League Rules and Guidelines

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majesty95

Admin
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THE 89
LEAGUE RULES AND GUIDELINES


GAMEPLAY

Pauses

Depth charts must be set prior to starting the game. Teams may not pause the game to adjust depth charts early in the game. Pauses due to depth chart changes are allowed under the following scenarios:
  • A player is injured
  • A player is performing poorly
  • The game is a blowout and you are resting your starters
While the game allows five pauses per game, users should be respectful of their opponent. Excessively or repeatedly pausing the game should be avoided.

Gameplanning

Aggressive strip and big hit should only be used in the 4th quarter when trailing or in the final two minutes of a tied or close game.
Aggressive run and aggressive blocking should not be used.
Aggressive tempo can be used at any time by a team running a no huddle offense.
Conservative tempo should only be used in the last minute of the first half or final three minutes of the 4th quarter.

STAT GUIDELINES

These guidelines are set based on real life BCS college stats from the pasy 4-5 years. They are there as a guide to ensure that you are not potentially exploiting AI deficiencies and keeping things realistic and sim.

Run vs Pass

All offenses must run or pass at least 25% of the time. Keep in mind that we play 7 minute quarters so real life league totals should not be attempted but reall life distribution percentages.

Passing

All quarterbacks should maintain an 11.0 or less yard per attempt average.
Each team should have at least 30% of their touchdowns come from both rushing and passing.
No more than 70% of a team's touchdowns should come from one form (rushing or passing).

Rushing

Quarterbacks should account for less than 40% of all rushing attempts and less than 50% of all rushing touchdowns.
The No. 1 running back should account for less than 75% of all carries.
The No. 1 running back should account for less than 65% of all rushing touchdowns.

Receiving

The No. 1 receiver should account for less than 40% of all receptions if completions are less than 300.
The No. 1 receiver should account for less than 35% of all receptions if completions are above 300.
The No. 1 receiver should account for less than 40% of all passing touchdowns.

All receivers yars per recption totals should fall within the following guidelines:
More than 70 receptions - less than 17.0 yards per reception.
30-70 receptions - less than 24.0 yards per reception.
Less than 30 reception - less than 30.0 yards per reception.

A TE should account for less than 25% of all receptions if completions are more than 300.
A TE should account for less than 30% of all receptions if completions are less than 300.
A TE should account for less than 25% of all TD receptions if completions are more than 300.
A TE should account for less than 35% of all TD receptions if completions are less than 300.

A RB should account for less than 25% of all receptions if completions are more than 300.
A RB should account for less than 30% of all receptions if completions are less than 300.
A RB should never have more than 8 receiving TDs.

These are guides to help us be as realistic as possible. They should be used and followed. However, if you are within a point or two of the guidelines you will likely be ok as long as you are not pushing the top in multiple categories.
 
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majesty95

Admin
Staff member
OFFENSE

No Huddle

The no huddle offense may be used by any team indicating that they are a spread no huddle team prior to the season. Other appropriate no huddle scenarios are as follows:
  • Within the last two minutes of the first half
  • When trailing by 17 or more in the second half
  • When training at any point in the 4th quarter
  • When trailing or tied in the last two minutes of the second half

When running the no huddle, you must allow your opponent to set before snapping the ball. Sometimes your opponent will try to change something late and that cannot be avoided but every opportunity must be made to allow them to come set.

When running the no huddle, an incomplete pass or run out of bounds constitutes a dead ball and you should huddle up. Some teams run no huddle in these scenarios in real life but you are also able to sub easier in real life than in the game.

Play Calling

Players must mix up their plays and route combinations in a realistic manner. Calling the same play on consecutive plays should be avoided. Very rarely, if ever, should a user complete a pass to the same route on consecutive plays.

General playcalling guidelines are as follows:
  • Base running plays ie dive, iso, inside zone are not restricted
  • Constraint running plays ie draws, counters, sweeps, tosses, stretches should not be used more than 3-4 times per game (each)
  • Option plays ie triple option, read option, speed option should not be run on consecutive plays and should be spread out throughout the game. Exception: teams utilizing the flexbone/option playbooks (GT, Army, Navy, Air Firce)
  • Deep passing concepts ie Post, corner, streak, and flag routes should not be thrown more than 2-4 times per game (each)
  • Staple passing concepts ie slants, drags, ins, outs, curls, comebacks and constraint passing plays ie screens should not be attempted more than 4-6 times per game (each)

These guidelines are not here to restrict you but to guide you in mixing up your plays as much as possible. We don't need to sit an count plays and if a player were to throw 4 go routes or 7 out routes, we shouldn't neccessarily condemn them. However, it should be mentioned if deemed excessive but only held against the offending player if it becomes a consistent issue.

Motion

You are allowed to use motion as long as it is not considered excessive or designed to confuse or abuse the AI. Manually motioning a player on consecutive plays or multiple times per drive (3+) should be rare.

Audibles

Audibles are allowed at any time within the in-game audible structure (ie. within like personnel groupings) or from pre set audibles. However, the pass and play distribution rules would still apply.

Hot Routes

Hot routes should be used situationally and should be mixed while adhering to the following guidelines:
  • Users should not hot route more than 1-2 players per play
  • Hot routes should not occur on every play
  • Hot routes should not be used to create new plays on the fly

Hot routes are a very important part of modern offenses. However, they should not be abused and used to purposely exploit CPU AI deficiencies.

Generally, hot routes should not be attempted on more than 40% of plays.

Play Action

Play action plays should be kept realistic. Players should use the run to set up play action and refrain from using play action in unrealistic situations (ex. 3rd and long). Also, play action should be mixed into the player's playcalling and should account for less than 1/3 of the player's pass attempts.

