Rules League Guidelines

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majesty95

Admin
Staff member
The number one goal of all of our leagues is for everyone to have fun and enjoy the game. In order for everyone to have fun, we need everyone to play fairly, be “sim” and treat each other with respect. Below is an outline of our league rules. Everyone mustread and “like” the post before being cleared to play. You are expected to follow the rules, play sim and not “cheese”, cheat or glitch to win. If you are a lobby player who is primarily concerned about your record, this league is not for you.

SETTINGS

All-Pro
10 minute quarters
15 second run off
Sliders: TBD
Defensive Graphics: OFF

TWITCH

We all know how to use Twitch and how to archive our past broadcasts. This will remain the same for this league. Each game should be streamed just like in Necessary Roughness.

SCHEDULING

Scheduling will be handled the same as usual. Give your opponent as much info as possible when trying to schedule. Posting in Group Me when starting your game is sufficient notification. Just don't forget to follow the normal standards for the other league (posting in scheduling thread and Live Chat).

CREATE AN OWNER

Each user will create an owner when joining the league and select "Former Player" as your owner type. You can name your owner anything that you like (just be tasteful ;))
 
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majesty95

Admin
Staff member
TEAM MANAGEMENT

We want users to have fun even with less than stellar teams. Because of that, you are encouraged to upgrade your stadium or look into building a new stadium. We will also allow users (potentially) to relocate. However, there will be some guidelines. Below are the processes for upgrading, building and relocating:

Stadium Upgrades

Owners may apply upgrades to their stadium at any time.

Building a new stadium

Building a new stadium will require the approval of the league's competetion committee. Generally, we will want to see a realistic reason for needing a new stadium and proof that the new stadium is financially feasible (you are responsible for your team's finances. No bailouts here). To request approval for a new stadium, send a PM and include each of the members of the league's competition committee. Include the following:

Available Funds:
Age of current stadium:
Rating:
Happiness:

You will also need to make your case for why this is a feasible option for your team. The restrictions will not be as tight as for those wanting to relocate, but we also want to make sure you are preparing your team for long-term success. Make your case as clearly and as concisely as possible.

Team relocation

Relocation of a team requires approval by ¾ of the league owners. Owners interested in relocating their team must create a thread (with a poll) and include the following:

Current Team:
Fan Happiness:
Team Success Rank:
Team Popularity:
Market Size:
Available Funds:
Age of current stadium:
Rating:
Happiness:
Relocation market size:
Relocation personality:
Relocation fan interest:

You must also plead your case as to why your team should be allowed to move. Remember, you are selling this to the other owners. Most owners are going to be traditionalists and not want to see a team relocate. You will need to present a compelling argument for your case if you expect to receive approval.

**Owners must be approved to build a new stadium or relocate before initiating the process in game. Failure to do so will result in a penalty up to and including termination from the league.**

ROSTER

Depth Chart

Each owner is responsible for setting their team's depth chart before each game. Pausing the game to set your depth chart in the first half will not be allowed except in the event of an injury.

Owners must adhere to the following guidelines for setting their depth chart:

FB > HB = A fullback may be inserted as a halfback at any time.
FB > TE = A fullback may be inserted as a tight end at any time.
TE > FB = A tight end may be inserted as a fullback at any time.
OL > OL = All offensive line positions are considered interchangeable.
DL > DL = All defensive line positions are considered interchangeable.
LB > LB = All linebacker positions are considered interchangeable.
OLB > DE = Only allowed if switching from a 3-4 to a 4-3.
DE > OLB = Allowed at any time.
DB > DB = All defensive back positions are considered interchangeable.

Depth chart changes out side of what is listed above will not be permitted.

Formation subs outside of what is listed above are only allowed if utilizing the pre-packaged formation subs in the play call screen.

Trades

**All trades must be approved by the trade committee.**

Trade Committee: BlackPaw, Konvict27 and NightHawkTH32, pack1797, Paytonno1son


Teams may only trade up to four (4) players per year (the year begins after the Super Bowl and ends after the following Super Bowl) with an overall rating of 80 or higher. Only one of those players may have an overall of 90 or higher. Trading of players rated 79 overall or lower and trading of draft picks will not be restricted. Trades involving draft picks and players 79 OVR and below will still need to be approved (unless during the draft).

To submit a trade for approval, create a thread in the sub-forum and tag (put an @ before their forum username) each member of the trade committee plus majesty95. Title the approval request “Trade between (Team A) and (Team B).” Use the following template in the body of the trade request:

TEAM A (Current Cap Penalty)

Player A, POS – AGE, OVR and Development - Cap Penalty
Player B, POS – AGE, OVR and Development - Cap Penalty
Draft Rd and Pick

to

TEAM B (Current Cap Penalty)

Player A, POS – AGE, OVR and Development - Cap Penalty
Player B, POS – AGE, OVR and Development - Cap Penalty
Draft Rd and Pick

If you think the trade may look imbalanced on the surface but believe it is fair (ie one player has an expiring contract or the trade is being made to clear cap space) specify that in the trade request. All decisions made by the trade committee are final. If you fail to include all of the necessary info for them to consider and the trade gets declined, it will not be eligible to be resubmitted. However, the trade committee is allowed to (but not required to) provide feedback as to what they believe would allow the trade to be approved.

