Yeah Jeff, in SBCOL I recruited a 180lb OLB but that is because my teams sucks!![]()
Yeah Jeff, in SBCOL I recruited a 180lb OLB but that is because my teams sucks!![]()
I now have a question about the depth chart. I just recruited an athlete who has the skills and can play both ways. If I put him at an offensive position so he doesn't lose his catch skills, can I still play him at his defensive position in my depth chart. Just asking to be sure so I don't have any issues.
I understand there will be exceptions in real life and I also understand there will be LBers that come in the default recruit rosters that may be smaller than 220 pounds - I'm willing to put an asterisk on that one and say if there is a recruit, no matter the position he originated from, looks like a great OLB present your case for him and we will have the members of the OD vote. Speaking of that I've tossed around the idea of creating a "Competition Committee" to vote on such matters. In the end the key is to not create an unfair advantage by use of position changes especially not that we have the ability to scout recruits in-season and see what they will become.
The "be courteous to your opponent and don't run the score up on the CPU just because your opponent is no longer playing." part was covered as well.
I don't have a problem with two-way players as long as your not compromising the game by putting him in a position where he creates an unfair advantage.
Just so that everyone knows a lot of these rules aren't meant for us, although we will need to follow them, what I mean by that is these aren't being put in place because of something someone did from this OD - I'm just trying to lay down a set of rules we all agree to and can abide by while also making things as clear as can be so there aren't any questions on out style of play/recruiting, etc.
Must've overlooked it. Alright then.The "be courteous to your opponent and don't run the score up on the CPU just because your opponent is no longer playing." part was covered as well.
Twitter: @3YardsandACloud
I think the restart rule may need to be amended that one half needs to be played before you try the aggregate system (see below for a suggestion as to how we could avoid that). Otherwise, logistically, halftime really fucks up the flow of the game.
For example, Dawg and I just had a disconnect on the first play of the second quarter. By rule, we should play 3 quarters on the aggregate, and act like he's up 7. I have no problem with that. However, after quarter #1, technically there should be halftime and the ball may have to change hands. There's no real way to replicate this on the aggregate. Plus, at the new game's halftime (aggregate third quarter), you'd have the pressure to score before the half. You could, conceivably, treat the second play's halftime as if it was regular halftime, but I don't know how to easily do that.
About the only thing I can think of would be this:
- In the second game, the same results should be used for the coin toss. I.e. the team that took the opening kickoff should receive it again. If the coin toss result differs (i.e. the loser of the first wins the second), then you should take the Receive/Kick choice, as appropriate, to replicate the result.
- Setup the score and yardage as it should be. I.e. 7-0, with the Home team having the ball at midfield. Ideally, you can take your time and set this up properly.
- Pause the game. From the point where the score and yardage is setup, you should play out the remaining time from the first half of the initial game. In writing, agree on how long you will play until "the first half" is over. If you can set it up so this ends exactly at halftime, great. But what you might want to avoid is what happened to me and Dawg today ... we had it setup perfectly, but then a fumble on the last play before we were ready resulted in Dawg graciously kneeling the ball to return it to me -- and losing about a minute of clock in the process. That minute could have been important.
- When you have reached the point where "the first half" is over (and it's on the offensive player to make sure his drive completes before the time limit expires), both teams should effectively run clock until half time is reached. I would recommend this done via kneeling the ball so both teams can have a very low risk of injury.
- Play the second half as normal.
That seems overly complicated, but, as I think about it, it's really no different that Oneback's original guidelines, it just takes into consideration how halftime would fuck with replaying a game. His example of playing 1 quarter, 3 minutes, would have roughly the same kind of play as my outline above, just with the 'waste time until the half' in play.
Thoughts?
Twitter: @3YardsandACloud
I know it stinks, but i'd much prefer that if a game didn't make it to halftime then you restart the whole game. If a game is not finished with the 3rd quarter then the restarted game would pick up at halftime with the correct halftime score. If a game is into the 4th quarter then you take the end of the 3rd quarter score and ball possession and placement and get it to that point.
I don't know, just a thought and certainly it was kind of thrown at the wall for you guys to look at.
I'm good with either way really - in the end what I proposed was just a guideline. Its really up to the two players to determine how to best replay the game. If you want to start over 0 - 0 I'm good with that, its more for when there is no agreement on how to play out the game and I'm certainly up for other ideas.
I'm good with that, OB. I do really like playing the aggregate. It just doesn't work well with a first half disconnect.
Twitter: @3YardsandACloud
For NCAA 14, I would encourage us to take a look at some rules against oversigning. While the transfers this year are certainly more common than they have been in the past, there's still way too much ease to stockpile players at skill positions. And while the team in question will take a big Playing Time hit, they'll most likely have way too many other pitches that are highly rated enough to make up the difference. The rules don't have to be overly complicated or difficult ... just a simple count of X players, and appropriate punishments for going over that amount. Maybe with a Year 1 or 2 waiver to overcome the default rosters.
In particular, I've been thinking this because of scouting. With scouting available now, unless you join in mid-season, you should know exactly what players are going to come out as (except for the game not providing PBK/RBK). So there shouldn't be any more reason to sign two players and "see which one is better".
Twitter: @3YardsandACloud
What about all the random scholarship players you get on signing day, even with CPU assistance off?
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