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Oneback
10-18-2012, 03:46 PM
LEAGUE GUIDELINES


Powerhouse is one of the founding dynasties here on TGT. We have had our issues like most dynasties over the years but we strive first and foremost to be a league where people respect one and another. We may occasionally get upset in the heat of the moment but at the core it comes from competitive respect. It’s not enough to know what the rules are, as those that know the rules the best are often the ones trying to get around them. Respect is the #1 guarantee that a game will be played in a fair manner.

I believe the #1 reason Powerhouse has thrived is because of the camaraderie we’ve built over the years. We work together as a team for the betterment of Powerhouse which is something a lot of other dynasties can’t say. Camaraderie is the foundation of which this dynasty has been built upon - if a member decides to challenge that foundation he will be quickly removed. With that, I want to encourage everyone to get to know and respect their opponents. Genuine interest in NCAA Football, your team and our dynasty will go a long way towards meeting the goals of Powerhouse and abiding by the rules.

Outside of camaraderie the only other item I ask for is communication, if you do not communicate with the other dynasty members you will not be here long. If you don’t tell me you’re going on a vacation, I can’t set up your schedule to accommodate your absence and you won’t be able to play all of your games. If you don’t tell your opponent something has come up after you’ve scheduled your game, you will be more likely to get the game simmed or put on autopilot. By the same token, those that consistently communicate in a clear, concise fashion their needs and issues will get the most out of this dynasty.

ADVANCE SCHEDULE


Our goal is to advance as quickly as possible, the faster we keep things moving the more connected everyone will be so please do your part and get your game played as quickly as possible. Our advance schedule will be 72 hours, this should be plenty of time to get your game in – CPU games should be played within 24 to 48 hours and User vs. User games should be scheduled within the first 24 hours and if at all possibly played within 48 hours. A full 72 hours is available for those times where schedules don’t match up but the goal should always be to get all games played before the 72 hour mark. The decision to go past 72 hours will be up to the commissioner – I will typically favor those people who have something at stake. If a team is unbeaten and rarely needs extra time I will almost always wait, however if it’s someone who is usually last to play and has a loss or two already, we will usually go ahead and advance.

USER GAME SCHEDULING


The scheduling of games will be done in the weekly threads. As soon as we advance, a thread will be created to schedule games. It’s important that when this thread is created, you suggest a time and list other available times in your first post – the second party should reply to their opponents post locking in a time to play or suggesting alternative times if schedules do not align, if for some reason the game must be scheduled outside of the 72 hour window, commissioner approval will be needed.

RESCHEDULING USER GAMES


Once a time is locked in, every effort should be made to play the game at the scheduled time – we all understand that life happens, if something arises post a message in the weekly thread and send a SMS (text) message to your opponent letting them know. The goal however will still be to get the game played within the 72 hour window and commissioner approval will still be needed if the deadline needs to be extended. The earlier everyone is made aware of the situation the more favorable the outcome – if you wait until the last minute I will more than likely side with your opponent and keep us moving forward.

LINES OF COMMUNICATION


I will distribute a list of cell phone numbers via Private Message to everyone in the league. I encourage everyone to add these to your contact list or at the very least print off the list and keep it handy. If your cell number changes please update the entire group or the commissioner as soon as possible so an updated list can be distributed. The dynasty forum and PSN messaging are also great ways to communicate with other members of the dynasty – I ask however that any conversations pertaining to scheduling or any other pertinent league matters be summarized either in the weekly thread or in a PM to myself if there is an issue.

SCHEDULING REQUESTS


I will do my best to honor all scheduling requests. I will create a sticky post at the beginning of every season in order to provide as much time as possible to work out your schedules. You know your real life schedules/plans better than I do, please use your best judgment when constructing your schedule – if you’re a busy person I would encourage you not to schedule too many OOC User games. The biggest key is communication – if you let me know when you will need to be away I will attempt to work out your schedule as best as I can so there is minimal impact on your season.

ACCESSIBILITY


This is a hobby, in the end we are all just wasting time from our real lives, however we have a lot of fun doing so. I believe this dynasty has brought a great group of people together that share a lot of common interests. All I ask is that you make your best effort to be available and responsive. I’d encourage everyone to add each other as friends on PSN if you haven’t already and do your best to be active on the OD forum.

