78 Posts
Since 12 years ago
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In a nutshell, simulate the gameplay as NFL Sunday.
By true sim definition, this is impossible to do within the game of Madden. But Madden is the best football simulator on the market.
You've already identified, a lot of 'sim' leagues don't really even try to write or enforce rules or a style of play you would see on NFL Sunday, although some leagues do. What most "sim" leagues have in common is preventing onside kicks, nano blitzes, AI cheats, and quitting.
In my opinion, most commishes stray from a more sim league style because they want to allow members to go for it on 4th and 2 in most situations and run the hurry up offense more often, which they feel is more fun. Less rules are also easier to enforce for guys running the league.
I launched a league in 2012 and we have extensive documented rules that we have played with since M13 on PS3. I welcome anyone to look over and sign up to join the league if you like what you see. There are lots of good leagues out there, but running a league with 32 reliable rule abiding players is difficult. I suggest reading the rules and talking to a commish and/or player before joining a league.
Currently, we have two open spots and run year round. Guys that have mastered the game, been ranked near the top 100, or buy tip guides should not apply. We are average Joes who appreciate quality games, community, and sportsmanship over filling up digital trophy cases and profanity laden trash talk.
www.daddyleagues.com/pow
www.powersweep.proboards.com
Add me on PSN StehenSylte
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24 Posts
Since 9 years ago
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I appreciate your reply, I'm saying we run some pretty good leagues as well. What I'm struggling with is the strict commish that harp SIM, but they're rules aren't set up for SIM. Can't run same formations, can't run QB unless designed run- even though 8 people in coverage for an offenses 3/4 receivers, no huddle, situations have to meet all criteria to play a certain down- where's the SIM in that? Why is it called SIM? That's not SIM.
There's 32 different teams on Sunday with 32 different strategies. So, when a user comes in our league, which is SIM- as close as we could make it- they have to be open minded. If I have a RB with 200+ yds, I'm not willing to sit him next game because he had a good game week prior. If I have two RB in the backfield, that's not lobby- there's hardly any true FB in the league anymore anyway. So I'm looking for someone to explain what they consider SIM.
All I see is run, run, pass, punt being acceptable. Users need to have open minds. 1) it's still a video game it's IMPOSSIBLE to emulate Sunday and 2) stop controlling people. If you already know what I'm running how hard is it to beat me?
Booter is my PSN. We have 3 slots. TRUE SIM league. No cheating, no quitting, fun and competitive. If you want to play Madden and not virtual flag football- hit me up.
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78 Posts
Since 12 years ago
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You might not get two people to 100% agree on this definition.
When I hear true sim, I think 15 minute quarters and a game that should last close to three hours, and probably played once a week. There are true sim racing leagues that spend an evening driving 200 - 500 miles over the course of 3+ hours and probably drinking a case of beer. That's true sim by my definition and more serious than anything my friends will be doing with Madden.
If you have problems with league rules, don't sign up. If you see the league doesn't have many established rules or a long history, plan to have some conflict, new on the fly rule changes, and some high turnover. Some leagues have stat padding metrics posted and documented penalties. Most don't.
Guys use sim league the same as the auto industry uses sports car. You have to read the manual and look under the hood to make sure that's what you really want.
Where are your league rules posted?
Last edited by StehenSylte (1457555658)
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78 Posts
Since 12 years ago
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AAC Rules
AAC
All American Classic Madden League
All-Pro - 7 Min Quarters – 72 Hour Hard Advance
RULES
Prequel: League Background
I. Offense
A. Play-calling
B. QB Usage
C. Clock Control
D. Hurry-Up Offense
E. 4th Down Rules
F. 2 Pt Conversions
G. WR/HB/TE Usage
II. Defense
A. Play-Calling
B. Player Movement
III. Special Teams
A. Kickoffs
B. Punts
C. Fakes
IV. Communication
A. Scheduling Games
B. Active Team Ownership
V. Sportsmanship
A. Respect
B. Winning/Losing
C. Cheating
D. “Lobby” Play
E. Online User vs User
F. User vs CPU
VI. Team Ownership
A. Active Team
B. Trades
C. Free Agents
D. Roster Management
All American Classic Madden Connected Franchise League
Madden has been a part of our family every year since 1996. Its release date has become a ceremonial holiday. What we look to create is a virtual football experience bringing many different personalities together with a common interest to play video game football. We will strive to present an experience similar to what we see during the real life season; however, keep in mind it is still a video game. To the Super Bowl winner, a New Era 59 Fifty cap will be awarded.* We are looking for long-term league stability and prosperity. AAC Madden Connected Franchise League promotes fair play and respect. Hope you choose our league and continue to return year after year. TO THE FIELD! *Cap will be shipped to address provided to Commissioner after Super Bowl is completed.
I. Offense
A. Play-calling
There are no restrictions on the types of plays being called or force any specific run/pass percentages. NFL offenses do not run the same play all game because the opposing defense adjusts in order to stop them.
