Madden 17 League Rules and Guidelines

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majesty95

Admin
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MADDEN 17 LEAGUE RULES AND GUIDELINES

All members of a PX1 Sports Madden League are required to read and know these rules. A PDF copy of the rules and guidelines is attached for easy offline review. If you choose to print a copy of the rules, it is your responsibility to add or amend your printed copy with any changes made by league management throughout the season.

CODE OF CONDUCT

All members of PX1 Sports leagues are expected to conduct themselves as mature adults. PX1 should be a place to meet new friends and have fun. Users are expected to play realistic simulation football and treat other members with integrity and respect. We expect all members to be open to feedback and improving their sim game.

Members who are caught cheating, team killing, who display a win at all costs attitude, use excessive profanity, use racial slurs or remarks, berate or verbally abuse other members or otherwise display a negative or aggressive attitude towards members or site staff will be removed from the league and face a permanent ban from the site.

All members should keep in mind that being competitive and having fun can go hand-in-hand. We do not want to be babysitters but we also do not want to create a negative environment for our members. Treat others as you would hope they would treat you and everyone’s experiencewill benefit because of it.

The code of conduct extends to the forum, Slack, Twitch chat, and any other league related communications.

TWITCH

All league games must be streamed on Twitch. If you do not have a Twitch account, you cansign up for a free account here.

Once you have signed up, make sure to go into your settings (wrench icon), go to "Channel & Videos" and click the box next to "automatically archive my broadcasts" and then save your changes. This is required and allows us to go back and watch games and pull the video for league related shows if need be.

ADVANCE SCHEDULE

All Madden leagues on PX1 will advance between 48-60 hours at the discretion of the league commissioner.

PLAYER RANKINGS

All Madden league game results on PX1 Sports will be entered on the PX1 Player Rankings. When the game is complete, the winning team should go to the Rankings page on the forum and click “Submit Game Result”. Then enter the system the game was played on, your opponent’s forum username, the game played (Madden), game result (you won, lost or the game disconnected), your score, your opponent’s score and your rating of your opponent’s simulation gameplay principles.

Rating Guidelines

Game exploits are defined as any play, movement or tactic used to exploit the game’s programming or AI, whether intended or unintentional. This includes but is not limited to money plays, abuse of certain pass routes, manually moving player’s to create blocking glitches, abusing penalty logic, making unnatural movements with your players, excessive scrambling, etc.

Here are the guidelines members should use when rating their opponent’s gameplay:
  • 5 stars – Opponent played great sim football and adhered to all rules and guidelines. One or two minor infractions could be allowed. You generally have no complaints or they are very minor.
  • 4 stars – Opponent played mostly a sim football game. Minor infractions may have been made. Possibly one known cheat or exploit used, most likely unintentionally. The game was pretty good overall but you were a little frustrated by a couple of things that your opponent did.
  • 3 stars – Opponent played sim football principles but made some minor infractions and used some game exploits. A three-star rating generally indicates a player who wants to play sim but may have some bad habits or may be unknowingly using game exploits. This player needs help to clean up their game to continue playing at a league level.
  • 2 stars – Opponent made some attempt to play sim football but was heavily reliant on game exploits and broke several rules or guidelines. This opponent really does not grasp the idea of sim football that we expect.
  • 1 star – Opponent does not have an understanding of sim principles. Mostly game exploits were used and many rules or guidelines were broken. This is a typical lobby player who exploits AI issues over and over.
Suspension/Probation

Generally speaking, 5-star ratings and the occasional 4 here and there are expected. An owner who is consistently receiving 4-star ratings or who has received a 3-star rating will be contacted by league admin and may be placed on probation while they work on their sim game. Continual ratings of less than 5-stars while on probation may lead to a suspension and/or a removal from the league.
 

majesty95

Admin
Staff member
SIM PLAY GUIDELINES

These guidelines lay out the basic rules for simulation football gameplay. While it is not an all-encompassing list, members should use this to guide their gameplay and in rating the gameplay of their opponents.

PLAYBOOKS

Generic “multiple” playbooks are not allowed. Created playbooks are not allowed. Actual team playbooks and generic playbooks like “run-n-shoot”, “west coast”, etc. are allowed.

Prior to the season, users will select a scheme and playbook for the upcoming season. The scheme and playbooks should dictate play style.

Ex.: Users who have a playbook with 60% pro style sets should not be in shotgun 60% of the time. Users who choose a zone blitz scheme should not be in man 75% of the game. So on and so forth.

OFFENSE


Run Plays

Calling run plays designed to go through the A gap (between the G and C) and shooting straight toward the sideline is not allowed. Occasionally a run can be bounced a gap over but typically runs should go through their designated gaps.