LEAGUE RULES


Powerhouse is a sim-style dynasty. This means your gameplay should reflect that of a real life NCAA football team as much as possible. However, remember this is a video game and sometimes there will be exceptions to this rule. Every issue will be decided upon as a group with an eye for fair play within the constraints of the video game.

No exploiting the flaws in the AI by running money plays over and over, this includes against the CPU as well. Against other users, the “run it till they stop it” mentality is acceptable to a degree, if you’ve found a play that is within simulation style standards and does not exploit a flaw in the AI but you’re opponent cannot stop it either due to lack of adjustments or a mismatch in talent you are allowed to call the same play as many times as you wish, the catch however is to do it from different formations – in other words don’t constantly line up in I-Form Tight and run HB Counter play after play after play, that’s not fun for anyone. For the most part Powerhouse is a self-policing dynasty, but sometimes that isn’t enough and I understand that. Contact the commissioner with any complaints. Sometimes I will act immediately, other times I will discuss the complaint with others to gather thoughts and come to a general consensus.

On offense, establish a team identity and stick with it for the most part. If you are a power running team or a west-coast team and you’re default answer to go into 4- and 5-wide sets while running no-huddle anytime you get down, you may want to rethink your strategy. We want to avoid desperation, i.e. stretching the rules when a game is close late. We want to be a league that treats each other with respect, if what you’re doing doesn’t “feel right”, don’t do it. I don’t want to limit aggressiveness; however you should know when you’re taking it too far. It’s fair to have a win at all cost mentality, however you should not go to any length to do so.

No running up the stats on either the CPU or another user. If you’re up late, pull your starters – I typically operate under the 35 point rule in the second half of games, meaning if I am up by 35 points in the second half of games I’ll pull my starters. Additionally, if I feel I have the game wrapped up in the 4th quarter I’ll put in my backups as well.

Everyone must pick a play style (offense and defense) prior to the season and post it in the assigned thread. I would encourage everyone to give a brief description as to what they envision their offensive and defensive styles being. I would also encourage scouting reports to be posted as the season progresses. I would caution everyone to choose wisely, as if you pick an option playbook and your backup quarterback doesn’t fit that style you may have some problems if your starter goes down.

I have never been a fan of limiting how many recruits a team can sign, however I would ask that you don’t go overboard. If you only have 5 seniors leaving don’t sign a class of 25 in an attempt to churn the bottom half of your roster, this tactic only weakens the CPU and while despite having a 12 person dynasty we still end up playing the majority of our games against the CPU.

Players must play at their assigned position or a realistic switch. A realistic switch would be a TE playing FB, a OG playing OT or a CB moving to S. An unrealistic switch would be a 92 speed, 180-pound HB playing FB or a 95 speed, 190-pound FS playing MLB. There is a weight limit of 220 pounds/under 90 speed for any player being moved to FB or TE (if they progress above 90 speed due to training that is okay). Linebackers must be at least 220 pounds unless they’re in the original, unmodified recruiting database as a linebacker – this means prior to any position changes. There are exceptions to this rule however; especially when it comes to an ATH recruit, the best course of action would be to ask the commissioner and get a ruling. All position changes will be tracked and there will be violations for not adhering to these rules.

GAMEPLAY RULES


Be realistic with your QB on pass plays. Dropping back 10-15 yards, rolling out past the far hash is not sim and should not happen. If you feel pressure you can roll out and scramble – everyone is different when it comes to feeling pressure however you must at least attempt to make a read prior to scrambling with the quarterback. This means you should not dart outside the second he receives the ball. Yes there are designed rollout plays, we’ve all played the game long enough to know what those look like, use your best judgment. Scrambling with the intent to draw the defense in only to throw over their heads is frowned upon, it does happen in real life, however it is rare.

On defense the player you select to control on a play is the only one that can be manually moved prior to the snap. If you’re clicking on multiple players and changing their assignment that is fine, but only one player can be manually moved, and that’s the one you’ll be controlling at the snap of the ball.

Prior to the snap all motioning should be done in a realistic manner – this includes things like motioning receivers and the defensive line/linebackers. Motioning should never be done in an effort to confuse the AI and gain an advantage the AI cannot account for. In example, if based on offensive formation you want to align your linebackers in a certain way, this is okay, if the offensive formation changes or if a receiver motions across the formation you can adjust as well. What you cannot do is continuously motion and move players around in an attempt to keep them in motion at the snap in order to confuse the AI.

