with a stud freshman class and only 7 players leaving, you cant just offer the top 5 recruits. You have to THINK about who you need more.
 
idk what would be better, the max amount of recruits like the SEC, or the number of players leaving. They both seem pretty good.
 
here is what the legendary vets use regarding rules. We can discuss some of these and add whatever we feel is needed.

GAMEPLAY RULES

1. Fourth downs- You may only go for these on 4th and inches when you in your own territory, you may also go for it in the opponents territory (realistic situations), and/or anytime during the 4th quarter when losing. Fake Punts/Field Goals are part of the college game, and may be used anytime. You can go for it any time anywhere after you cross the 50.

2. Running up the score-if you have the lead by two or more scores in the 4th quarter, do not pass and run up the score. Just simply select a running/kneeing play and win the game. The goal here is to win and win graciously, not run up the score to skew stats or embarrass opponents.

3. Wasting the entire play clock-If you are winning by one score at the beginning of the 4th quarter, don’t simply run the ball, wait till the next play clock goes down to 1 second, and run another play. I know teams do that in real life, but in real life quarters aren't 5-8 minutes. Simply select a run play and then run it as if normal. If you have the ball under 2 minutes before the end of the 2nd or 4th quarter, you may run the play clock down to as far as you like.

4. 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 offside’s penalties is obviously prohibited. We use this because there is no real no-huddle O. It’s really just a hurry up.

5. 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. You cannot snap the ball while a player is between the end guys on the line unless he is facing the line (FB, TE mostly). You cannot snap the ball with the WR or any player that is facing the sideline while behind the line.

6. Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on offense AND defense. If your teams falls behind early in the game, it’s understandable if you become one-dimensional on 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.

7. 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 options plays, designed QB runs, or broken/pressured play situations. We also do not allow throwing on the run against your body. You must set feet or throw away.

8. Kick Returns: No returners over 94 speed. The speed is a big advantage on KR’s and this is a must. Also if you run punt block you have to let the CPU return the kick.

Defensive Gameplay Rules

1. Moving players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move an individual defensive payer before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment.

2. 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 (i.e. spreading your defensive line then shifting your LB’s to create AI holes). This also falls under the rules for mixing up play calling.


RECRUITING RULES

1. Human users will only be allowed to offer as many scholarships as they will have open rosters spots available at the end of the current season. This number would be equal to seventy minus the number of players currently on your roster, plus the number of seniors on your roster. EXAMPLE: if you have 68 guys on your roster and 14 seniors you can offer 14 + 2 = 16 Scholarships that you can offer in season. Once you enter the offseason and find out if you’re losing more guys to Transfer or Draft you can offer more schollies. You can at all times have 35 on board no matter how many offers you can send out.

If you do over recruit here are your punishments:

1 over limit: -3 scholarships for one year
2 over limit: -5 scholarships for one year
3 over limit: -4 scholarships for two years (8 total)
4 over limit: -4 scholarships for three years (12 total)
5 or more over limit: -5 scholarships for 5 years (25 total) our death penalty

2. Recruiting Board: Once you set up your recruiting board in the preseason you can not add new players to your board until the off-season.
 
GAMEPLAY RULES

1. Fourth downs- You may only go for these on 4th and inches when you in your own territory, you may also go for it in the opponents territory (realistic situations), and/or anytime during the 4th quarter when losing. Fake Punts/Field Goals are part of the college game, and may be used anytime. You can go for it any time anywhere after you cross the 50.

Everything else is nice but Fake Punts and Field Goals will be altered. I don't want any of you guys to excessively run Fake Punts and Field Goals. How fun can it possibly be to run a Fake FG or Punt every single time you are on a 4th down.

2. Running up the score-if you have the lead by two or more scores in the 4th quarter, do not pass and run up the score. Just simply select a running/kneeing play and win the game. The goal here is to win and win graciously, not run up the score to skew stats or embarrass opponents.

