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BFSL Sim League Overview/League Rules

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Old 09-15-2018, 05:33 PM   #1
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BFSL Sim League Overview/League Rules

We are a sim-style league that has been running for 9 years and counting, playing all year-round. We play single, no-switch style with custom coaches. Under no circumstances can you user catch on offense (with any type of button/catch type) and you cannot switch defenders after the snap of the ball on defense until a pass is completed (you may switch on run plays).

Our members are mature, sim-first (not win-first) gamers who enjoy sim rules, good competition and team building/roster management.

We play 2 seasons, then sim 1 for maximum dynasty feel and building.

Advance is every Tuesday/Thursday/Sunday at 10pm EST. Advance will not be held up unless confirmed with a commissioner beforehand. A Twitch stream (archived) by the home team is required for all games.

Game Play Rules:
First and foremost, play sim. That means try for sim outcomes, not necessarily "well real NFL coaches do this" when it's 4th and 3 from the 50. Try to keep a good run/pass balance when available. Sometimes game situations dictate one or the other, but at least make an attempt at this.

Only position movements are allowed (DL, LB as a group, etc) otherwise if you move a player pre-snap manually out of alignment, you must play with him the entire play

4th Down - strongly discourage anyone to go on 4th down unless it's an end of game/half situation and you're on your side of the field, or you're way down in a game. Keep this realistic for the outcome.

Play Calls - we ask that you mix play calling; don't run the same plays/concepts/formations over and over. If this gets to be an issue, we will input a more strict rule. 4 Verts has always been an issue, we mandate that you can only use it once per half, which includes end of half/game situations. So tread carefully and branch out for other plays. Along with this, if you are someone who tends to blitz on defense every down, we will not restrict that; just be prepared to be beaten by the same routes and concepts if you do not change your ways. Things go both ways.

Only 1 hot route per play is allowed (can be 2 if 1 is a blocking change).

We do not allow any special team fakes of any kind, and QB Sneak is not allowed either.

Run/Pass Commit IS ALLOWED.

Do not chew clock until under 4 minutes in a half/game.

Give the defense time to set up (i.e. no quick snapping). Along with this, do not abuse No Huddle. It should be used end of half/game situations. If you do this during the course of the game, you must give the defense the same amount of time on play clock (inside 20 seconds) to get set.

Play Action on 3rd and 7 or longer is prohibited.

If a screen pass is called, you have to throw the intended screen route or throw it away (or take a sack). No throwing to other routes on designed screen plays. This should be common sense.

If you sub a QB into the game, he must finish the drive before subbing out. This prevents situational subs that the defense cannot see (i.e. a fast QB entering the game but defense won't know that until pre-snap).

Playmaker as in-game option is not allowed.

"De-ice" the kicker is not allowed. If you select field goal; you must stay with it unless a penalty alters the kick setup. Example: you cannot select FG, opponent calls timeout. You run a play, then select FG again to try and take away "ice kicker" option.

DISCONNECT/RESTART RULE - No restarts vs the CPU without prior approval. If a disconnect happens in a user/user game:
-1st quarter, 8 point score differential or less - restart game from scratch
-2nd quarter and after, or 9 or more point lead - leading team has right to elect to restart the game and get the score/possession to where it was on D/C; and MUST STATE CLEARLY IN CHAT THEY WANT TO DO THIS
For example: Vikings lead the Packers 14-0 with 4 mins left in 2nd quarter, Packers ball at their own 40. Vikings elect to pick up where they left off. Restart the game, chew clock, punt, get the Vikings a 14-0 lead and get the Packers the ball back on their own 40 with about 4 mins left. No injuries or stats need to replicated, just the score and possession and relatively close to the time. If opponent who is losing does not want to do this, a force win will be given.

All Transactions MUST be posted on OS thread BEFORE they are carried out.

Trade Rules:
Each team is allowed 3 trade slots of players per year (a new year starts the week after the Super Bowl). A slot is a player that is LEAVING your team.
For example: The Vikings send Player A to the Packers for Players B and C. The Vikings have used 1 slot, the Packers have used 2.
There are no limits on trading draft picks, but a team can only have 10 picks in 1 draft.

Trades must have 3 approvals from the Trade Panel before being executed.

POSITION CHANGES:
All position changes must be requested before being carried out.
Positions that are interchangeable:
OL - these can move freely
DT/DE - if changing 3-4 to 4-3, etc.
LB - these can move freely
FS/SS - these can move freely

ROSTERS:
All regular season rosters MUST have a minimum of 2 QBs and 9 Offensive Linemen and 53 total players.