Utilize playbooks and play-calling to execute success against the defensive player; NOT to exploit the CPU’s AI. A complaint of repetitive use of a “money play” WITH sufficient evidence may result in punishment. (However, DEFENSE should be adjusting to shut the offense down.)
B. QB Usage
The QB is allowed to scramble; however, this tactic should not be abused. Meaning, of 3 consecutive plays, a QB ‘should not’ have to scramble each play. QB runs DO NOT have to be designed. Keep in mind; this is an important member of the team. Run at own risk.
C. Clock Control
Actual “CHEW CLOCK” function may only be used in 4th Qtr at any time. Winning team my chew clock to secure the game and/or losing team making a strong drive believing to score may chew clock to keep opposite team from having time on the clock. In the event of a blowout, (up 21+), Chew Clock is authorized in 3rd Qtr at 4 min mark.
D. Hurry Up No Huddle Offense
Hurry Up or No Huddle Offense is allowed at all times; however, the, Tempo: No Huddle toggle must be utilized for this tactic. Normal Hurry Up/No Huddle is to be used in final 3 minutes of 2nd and 4th Qtr(s), respectively.
E. 4th Down Rule
4th and 1- allowed at all times. Inside the opponent’s 40 yard line, PUNT. Passed the opponent’s 40 yard line, 4th and 5 or less- allowed to go for it. Passed the 50; 4th and LESS than 10- allowed to go for it. CAVEAT: Losing in 4th Qtr- no 4th down rule.
F. 2 pt Conversion
Authorized at all times.
G. WR/TE/HB Usage
Any depth chart substitution or formation substitution that is possible within the game is allowed.
II. Defense
A. Play-calling
There are no restrictions on the types of plays being called or force any specific blitz/coverage amounts. NFL defenses do not run the same play all game because the opposing offense will find a hole and take advantage.
The use of glitches and illegal blitzes are illegal and NOT ALLOWED. Any manipulation to gain an illegal advantage over a CPU is considered a glitch. Examples: nano blitzes, spy glitch, inside out return (IOR), motion glitch..etc. Proof will need to be provided and action will be taken.
B. Player Movement
All of the global defensive controls (DL shift, LB shift, show blitz, etc) are allowed pre-snap.
Linebackers, Cornerbacks and Safeties can be moved pre-snap.
III. Special Teams
A. Kickoffs
Onside Kicks are authorized at all times; however, cautioned to play smart.
B. Punts
Pooch punts sometimes glitch; however, are in real life- therefore are legal.
C. Fakes
Fake punts and Field Goals are authorized at all times; be mindful.
IV. Communication
A. Scheduling Games
The expectation is for all Team Owners to communicate via Text Message and the free mobile app “GroupMe” in a timely manner. Responsibility will be up to both owners to contact each other and schedule a time accordingly in respect to schedules. Contact information is also provided on the league website. If an opponent has not responded after initial contact has been attempted within 24 hours of advance, please contact a Commissioner.
Please ensure that you make contact with your opponents as quickly as possible. We want this process to be POSITIVE for all players. Players maybe placed on Auto if proof of failure to contact their opponent within 24 hours has been provided. Extenuating circumstances are understood. Players missing a scheduled start time may be set to auto at the discretion of the Commissioners. Life events do happen and extenuating circumstances are respected, but it is easy to make contact. Games that have not started within 30 minutes of advance will be simmed.
B. Schedule Conflict
A conflict of schedule should not be held against any respective Team Owner. If two opponents are unable to meet an agreement to play- a SIM (injuries OFF) will decide their fate. If an opponent schedules a game and breaks the commitment, it is their responsibility to clear up the situation. If the agreement is not resolved and the other Team Owner shows proof of the game set-up, the Team Owner breaking commitment will be placed on Auto for that game; or it will be a Force Loss. No proof, game will remain a SIM.
*Schedule smartly. Do not give a vague time slot. “Available tomorrow evening” is very vague, especially with different Time Zones. Available tomorrow, 4pm-6pm EST is the ideal.
V. Sportsmanship
A. Respect
Trash-talking is a part of Madden. Remember to render proper courtesy to all other Team Owners. Do not make personal attacks against other Team Owners. Do not use aggressive or threatening language. There is a ZERO tolerance policy on racism. Be mindful of meme(s) used.
B. Winning/Losing
There is no rule against running up the score; however, as a Team Owner respect the other player. Whether the skill level does not match or having a bad day, just keep karma in mind.
Team Owners that have been matched or are getting blown out have options. Main option- finish the game- this is preferred. However, if disgusted at team or self, offer to concede. If winning team accepts, screenshot agreement to Commissioner. Winning team has option to play CPU or Force Win. CAVEAT: If Team Owner elects to play CPU, only 1 Start is allowed. If this is violated, the blowout win will become a Force Loss. (Restart Rule does not apply in this situation)
C. Cheating
Glitches and (extreme) manipulation of the Madden AI will be considered cheating and dealt with harshly. A Team Owner accused of such play will be required to stream games at all times. If the Committee feels the Team Owner is in fact cheating, they may: be placed on Auto, be removed from league, and not be allowed to return.