QB Dropback

Players should utilize the pre-programmed 3-, 5-, or 7-step dropbacks. Dropping back further than this should be avoided.

QB Scrambling

Scrambling with the quarterback is only allowed under the following scenarios:
  • The play is a designed rollout
  • The pocket breaks down or the defense gets unexpected pressure

Calling plays and purposely rolling out of the pocket without pressure is not allowed. If you call a pass play, you must make an attempt to actually have the play function as it was designed.

4th Down

Going for it on 4th down is allowed under the following scenario:
  • You are across your own 40 yard line with five yards or less to go.
  • You are trailing by 17 or more in the second half.
  • You are trailing in the 4th quarter.

Play Clock

Since we use only 7 minute quarters, we must adapt our clock usage to keep things realistic.

The following rules will apply to clock usage:
  • Players may ONLY use conservative clock when either ahead during the last 3 minutes of the 4th quarter or within the last minute of the 2nd quarter
  • Players must attempt to call plays quickly and not unnecessarily run time off of the clock.

Running Up The Score

Players will be allowed to utilize the no huddle and aggressive clock settings up until 3 minutes left in the 4th quarter. At that time the following scenarios must be met to continue utilizing the no huddle:
  • The game is within 14 points
  • The offensive team is trailing

While it is realistic for teams to run the no huddle when up late in games, teams should be making an effort to run the ball and otherwise get the game over with. Attempting to run the score up while ahead by 28 at any time in the 4th quarter is not allowed.
 

majesty95

Admin
Staff member
DEFENSE

Playcalling

As with the offense, users must mix up their defensive playcalls. The following guidelines should be used when calling defensive plays:
  • Base calls such as Cover 2 and Cover 3 and Cover 4 can be used as your base defense and called repeatedly.
  • Man defense should be mixed in with zone and should not be your primary defense
  • Blitzing should also be mixed up. While teams are allowed to be aggressive, doing the same thing repeatedly in similar situations should be avoided. Mix up your looks and play calls.
  • Press coverage must also be mixed up and should also not be a primary play call. It also should not be a “go to” on every third down or other obvious passing situation.

Players should always attempt to mix up their plays and utilize a base Cover 2, Cover 3 or Cover 4 frequently in their defensive play calls.

Movement

Players are allowed to move ONE player prior to the snap and must control that player at least until the ball is snapped. The following guidelines must also be adhered to:
  • Safeties may not be moved closer than one step behind the deepest linebacker
  • Linebackers must remain behind the defensive linemen
  • Cornerbacks cannot be moved inside of the outside linebacker

Pre-programmed movement by the CPU and show blitz are allowed. However, the show blitz feature should be mixed in and utilized sitautionally and should not be a staple defensive adjustment.

Constantly or repeatedly spreading or pinching your defensive line or linebackers is not allowed. Users are allowed to spread or shift your line or linebackers to match the offensive set. However, all players must attempt to maintain gap integrity and not artificially try create pressure with constant or repeated shifts.

SPECIAL TEAMS

Fake Punts and Fields Goals

You are allowed to fake a FG or punt 1 time per game as long as you follow the 4th Down guidelines.

Player Movement

You should not manually move a player prior to the snap on punts or field goals.
You should not continually cycle through your players to distract the ficking team as this is unrealistic.
You should not cycle through and get a majority of your players pumping up the crowd as this is also unfrealistic.

Onside Kicks

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

Kick Returns

Returns should be made in a realistic manner. Generally, teams will pick and hole and run straight to their side fo the field or up the middle and try to avoid tacklers. Running up the middle and then swinging back should be avoided in most cases.
 

majesty95

Admin
Staff member
LEAGUE GUIDELINES

All users are expected to check their league's forum at least one every 24 hours to stay up-to-date on league happenings. The Group me chat can and will be used but anything pertinent to the league should be posted inthe forum.

Scheduling

All league participants are required to attempt to set up their league games within 24 hours after the league's advance. Preferred methods are through the league forum, site private message or league approved chat (Group Me). Text messaging may also be used but is much harder to verify should a dispute arise.

Restarts

ALL restarts must be documented (via video from a smart phone or other video capable camera) and reported to the league commissioner. Unapproved or frequent restarts could result in game rtesults being thrown out. Restarts should not be used to start a game over that you are losing. Take your lumps like men and move on to the next game.

Disconnects

Users may occasionally experience the game freezing or a player getting disconnected during user games. If the event of a disconnect or a game freeze, refer to the following guidelines to restart/replay:
  • If the game was still in the first half, replay the game from the beginning. Exception: If one team was leading by 20 or more, then the winning team will be allowed to replay vs the CPU.
  • If the game had more than 4 minutes remaining and the score was within 10 points, the game should be replayed in full.
  • If the game had more than 4 minutes remaining with the score between 11-20 points, the wining team should be spotted 7 points and given the ball to start the game.
  • If the game has less than 4 minutes remaining and the, the wining team will be spotted a 7 point lead and given the ball to start the game (regardless of score. This is to discourage quitting.) Exception: If a team is winning by 14 or more with less than 4 minutes to go they can finish vs the computer or replay vs the CPU.

Both users are allowed to use their best judgment and create their own resolution if they so choose. These guidelines will be used in the event of a dispute. Users should take a picture of the game screen at the time of disconnect to document.

Quitting

All players are expected to schedule their games at times where they do not anticipate any distractions. However, sometimes life gets in the way. Should you need to pause or quit the game, give your opponent a heads up via the league forum, text message, group chat or PSN message and let them know. Any player that needs to quit a game will be expected to put themselves on auto-pilot and allow their opponent to play the CPU. If a player quits the game due to losing or an otherwise unexplained reason, he could face removal from the league.

League Content

No league content is required for this league but it is encouraged in the league forum.
 
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