FREE AGENCY:
All offers must be 40 points or higher, and bids can only be in 5 point increments.

When resigning your own players, you cannot offer 5 or more years unless they are requesting it ahead of time.

This year we will be using contract minimums for players during the in-season resigning period. This is meant to add a layer of GM strategy to our league as you won’t be able to retain everyone from hitting the open market. Once they have hit the open market during the off-season period, you may bid on them without any salary floors with the only requirement being a score of 40 (which is our only current restriction now). Minimums are as followed:

Resign Salary Floor

The following scales are to be used during IN SEASON re-sign periods. These numbers are the minimum base salary + bonus ANUALLY:
(Fullbacks, Kickers/Punters, and non-QB's 70 OVR and below are excluded . You may re-sign them for any salary that they accept)

Tier 1 QBs (80 OVR and above): $12M
Tier 2 QBs (70-79 OVR): $7.5M
Tier 3 QBs (69 OVR and Below): 3.5M

HB: $4.5M
WR: $8.5M
TE: $5.5M
T: $7.5M
G: $5M
C: $3.5M

DE: $7.5M
DT: $6M
OLB: $6.5M
MLB: $5.5M
CB: $8.5M
S: $6.5M

Quarterback Resigns

The #1 QB on your roster MUST get a minimum of $12 million annually when he's resigned, regardless of OVR.

(EX: If your quarterback retires, you can offer no less than $12 million to the highest-rated QB that you re-sign, even if he's a 60 OVR. You'd often be much better off picking up low tier QB's during off-season free agency.)

Multiple Year Contracts

Multiply salary floor by the number of years requested in the contract to get the minimum value of the total contract.

One reminder, if a illegal contract is signed it will be manually altered by the commissioners to reflect the minimum floor.

In preseason and season, you may sign 1 Free Agent 70 OVR and above per advance period. There are no limits to under 70 players.

Last edited by sueppel24; 09-15-2020 at 03:14 PM.
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Old 02-19-2020, 01:33 PM   #2
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Re: BFSL Sim League Overview/League Rules

Along with above rules and such, here is some more guidance for the BFSL, that should be agreed upon/complied with for all users.

Madden is designed to be able to pick up and play, and not have a ton of time devoted to it to be successful. It is high octane, fast paced and a much different thing than the actual NFL.
However, our league has a different objective. We want sim outcomes and experiences, matching the ebbs and flows of an NFL game. To do that, owners need to be accountable for their actions and play-style.

Some things to consider for all owners:
1) The NFL is a slower-paced game, so our league has longer quarters to accommodate more plays, and more tactics. We expect owners to use this time to deploy football STRATEGIES, rather than plays and concepts that "just work" because of video game software.
This is more than just "vary your play calls". This is not throwing a large volume of 1 route (Corners, outs, slants) because it has not been stopped. This is not running the same play type (Dive, Stretch) because it has not been stopped. Use some football strategy to try and win, not just successful plays.

2) the actual NFL is about managing risk/reward because actual jobs are on the line every game. With this, the league should be aware that we are trying to simulate this to the best of our abilities, especially with things like 4th down attempts, 2 point attempts and blitz frequency.
For example, if you blitz a majority of the game and your secondary continues to be torched, and you don't change your play-calling, in an actual game your secondary would revolt against the coaching staff.

3) Run/Pass Ratios should be closely paid attention to. At the end of the 19-20 NFL season, the highest passing ratio team was 66%, the lowest 45%. Owners should stay closely to these marks.

4) Attrition is another large part of the NFL. Targets, carries and production in general should be spread around to simulate the rotation of players in the NFL, when possible. This will help mitigate stat-based decisions that drive unrealistic outcomes. It goes without saying, stat chasing should have zero part in this league. Keep this in mind in regards to development stories, traits, etc, especially in CPU games.

5) It should go without saying; users should be aware of rules at all times and follow these. Ignorance is not an excuse.

Lastly - to sum everything up, I think a good way to put it is this:
Have fun, play in a realistic manner that emulates what we see on Sundays while understanding the limitations of a video game, and making the best of it. Don't try to find an edge in the game, or push the boundaries but "stay within the rules".

Last edited by sueppel24; 02-24-2020 at 06:29 PM.
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