Subs and Stats

In the NFL, the vast majority of running backs get less than 70% of the rushing touches and touchdowns. Most #1 WR’s get between 25-30% of their team’s receptions and receiving touchdowns. Our games should simulate this as well. There will be an occasional outlier game here and there, but we should be mimicking real life as close as possible by using our backup running backs and throwing to a variety of receivers throughout the game and season.

It is also rare for a TE or HB to lead a team in receiving. There are occasional exceptions, but even Gronkowski has been #2 to Edleman. Typically, TE’s and RB’s should not lead the team in receiving for the season. If they do, they should be elite level players on a team without a star WR and a WR should still be close behind. We want to replicate the NFL but we also do not want to exploit things that the AI does not handle properly.

NFL Records

Records should never be broken in league games or seasons. We only play 10 min quarters and get about 20-30 less plays that real life. Breaking records in that environment is typically only done through game exploits and stat padding.

No Huddle
  • Allowed in final two minutes of 1st half
  • Allowed in final three minutes of 4th quarter when tied
  • Allowed any time in 4th quarter when trailing
  • Allowed in 3rd quarter if trailing by 17 or more
Chew Clock

Chew clock can be used when leading in the last three (3) minutes of the 4th quarter or the final minute of the first half. We play shortened quarters so we should be trying to pick plays in a timely manner otherwise.

Play-Action

Play-action should only be used in realistic running scenarios. Play-action should not be used on 3rd and 6 or more or 2nd and 11 or more as those are not likely running downs and real life players would not realistically bite on play action in those scenarios.

FB Dive

No rule at this time. We will amend if it the play is overpowered in Madden 17.

Goal Line Offense

The goal line formation is only allowed inside you or your opponent's two yard line.

QB Sneaks

No rule at this time. We will amend if it the play is overpowered in Madden 17.

4th Down

Going for it on 4th down is allowed under the following scenarios:
  • 4th and 2 or less once you cross your own 40 yard line or
  • 4th and 10 or less from between your opponent’s 30-45 yard lines.
4th down rules do not apply if it is the last play of the first half, when trailing by 17 or more in the 3rd quarter or when losing in the 4th quarter.

Pass Route Guidelines

All PX1 league members are expected to mix up their play calling and route distribution. Relying on the same plays or routes over and over is typically not realistic and not considered sim. You are allowed to attack your opponent’s defense but there are multiple ways to attack every defense. The AI is also imperfect and some things are easier than others. Relying on the same plays, pass concepts or routes over and over will likely lead to a negative gameplay rating from your opponent.

Below are NFL averages of pass routes based on 25 completions. A user may go over on these by 1-2 here and there depending on their opponent’s defense. However, exceeding these averages by several targets could result in a low gameplay rating from your opponent. Continuously going over on the same routes game after game could lead to suspension and/or removal from the league.
  • Slants/Drag/Crosses: 5-6 per game
  • Curls/Hitches: 4-5 per game
  • Quick Outs/Flats: 4-5 per game
  • Streaks: 3-4 per game
  • Outs: 3-4 per game
  • Ins: 2-3 per game
  • Posts: 2-3 per game
  • Corners: 1-2 per game
  • Comebacks: 1-2 per game
  • WR Screens:2-3 per game
  • HB Screens:2-3 per game
Hot Routes

Hot routes should be used in a realistic manner. Multiple hot routes should not be used on one play (unless it is a hot route and a smart route for the same route). Changing a route indicates that you intend to throw to that route. Calling hot routes to run off defenders or otherwise manipulate or exploit the AI is not allowed.

Defensive Movement

If the defense flips their play or is otherwise in motion prior to the snap, you must let them set before snapping the ball. An exception would be when the play clock is within 2-3 seconds and you need to avoid a delay of game. If the defense is constantly flipping plays and moving players around pre-snap, you could possibly quick snap on them to get them to stop. The majority of the time though, the defense should be allowed to get set. There are flaws in base alignments and the defense needs to be able to cover those.

DEFENSE

Alignment

Users 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. You are also not allowed to manually line a LB up on the line of scrimmage to prevent blocking glitches. Any designed movements made by the game because of the play call or “show blitz” are allowed.

Defensive Line Play

You should not use a defensive lineman more than half of your snaps. You also should not play as the same defensive lineman on consecutive snaps or a majority of your plays. You may play exclusively as a middle linebacker or some other non-rushing player the entire game if you choose. However, you should mix up the defensive lineman you use as to not exploit gameplay mechanics.

Blitzing

A blitz is any play that sends five or more guys after the quarterback. NFL teams generally blitz less than 50% of the time. We should stay under that as well. Also, NFL teams rarely send 6+ (maybe 10-15%). The vast majority of our blitzes should be sending five guys. Any kind of nano or blitz that exploits the blocking AI is not allowed.

