jerseyjay14
08-24-2009, 04:53 PM
ok time for rants is over, lets look at these rules 1 by 1, logically, taking into consideration that this is a franchise league involving 32 guys who all know each other and can somewhat be counted on not to cheat/cheese eachother brains out.
Game Settings
All-Madden
8 Minute Quarters
Accelerated Clock On, 15 Seconds
Accelerated Presentation On
Fatigue On
Injuries On
Weather On
Accelerated clock i think needs to be off. As mentioned above, were all friends here. i think we can give guys the benefit of the doubt in not flipping/aduibling to create some glitch. and if need be, we can enforce a rule to prevent multiple flips/motion.
the positives of acc. clock off are we can not rush every play to set up protection and scan the field. less delay of games, and less people running no huddle. In short, you can STILL control excessive audible with acc. clock off, which is what matters.
All trades must be within 5 pts of players' Overall Ratings.
Example A: Team 1 trades QB Jones (92 OVR) to Team B for RB Smith (88 OVR) = Legal
Example B: Team 1 trades QB Jones (92 OVR) to Team 2 for RB Smith (81 OVR) = Illegal
the trade rule is a weak one, especially for franchise. for one, rookies and young stars have low ovr ratings while older vets have high ratings. it makes the system of moving those guys difficult...
on top of that the "within 5 OVR" rule is easily manipulated. for insteand in "Example B" the teams could just add inconsequential players to make the math work, for instance:
Example B: Team 1 trades QB Jones (92 OVR) & RB Adams(55 OVR) to Team 2 for RB Smith (81 OVR) & QB Johnson(61 OVR)= LEGAL
committees have their issue, but its kinda the only way... a committee with the understand that all trades go through unless one team is though to be throwing the league...
keep in mind, in franchise, holding on to say a 35 year old 99 OVR player if you are 3-10 doesnt really help you. if you can get even say a 72 ovr linebacker thats 22. thats a terrible trade... but now you have a young guy, and maybe you lose another game and move up in the draft.
Cannot run the same exact offensive play more than 8 times a game.
The purpose behind this is simple: Mix up your playcalling! 8 plays constitutes about 25% of the number of plays in a typical game. You should have much more variety in your offense (and defense, for that matter).
A little more leeway is given to the defense. The difference is due to the lack of variety of defense. The average offensive playbook is almost twice the size of a defensive playbook, and it makes sense to have a base defense on the field which would end up being called quite often. However, you'll find that due to the high quality of opponents, you'll want to vary your defenses, or else you'll get torched.
i dont think you can restrict this.... for one... if something is working, and my opponent refuses to adjust, why should i stop doing it? i mean say my opponent is running cover 4 every play but from a different formation, and i have a play that kills it, why should i stop if he doesnt come out of cover 4?
the only reason to KEEP running a play over and over is to FORCE the opponent to adjust... if they dont/cant, that should be their issue. i think we should encouarage mixing it up, but restrictions arent needed...
plus keeping tabs is a gray area, that no one would really prove and just leads to arguments.
No rule against running up the score, but if you're up by 25, let off the gas homeboy! Again, be cool
* Throwing from outside the pocket
no rules against running up the score? this HAS to be addressed, especially in a franchise league. i think this is a case of league vs. franchise. in franchise we have progression... its based on performance... with no rule here people will run it up as much as possible to get as much progression as possible(we know this from experience!)
and alot of run ups = alot of quitting = bad news.
Game Settings
All-Madden
8 Minute Quarters
Accelerated Clock On, 15 Seconds
Accelerated Presentation On
Fatigue On
Injuries On
Weather On
Accelerated clock i think needs to be off. As mentioned above, were all friends here. i think we can give guys the benefit of the doubt in not flipping/aduibling to create some glitch. and if need be, we can enforce a rule to prevent multiple flips/motion.
the positives of acc. clock off are we can not rush every play to set up protection and scan the field. less delay of games, and less people running no huddle. In short, you can STILL control excessive audible with acc. clock off, which is what matters.
All trades must be within 5 pts of players' Overall Ratings.
Example A: Team 1 trades QB Jones (92 OVR) to Team B for RB Smith (88 OVR) = Legal
Example B: Team 1 trades QB Jones (92 OVR) to Team 2 for RB Smith (81 OVR) = Illegal
the trade rule is a weak one, especially for franchise. for one, rookies and young stars have low ovr ratings while older vets have high ratings. it makes the system of moving those guys difficult...
on top of that the "within 5 OVR" rule is easily manipulated. for insteand in "Example B" the teams could just add inconsequential players to make the math work, for instance:
Example B: Team 1 trades QB Jones (92 OVR) & RB Adams(55 OVR) to Team 2 for RB Smith (81 OVR) & QB Johnson(61 OVR)= LEGAL
committees have their issue, but its kinda the only way... a committee with the understand that all trades go through unless one team is though to be throwing the league...
keep in mind, in franchise, holding on to say a 35 year old 99 OVR player if you are 3-10 doesnt really help you. if you can get even say a 72 ovr linebacker thats 22. thats a terrible trade... but now you have a young guy, and maybe you lose another game and move up in the draft.
Cannot run the same exact offensive play more than 8 times a game.
The purpose behind this is simple: Mix up your playcalling! 8 plays constitutes about 25% of the number of plays in a typical game. You should have much more variety in your offense (and defense, for that matter).
A little more leeway is given to the defense. The difference is due to the lack of variety of defense. The average offensive playbook is almost twice the size of a defensive playbook, and it makes sense to have a base defense on the field which would end up being called quite often. However, you'll find that due to the high quality of opponents, you'll want to vary your defenses, or else you'll get torched.
i dont think you can restrict this.... for one... if something is working, and my opponent refuses to adjust, why should i stop doing it? i mean say my opponent is running cover 4 every play but from a different formation, and i have a play that kills it, why should i stop if he doesnt come out of cover 4?
the only reason to KEEP running a play over and over is to FORCE the opponent to adjust... if they dont/cant, that should be their issue. i think we should encouarage mixing it up, but restrictions arent needed...
plus keeping tabs is a gray area, that no one would really prove and just leads to arguments.
No rule against running up the score, but if you're up by 25, let off the gas homeboy! Again, be cool
* Throwing from outside the pocket
no rules against running up the score? this HAS to be addressed, especially in a franchise league. i think this is a case of league vs. franchise. in franchise we have progression... its based on performance... with no rule here people will run it up as much as possible to get as much progression as possible(we know this from experience!)
and alot of run ups = alot of quitting = bad news.