Post by JerzeyReign on Jan 17, 2014 18:10:31 GMT -6
League Rules
League Advance
Our advance schedule will be a bit different than you may be used to but its implemented to ensure you get the full experience of running your franchise. In many leagues you play a max 4-5 seasons a release and you never really get to see your young guys mature or have enough time to fully see a long term plan take place. It really eliminates the GM part of a franchise and waters down things like 1st round draft picks. To add some value to the league we will sim every other season. Simming every other season allows guys to really build their team to their liking over multiple seasons. We will still play 4-5 seasons as normal advancing leagues but with the sim season in between each played year easily allows us to now see 8-10 seasons. With that many seasons GM skills become an even bigger role than just guys that grab the best teams and run.
During the played seasons we will advance every 72 hours. Owners must post available schedule on OS within 24 hours after the week has been advanced. This helps eliminate the cat and mouse game. No one enjoys having to track down an opponent.
Game Play
No Switching to receivers or defenders while the ball is in the air. Allowing ratings to dictate the outcome on pass plays provides the most realistic outcome. You may switch to the closest defender during a run play.
Play calling must be varied. I think there is a definite line between money plays and a scheme. A "scheme" in this league will not be defined as one formation. For example, you can not calling select plays from Ace Bunch Right a scheme. That could be looked at as if you're running "money plays'. But if you stretched your scheme to include all the Ace formations no one could complain and there is a great chance you're running different plays. On defense the more you match up the easier play variety will happen.
Run true to life. Run where the play is designed. You can use the right stick juke moves to cut back against the grain. You may use "left stick cuts" while in between the tackles. Once you are outside the tackle/linebacker box you must use juke moves. No zig zag running.
4th downs I will not turn us into robots but I will not allow tourney style attempts on 4th down. I will allow the flow of the game to dictate 4th down attempts. Statistics will be monitored.
Snapping the Ball/Audibles While on offense allow the defense 3-5 seconds to get set before snapping the ball unless you are up against the clock. If you make an audible/hot route you should give the same courtesy. I won't limit the number of hot routes you can make but do not draw new plays up at the line.
Playaction passes shouldn't happen in 3rd and 6+ situations. Hotrouting the HB to a pass play eliminates the PA animation in case you like particular routes on a PA pass play.
Roster Moves
The NFL is not the NBA so trading doesn't happen often. With that said you are limited to only moving three entities (players or picks) per season (Draft starts new "trading season").
You must keep 53 players on your active roster at all times. Attempt to go at least two deep at every position, save for a few like FB.
All free agents must be claimed prior to signing them during the season. We will have something similar to a waiver wire to attempt to rid the league of the free for all madness that normally ensues. Its the most fair way to ensure everyone gets a shot at that recently released player.
Players must play correct position and placed in the proper places on the depth chart. Offensive and defensive linemen are interchangeable as well as secondary defenders can be moved around. Changes like a WR at TE will not be allowed.
*Rules are subject to adjustments.
*Sliders: Will make my way through the slider forum to test some out once this thing picks up steam.
*Streaming games is highly encouraged. Games vs CPU must be streamed.