Run Commit

Run commit should only be used in extreme short yardage situations (3rd or 4th and 1 or on the goal line). Run commit is also exactly what it says it is. You are committing to the run. Run commit should be used with a man blitz defense. Calling run commit with any type of zone defense is not realistic and is not allowed.

Matching Personnel

While there are occasional exceptions, users should try to match the personnel of their opponent on the vast majority of plays. If the offense comes out with 3 WR, you should usually be in some type of Nickel (although playing a base 4-3 or 3-4 can be realistic here as well, especially on early downs). 4 WR should generally be some type of Nickel or Dime or occasionally Quarters. However, regularly coming out in Dime or Nickel (or Big Dime or Big Nickel) vs 1-2 WR sets or using Quarters for anything more than 4 WR sets and long 3rd downs/hail marys should be avoided.

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, fake field goal or fake PAT 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.
Kick Aiming Arc

The kick aiming arc must be turned OFF in the settings.

Punting

Unless you can pin your opponent inside the 20 yard line the ball should be punted in bounds, generally down the middle of the field. This simulates real life. If your opponent has an exceptional kick returner (pretty rare) it may be reasonable to stay away from them. However, always punting the ball out of bounds to avoid a return is not realistic and should not be done.
 
Last edited:

majesty95

Admin
Staff member
ROSTER MANAGEMENT

Depth Chart/Formation Subs

Each user is responsible for setting their team's depth chart and formation subs 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 and formation subs:
  • 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 = Allowed at any time.
  • DE > OLB = Allowed at any time.
Depth chart changes outside 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.

Player Progression

Upgrading any attribute for an offensive player to or above a 90 requires that player to have at least a 70 AWR. Upgrading any attribute for a defensive player to or above a 90 requires either AWR or PRC to be at least a 70 with the other at least a 60.

TRADES

Trade Rules
  • All trades must be approved by the league trade committee before being submitted in game.
  • Trading with the CPU is not allowed.
  • Each team is allowed to trade up to four (4) players per season with only one player 85 OVR or better.
  • Each team is allowed to acquire up to four (4) players per season with only one player 85 OVR or better.
  • 1st and 2nd round draft picks count toward the four player limit.
  • There is no limit on trading 3rd-7th round picks.
  • Pick for pick trades (3rd-7th round) do not require league approval as long as they follow the Draft Trade Value Chart.
Player OVR is determined by the player’s card on Daddy Leagues. All trade submissions should include a screenshot of each player’s Daddy League’s attributes page.

***New owners who have completed less than one full season are limited to trading three (3) players in their first season an no player rated 85 OVR or higher.***

Cap Penalties

New owners are allowed a maximum of $8M in cap penalties for their first season. Returning owners (owner who have completed at least one full season) are allowed a maximum of $12M in cap penalties per season. Not adhering to this rule could lead to suspension and/or removal from the league.

ROSTER REQUIREMENTS

Each owner will be responsible for meeting team minimum roster requirements and maintaining a balanced roster by position. The roster requirements are as follows (excluding practice squad):

Minimum players by position

QB - 2
HB - 3
FB - 0
WR - 4
TE - 2
OL - 8
DL - 6
LB - 5
CB - 4
S - 3

All teams must carry a minimum of 53 players at all times during the preseason, regular season and post season.

If league leadership needs to help an owner satisfy roster requirements (or remind them that they are over) then the user will forfeit draft picks at league leadership’s discretion.

FREE AGENTS

Preseason free agents are either awarded via a waiver system or limited to one or two players per week. See your league’s transaction sub forum for details.

Regular season free agents are limited to a max of one (1) per week and a max of three (3) players per season. Quarterbacks signed during the season must sit at least two games after being signed to simulate having to learn a team’s playbook. Users are expected to use the offseason and their practice squad to field suitable depth for their teams.

Offseason free agents are signed using the in-game system. However, restrictions may be made by league admin to create a realistic free agent environment and prevent teams from unintentionally putting themselves in extremely difficult cap situations.

Practice Squad

Teams may claim up to three (3) players per season off of another team’s practice squad. Only one (1) practice squad claim is allowed per week, per team.

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 leadership and trade 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, post a thread and tag each of the members of the league's leadership and trade committee. Include the following:

Available Funds:
Age of current stadium:
Rating:
Fan 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.

***NOTE: First-year owners will not be able to submit approval for building a stadium until they have completed one full season in the league.***

Team relocation

Relocation 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:


Users looking to relocate must plead their case as to why their 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.**

***NOTE: First-year owners will not be able to submit approval for relocation until they have completed one full season in the league.***
 

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