Team Owner making accusation MUST provide proof. If in mid-game and feel a player is cheating, immediately contact a member of the committee. If no immediate response, finish the game OR concede; however, ensure proof is evident or the upper hand goes to the other Team Owner. If the Team Owner in question did indeed ‘cheat’ the other will receive a Force Win and the committee will decide the fate of the guilty party.
Keep in mind, this is a video game. This game and this league, is a form of stress relief- not to add to daily stressors. Team Owners are not censored; however, be conscious of the ‘line.’
D. “Lobby” Play
The game already has a Main Menu to play in the lobby. While the rules in place are not stringent, it is for the idea a more competitive realistic league. Many Team Owners are in other leagues or have played in league play; therefor understand the concept of playing “SIM.” This league focuses on being SIM, while actually being somewhat SIM. The restrictions in other leagues are not here. A QB may throw for 500 yards, a CB may have 3 INTs, a DE may get 4 sacks. To have them get half of this and then sit them for having a good game is not SIM. A WR may be placed at RB and vice-versa. NFL teams may run the same play consecutively. A WR1 may line up at the WR3 slot, etc…
E. Online User vs User
Disconnects occur. The following options are available depending on the time of disconnect:
Disconnect takes place in 1st half- replay game. Disconnect (same Team Owner fault) happens during replay no matter the score or half the other Team Owner has the option: play again, Force Win, play CPU. If Team Owner agrees to a third replay and 3rd disconnect happens- Force Win.
Ex. Car vs Buf. Car Team Owner disconnects, teams agree to replay. During replay, Car disconnects. Buf contacts a commissioner and requests Car goes on auto for that game.
Disconnect takes place in 2nd half- Preferred option is replay game (sucks, but yeah). However, if winning team requests, the score from previous game will be used and game played.
Ex. Car vs Buf. Car leads 10-7 in 3rd Qtr. Game disconnects. On restart of new game, users will use the first Qtr to get the score back to 10-7 and replay the remainder of the game.
Disconnects are NOT ALWAYS fault of the user. Please show respect towards each other in handling these situations.
F. User vs CPU
The idea is to have the league filled with 32 members. If a Team Owner has a scheduled game vs a team with no ownership (CPU) there is no restriction on restarts. A game vs CPU is not held in same regards as a User vs User game. Why a game was restarted is the business of that individual person. If the question of skill becomes a factor (reason for restarts) that skill will reflect in a User vs User game and factor itself out.
VI. Team Ownership
A. Active Team Owner
Participation in the league is required of all Team Owners. Communicate weekly with opponents, manage team accordingly, and play assigned/scheduled games. Violations of the rules and regulations may result in the removal of an owner from the league.
B. Trades
Teams are allotted 3 trades per season and 3 during off season. Trades will be reviewed. Trades in question- will be questioned- if Team Owner(s) justify; trade will be supported. CPU trades: If a team submits a VALID trade to a CPU controlled team and all Committee members agree to the trade- it will be allowed. Team Owners are only allowed ONE CPU trade.
C. Free Agents
Team Owners may sign 2 FA per week. Release and re-sign is legal- it happens in the real NFL. A Free Agent may not be traded in first year of being signed to a team.
D. Roster Management
Maintain at least 2 QBs at all times. Players may play out of position; however, actually changing a player’s position is prohibited.
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78 Posts
Since 12 years ago
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The rules benefit the offense so much, I would consider this a lobby league and lobby players that I know would find these rules very attractive. It's no wonder total scores of games this week are 50-90 points, with only two games below 45 points. As a point of reference, the average total score in the NFL is 42.5.
The fact that you have these rules in your book, I wouldn't call this league sim at all:
Hurry Up or No Huddle Offense is allowed at all times
4th Down Rules:
4th and 1- allowed at all times. Inside the opponent’s 40 yard line, PUNT. Passed the opponent’s 40 yard line, 4th and 5 or less- allowed to go for it. Passed the 50; 4th and LESS than 10- allowed to go for it. CAVEAT: Losing in 4th Qtr- no 4th down rule.
2 pt Conversion: Authorized at all times.
Onside Kicks are authorized at all times; however, cautioned to play smart.
Pooch punts sometimes glitch; however, are in real life- therefore are legal.
Fake punts and Field Goals are authorized at all times; be mindful.
There is no rule against running up the score
However, if disgusted at team or self, offer to concede.
These rules are contradictory:
Actual “CHEW CLOCK” function may only be used in 4th Qtr at any time.
In the event of a blowout, (up 21+), Chew Clock is authorized in 3rd Qtr at 4 min mark.
These rules are useless:
A complaint of repetitive use of a “money play” WITH sufficient evidence may result in punishment. (1. this requires a complain. 2. repetitive use of money plays...)
The QB is allowed to scramble; however, this tactic should not be abused. Meaning, of 3 consecutive plays, a QB ‘should not’ have to scramble each play.
This AAC league would be better advertised as a lobby league with recommended guidelines. Your rules need a major overhaul if any respected sim player is going to take it seriously.
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