3. Wasting the entire play clock-If you are winning by one score at the beginning of the 4th quarter, don’t simply run the ball, wait till the next play clock goes down to 1 second, and run another play. I know teams do that in real life, but in real life quarters aren't 5-8 minutes. Simply select a run play and then run it as if normal. If you have the ball under 2 minutes before the end of the 2nd or 4th quarter, you may run the play clock down to as far as you like.

4. 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 offside’s penalties is obviously prohibited. We use this because there is no real no-huddle O. It’s really just a hurry up.

5. 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. You cannot snap the ball while a player is between the end guys on the line unless he is facing the line (FB, TE mostly). You cannot snap the ball with the WR or any player that is facing the sideline while behind the line.

This could become a problem in the 4th quarter if someone was stupid enough to motion a player when they are losing and the clock is running.

6. Playcalling, Mixing It Up, Play Action: Owners are expected to mix up plays on offense AND defense. If your teams falls behind early in the game, it’s understandable if you become one-dimensional on 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.

7. 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 options plays, designed QB runs, or broken/pressured play situations. We also do not allow throwing on the run against your body. You must set feet or throw away.

8. Kick Returns: No returners over 94 speed. The speed is a big advantage on KR’s and this is a must. Also if you run punt block you have to let the CPU return the kick.


I'm iffy on this rule. I understand that it is a big disadvantage to have someone with 94+ speed return a kick against you but seriously teams like West Virginia has a lot of speed and I don't want a WR who has like 0 return skill to have to run the ball back cause he is the only guy under 94... we'll talk about this more.

Defensive Gameplay Rules

1. Moving players before snap: On defense, shifting linebackers and the defensive line is permitted. However, if you move an individual defensive payer before the snap you must control that player at the snap of the ball. This includes moving a player to cover an assignment.

2. 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 (i.e. spreading your defensive line then shifting your LB’s to create AI holes). This also falls under the rules for mixing up play calling.


RECRUITING RULES

1. Human users will only be allowed to offer as many scholarships as they will have open rosters spots available at the end of the current season. This number would be equal to seventy minus the number of players currently on your roster, plus the number of seniors on your roster. EXAMPLE: if you have 68 guys on your roster and 14 seniors you can offer 14 + 2 = 16 Scholarships that you can offer in season. Once you enter the offseason and find out if you’re losing more guys to Transfer or Draft you can offer more schollies. You can at all times have 35 on board no matter how many offers you can send out.

If you do over recruit here are your punishments:

1 over limit: -3 scholarships for one year
2 over limit: -5 scholarships for one year
3 over limit: -4 scholarships for two years (8 total)
4 over limit: -4 scholarships for three years (12 total)
5 or more over limit: -5 scholarships for 5 years (25 total) our death penalty

2. Recruiting Board: Once you set up your recruiting board in the preseason you can not add new players to your board until the off-season.


Another rule I'm kind of iffy on...
 
Everything else is nice but Fake Punts and Field Goals will be altered. I don't want any of you guys to excessively run Fake Punts and Field Goals. How fun can it possibly be to run a Fake FG or Punt every single time you are on a 4th down.

i actually didn't see that part. I agree with you, don't want to see everyone faking every punt and kick. Let's not use this part of the rule.

I'm iffy on this rule. I understand that it is a big disadvantage to have someone with 94+ speed return a kick against you but seriously teams like West Virginia has a lot of speed and I don't want a WR who has like 0 return skill to have to run the ball back cause he is the only guy under 94... we'll talk about this more.

thanks for your input left. i agree with what you said. I actually didn't even notice the fake punt/kick part of that rule. Don't really like that part.
 
The SPD rule for kick returns undoubtedly had to do with how easy it was to return kicks last year. That part of the rules will be unnecessary if the coverage logic is fixed. Without that rule there would have been at least 1-2 return touchdowns a game last year..
 
The SPD rule for kick returns undoubtedly had to do with how easy it was to return kicks last year. That part of the rules will be unnecessary if the coverage logic is fixed. Without that rule there would have been at least 1-2 return touchdowns a game last year..

I updated the rules thread cause returning kicks this year is hard as fuck.
 
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