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View Full Version : Constructive Criticism on Rules...


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.

Gtrght77
08-24-2009, 04:55 PM
The running up the score rule is never enforced anyways. People do it all the time and then they blame the person losing for not giving up.

djKianoosh
08-24-2009, 05:03 PM
thanks for this thread.

so i take it these are the specific rules you'd like to vote on?
1. gameplay (quarter length, accel clock)
2. trades (points system or commish/committee)
3. play variety/play abuse rules
4. running up the score rule

what will be the alternative options to choose from on these polls?

let's decide on that and start creating polls. it's still monday, and we have plenty of time until thursday night's draft. besides, these rules shouldn't really affect the draft do they?

jerseyjay14
08-24-2009, 05:07 PM
thanks for this thread.

so i take it these are the specific rules you'd like to vote on?
1. gameplay (quarter length, accel clock)
2. trades (points system or commish/committee)
3. play variety/play abuse rules
4. running up the score rule

what will be the alternative options to choose from on these polls?

let's decide on that and start creating polls. it's still monday, and we have plenty of time until thursday night's draft. besides, these rules shouldn't really affect the draft do they?

1 - simple accel clock on or off

2 - trades. should be choice of commish approval, committee or point system

3 - simple should we restrict play calling or not. yes or no.

4 - should we ban running up the score, yes or no.

whats important is that people understand the FRANCHISE implications of these issues. runnign up the score has a direct effect on progression. if i run up the score and you dont i get more progression for being an A-hole. and you suffer for a classy win. on the flip side, you progress less by being blown out.

with the point system, it simply doesnt work. i dont mean to try and be a dick, we tried complicated and simple point systems. but it always comes down to you can manipulate the math with multiplayer trades... and for a point system to work, it usually so complicated it makes trading un-fun and difficult.

have you read these:

Proposed Rules (http://www.hotlinkfiles.com/files/2769168_9w3bu/NGMLRulebook_0.1.doc)

id consider building off that.

jerseyjay14
08-24-2009, 05:08 PM
Also for "restricting play calling" that should be 2 sections:

1 - limit on running a play x amount of times, regardless of the play

2 - limit/ban on SPECIFIC plays (i.e. HB directy)

im against #1, im all for #2

Gtrght77
08-24-2009, 05:09 PM
Can we revote on draft times and how long we draft since only 14 people participated in the previous draft poll. Wouldnt Friday, Saturday, Sunday be better?

6pm-9pm Friday
9am-1pm Saturday, Sunday

At :30 per pick its going to take an hour for 2 rounds. So to get our starters drafted we are going to need at least 11 hours of draft time. That is if we are moving fast and the draft tool doesnt fail on us.

I can attend mostly any time but would rather have the weekend nights free for plans.

Gargamil
08-24-2009, 08:47 PM
the same play 8x thing does that count for run plays or pass plays. just wondering ause i run alot of counters and i cant see run plays being abused like last years fb dive.