Currently all game plan settings and defensive keys are allowed, however if anyone is found to be abusing these, or if any complaints arise we will revisit. If something makes the game unbalanced, don’t use it. Please report any concerns to the commissioner so we can have a discussion about it.

4TH DOWN GUIDELINES


A team may go for it on 4th down any inches at any time in the game, whether they’re leading, tied or trailing.
A team may go for it on 4th down and 1 yard if they are past midfield/inside their opponent’s territory at any time in the game whether they are leading, tied or trailing.
A team may go for it on 4th down at any length once they have reached the “on man’s land” between the 30-40 yard line on their opponents side of the field.
A team may go for it on 4th down at any length from anywhere on the field if they are trailing in the 4th quarter by any amount.
A team may go for it on 4th down at the end of the second quarter if time will expire on the next play.
A team may go for it on 4th down regardless of distance or location if it’s under 2 minutes in the 4th quarter.

2-POINT CONVERSION GUIDELINES


A team may go for a 2-point conversion if it will win or tie the game.
A team may go for a 2-point conversion if it is the 4th quarter and the 2-point conversion will give them a 3- or 7-point lead.
A team may go for a 2-point conversion if it will make the point differential a multiple of 3 or 7 (ex. Down 21-12).
Any other time the XP must be kicked.

RESTART RULES


In the event of disconnect, the following rules will apply:



If one team is ahead by at least a touchdown and at least one quarter has been played, the game shall be restarted assuming that the score and time remaining is the same as if the disconnect had not happened. For example, Team A is ahead 7-0 early in the second quarter when disconnection occurred. The game should be restarted, and Team B is assumed to be behind by 7 points with 3 quarters to play. This rule should be followed as closely as possible. For instance if it is a 7 point lead with 3 minutes remaining in the third quarter, you should restart the game assuming one team has a 7-point lead and play ONE quarter and 3 additional minutes into the second quarter. The winning team will finish the game vs the CPU and the other will drop. If by chance there is a tie after the game would be "over" play out the entire rest of the game as "overtime."

If the teams are within 3 points or fewer with less than 2 quarters played, the game will be restarted from the beginning.

If the teams are within 3 points or fewer with at least a half played, the game will be restarted in accordance with the first example.



COMMUNICATION



Agree on the time or amount of quarters you're going to play

Make sure whoever had the ball gets the ball first at ABOUT where they had it before, if it was past the 50, kick it short, etc.

Keep track of what the score was. The person that was up is still theoretically up by that same amount. The person who was behind has to be winning by that same amount in order to "tie" and play till the end of the game. IF they are winning by MORE than that score they win and the person who was up quits out and lets them continue. If they are losing, or winning by less than the other person was up, they quit out and let the other person finish up.

If a game disconnects because one member purposely pulls the plug and quits, that is grounds for immediate removal. There are no quitters here. Even if you’re getting your ass handed to you, man up and take it.

GENERAL BEHAVIOR


If you feel someone cheated you or cheesed, do not post in the forums. PM the commissioner, and I will handle accordingly.

Act like an adult. Talking shit and making fun of each other in a fun and joking way is fine. The minute it crosses the line and turns into a real argument, it ends. Period. This is supposed to be a fun dynasty among friends, remember that first and foremost always. This will be a league where people have genuine respect for the other players. People who don't fit that definition will simply not be a part of our dynasty. There are some great dynasties around and we want to set the pace in terms of camaraderie, commitment, and respect for opponents.

More rules might be added as we go on, and any existing one might be amended. If any of you ever need to reach me immediately, send a text. PM me on the board if you don't have it

razorback44
10-18-2012, 03:53 PM
Looks good to me. Thanks for taking the time to write all of this up.

texacotea
10-18-2012, 03:57 PM
wasnt it discussed about talking players into staying? something like noone over a 95 couldnt be talked into staying?

Oneback
10-18-2012, 04:06 PM
wasnt it discussed about talking players into staying? something like noone over a 95 couldnt be talked into staying?

Forgot about that - we'll need to work this out prior to this coming into effect. Everyone give me you're input, I know we've gone back and forth on if that number should be 90 or 95.