Cap Penalties

Cap penalties are assessed by the game when a player who is owed money from his bonus is released or traded prior to the contract expiring.

Example: Player A signs a 4-year contract with a $6M signing bonus prior to the 2014 season. Prior to the 2016 season, Player A gets traded to a new team. Since Player A has only played two of the four years on his contract, only $3M of his $6M bonus will have been paid. Therefore, Player A's former team will incur a cap penalty of the remaining balance of his bonus ($3M in this case). That cap penalty is then spread out over the next two seasons (although not evenly between seasons).

Teams will be limited to incurring a maximum cap penalty of $8M in a trade or $4M by releasing a player. Teams will also be required to carry a cap penalty of less than $6M per season.

Example: Team A has a $1M cap penalty. Team A releases a player who has a $4M cap penalty. They now have $3M in cap penalties for the current season and the following season ($1M + $2M). Team A then wants to trade a player with an $8M cap penalty. Since they are already carrying a $3M cap penalty, the trade would be denied as the (roughly) $4M cap penalty per season from the second trade ($8M divided by two seasons) would give them a $7M cap penalty and put them over the $6M cap penalty limit.

NOTE: These numbers are higher than in Necessary Roughness so be sure you know the differences between the two leagues and follow them as outlined in each league.

Cap penalties may be found by going to Team > Manage Roster > Salaries.

The cap penalties for the current season and the following season will be shown in the box at the top of the screen. You can find each individual player's cap penalty by scrolling to the right and looking in the "Penalty" column.

Trading with CPU

Trades with the CPU will be allowed but must be approved by the Trade Committee before being submitted in game. Only players rated 89 OVR or lower are allowed to be acquired from CPU teams. Players with Superstar development are not allowed to be acquired from the CPU (you can find the development trait on our DaddyLeagues site).. Trading for 1st round draft picks with the CPU will not be allowed.


Free Agents

All offseason free agents will be signed using the in game system. Once the preseason starts, there will be a waiver process used to sign existing free agents. Once the waiver process is over, free agents may be signed at any time.

Waivers

During weeks one and two of the preseason (possibly more), we will utilize a waiver system to assign remaining free agents to prospective teams. A waiver thread will be posted in this forum and each user will be tagged in it. You can sign your free agent in game as soon as it is your turn to select. Once you select, you must post your selection in the waiver thread and tag the next person on the list to let them know it is their turn.
 
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majesty95

Admin
Staff member
PLAYBOOKS
Custom playbooks and legendary coach playbooks are NOT allowed. Also, the Philadelphia Eagles playbook is NOT allowed except by the Eagles. You may use any other team's offensive or defensive playbook.

OFFENSE

No Huddle

No huddle is only allowed during the last two minutes of the half, when trailing by 17 or more in the 3rd quarter or at any time in the 4th quarter when trailing.

Chew Clock

You can use the "chew clock" feature when leading in the last three minutes of the 4th quarter. We only play 10 minute quarters so we should be trying to pick plays in a timely manner otherwise.

4th Down

Going for it on 4th down is only allowed on 4th and 1 or less on your opponent's side of the field (past the 50) or on 4th and 7 or less between your opponent's 35 and 40 yard lines.

Mix It Up

You should attempt to mix up your play as much as possible. If you need a detailed list as to what is sim then this probably isn't the league for you. You should play realistically, mix up your plays and formations, not abuse the AI, try to glitch or otherwise manipulate the game in your favor.

Distribution

Your #1 or #2 WR should lead your team in receptions. Although a slot guy like Welker can lead a team in real life, a #1 or #2 WR should be close behind if that is the case. We should be trying to mix up who we throw to and be sure not to exploit a certain route or player over and over.

While a TE can lead the team in receptions, generally they should not. Again, your #1 and #2 WR should be your primary targets. If your TE is leading your team in receptions, your #1 or #2 WR should be right behind him.

A HB should NEVER lead your team in receptions. There may be rare cases of it in real life but, again, we want to mix things up and be sure not to exploit routes or players.

The typical yards per attempt (YPA) for a QB is around 9 or less in real life. Typically 10.5 or less is accepted in leagues as the game is not perfect. However, we should be making an attempt to throw short, underneath routes along with deeper pass plays to provide balance in our games.

DEFENSE

You are only allowed to move one (1) player prior to the snap. You must then control that player through the snap. You may change off of that player once the ball is in play.

You are not allowed to manually move a safety of cornerback inside of the deepest or furthest outside linebacker. Any designed movements made by the game because of the play call or “show blitz” are allowed.

You may only use a player lined up on the line of scrimmage once every 4 snaps. For instance, you user your right DE on 1st down. You then have to user 3 more players before you can user your right DE again. This is to avoid cheesing with very good d-linemen and OLBs. Defensive graphics are off so that should help too.

Much like on offense, we shouldn't need a detailed list of rules explaining how to play sim. You should mix up your coverages (you shouldn't play man or zone more than 70% of the time) and your blitzes (five or more is considered a blitz and they should not be used excessively). If you are unsure if your style is sim then it probably isn't.

SPECIAL TEAMS

You are not allowed to move any player at any time prior to the snap. You are also not allowed to move any player other than your kick/punt returner on returns.

You are allowed to attempt one (1) fake punt or fake field goal per game.

Onside kicks are only allowed in the 4th quarter when trailing.

Squib kicks are only allowed in the final minute of each half.
 
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