Escobar
10-18-2012, 04:14 PM
I'm cool with all the rules, but I just have one question about the linebackers' weight. I would say 215 would be a more acceptable weight for changing players to linebacker. In the past we've seen teams like Clemson and OU who have moved 215lb safeties to linebacker. Keenan Clayton is an example for OU. Played Safety his first two years then moved to LOLB his Junior and Senior seasons to fill the need there. Georgia is another team who used hybrid Safety/Linebacker types. Thomas Davis back in the day and a couple other players come to mind.

Escobar
10-18-2012, 04:15 PM
Forgot about that - we'll need to work this out prior to this coming into effect. Everyone give me you're input, I know we've gone back and forth on if that number should be 90 or 95.

I think last year we used the rule that you could only talk to one player who was rated above a 95, and you had to declare it before you did Players Leaving.

Papa LoneStar
10-18-2012, 04:26 PM
Looks good

ryby6969
10-18-2012, 04:38 PM
Looks good to me. We also made it where you could only talk half of the players over 90 overall back and had to declare which ones it was.

gschwendt
10-18-2012, 04:42 PM
Looks good to me. We also made it where you could only talk half of the players over 90 overall back and had to declare which ones it was.
Yeah, I think it was between 90-94 you could talk half back, 95+ you couldn't talk anyone back... but I'm not certain. That would be my opinion though, especially since I think there will be less & less 95+ players in the coming years.

nykia31
10-18-2012, 04:55 PM
I approve this message

razorback44
10-18-2012, 04:58 PM
Yeah, I think it was between 90-94 you could talk half back, 95+ you couldn't talk anyone back... but I'm not certain. That would be my opinion though, especially since I think there will be less & less 95+ players in the coming years.


I agree with this.

ryby6969
10-18-2012, 04:59 PM
All of this because of Snoop's fake punt! ;) :D

Oneback
10-18-2012, 06:19 PM
Not really due to snoop, we really needed to get all this down in case we need to ever bring others into the circle.

ryby6969
10-18-2012, 06:23 PM
Not really due to snoop, we really needed to get all this down in case we need to ever bring others into the circle.

I know, just screwing with him. :D BTW, Bama will be moving to a 34/335 stack hybrid. I have to do something to force turnovers as my guys cannot catch the ball to save their life and I really think my roster will work well with it with the S's and LB's I have been bringing in.

psusnoop
10-18-2012, 06:28 PM
All of this because of Snoop's fake punt! ;) :D

Hahaha, I knew you were thinking about me pulling off one against you :)

I agree on the 90-94 range keeping half or talking half into staying. And letting 95+ go.

Also agree with the rest of the post.

psuexv
10-18-2012, 07:07 PM
Might want to add something about allowing the defense to set. For some reason I remember that being an issue once in the past.

psuexv
10-18-2012, 07:08 PM
Other than that I'm fine.

Whatever majority is on the 90+ rule it doesn't matter to me.

HairyDawg
10-19-2012, 04:13 AM
Sounds good

Dawg

HairyDawg
10-19-2012, 04:13 AM
Sounds good

Dawg

JeffHCross
10-19-2012, 03:41 PM
I'm cool with all the rules, but I just have one question about the linebackers' weight. I would say 215 would be a more acceptable weight for changing players to linebacker. In the past we've seen teams like Clemson and OU who have moved 215lb safeties to linebacker.Personally, I don't think weight should be the deciding factor in a position change. Weight doesn't matter in this series. Yes, a 196 lb safety will look weird at linebacker, but a 90 SPD, 71 ZCV FS is going to be a hinderance. IMO, it doesn't make sense than a player could be 90 SPD, 71 ZCV, and 220, and he'd be allowed to change, but 211 lbs and in violation. The question, in my opinion, is whether or not the change gives you an advantage. I believe it does not. Now, obviously, moving a 96 SPD, 90 ZCV FS to LB would be a decided advantage (unless, as I found two years ago, he can't get off a block to save his life). But moving a guy that isn't good enough to be an FS to LB is kinda the point, no?

Also, FWIW, according to this (http://www.thegamingtailgate.com/forums/showthread.php?3042-Recruit-s-Weight-Still-Random-and-Unrealistic&p=137223&viewfull=1#post137223), there are built-in recruits that are OLBs and 180. Oklahoma has a 208 lb Freshman OLB on their roster in the OD right now.

(And yes, this is more about OLBs than MLBs. There is a weight difference there)


The winning team will finish the game vs the CPU and the other will drop. If by chance there is a tie after the game would be "over" play out the entire rest of the game as "overtime."I like it. This is how the tournaments are done, and it works well. However, I always wondered how the "play to the end" would work out. So to that end something along the lines of ... "be courteous to your opponent and don't run the score up on the CPU just because your opponent is no longer playing."

ryby6969
10-19-2012, 03:48 PM
Yeah Jeff, in SBCOL I recruited a 180lb OLB but that is because my teams sucks! :D

Escobar
10-19-2012, 04:37 PM
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.

Oneback
10-19-2012, 07:13 PM
Personally, I don't think weight should be the deciding factor in a position change. Weight doesn't matter in this series. Yes, a 196 lb safety will look weird at linebacker, but a 90 SPD, 71 ZCV FS is going to be a hinderance. IMO, it doesn't make sense than a player could be 90 SPD, 71 ZCV, and 220, and he'd be allowed to change, but 211 lbs and in violation. The question, in my opinion, is whether or not the change gives you an advantage. I believe it does not. Now, obviously, moving a 96 SPD, 90 ZCV FS to LB would be a decided advantage (unless, as I found two years ago, he can't get off a block to save his life). But moving a guy that isn't good enough to be an FS to LB is kinda the point, no?

Also, FWIW, according to this (http://www.thegamingtailgate.com/forums/showthread.php?3042-Recruit-s-Weight-Still-Random-and-Unrealistic&p=137223&viewfull=1#post137223), there are built-in recruits that are OLBs and 180. Oklahoma has a 208 lb Freshman OLB on their roster in the OD right now.

(And yes, this is more about OLBs than MLBs. There is a weight difference there)

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.


I like it. This is how the tournaments are done, and it works well. However, I always wondered how the "play to the end" would work out. So to that end something along the lines of ... "be courteous to your opponent and don't run the score up on the CPU just because your opponent is no longer playing."

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.

Oneback
10-19-2012, 07:17 PM
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 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.

JeffHCross
10-19-2012, 09:05 PM
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. Must've overlooked it. Alright then.

JeffHCross
11-12-2012, 10:05 PM
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?

psusnoop
11-13-2012, 06:57 AM
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?


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.

Escobar
11-14-2012, 02:01 AM
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.

ditto

Oneback
11-15-2012, 05:06 AM
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.

psusnoop
11-15-2012, 06:35 AM
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.

That's how I've taken it in the past, see USC vs Oregon last season I think it was.

It's there to keep us from having issues :)

JeffHCross
11-15-2012, 08:38 PM
I'm good with that, OB. I do really like playing the aggregate. It just doesn't work well with a first half disconnect.

JeffHCross
12-01-2012, 02:32 PM
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".

souljahbill
12-01-2012, 02:44 PM
What about all the random scholarship players you get on signing day, even with CPU assistance off?

JeffHCross
12-01-2012, 02:48 PM
What about all the random scholarship players you get on signing day, even with CPU assistance off?I'm hoping (read: assuming) that bug is fixed. If not, obviously, that would make such a restriction nigh impossible.

psuexv
12-01-2012, 03:49 PM
I'm hoping (read: assuming) that bug is fixed. If not, obviously, that would make such a restriction nigh impossible.

It wasn't fixed last offseason. I'm actually done recruiting this year at 11, hopefully I don't get any randoms

JeffHCross
12-01-2012, 04:33 PM
It wasn't fixed last offseason. I'm actually done recruiting this year at 11, hopefully I don't get any randomsYou'll get 14 randoms. We've pretty much confirmed that it always goes to 25.

I wasn't saying it should be fixed this offseason. I was proposing for NCAA 14.

Oneback
03-15-2013, 12:12 PM
For our new member.

JBHuskers
03-15-2013, 12:38 PM
I intend to break all the rules :nod:

JeffHCross
03-15-2013, 06:53 PM
I intend to break all the rules :nod:Or just edit them with your mod powers :D

JBHuskers
03-15-2013, 10:47 PM
Or just edit them with your mod powers :D

Great idea!

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