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Madden 19 Rules
This is a discussion on Madden 19 Rules within the Gridiron Impact forums.
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12-18-2018, 05:49 PM | #1 |
Sim or Nothing
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Madden 19 Rules
Gridiron Impact Madden 19 Rules and regulations Section 1: Settings and philosophy
Spoiler
1A. Menu Settings Skill Level – All Pro Quarter length – 12 minutes Accelerated Clock – On Minimum Play Clock – 18 Game Speed – Normal League Type – Coach Player Names – Always Heat Seeker – User Preference Ball hawk – OFF Switch assist – User preference Camera settings – User preference Defensive graphics – off Kick aiming arc – off Previous play info – on Fill Roster – off Re sign players – off Progress players – off Sign off season free agents – off simulate game prep activities – User preference 1B. League Philosophy: To create a fair and enjoyable atmosphere for all participants. To maintain consistent integrity of the leagues rules and stats, so as to provide an immersive experience for everyone. To enlist players who take the experience seriously for what it is, and are not here “just to win”. To make sure that we are giving every level of experience and skill a fair shot by minimizing the effect of stick skills and knowledge of broken mechanics/plays, and putting an emphasis on strategy and team building. Section 2: General regulations
Spoiler
2A. League Type: Standard sim league. 72 hour advances. 36 to schedule, 72 to play 2B. Coach Creation: All members joining the league should choose to create a new coach. The type of coach is completely up to you. 2C. General Expectations: We are here to enjoy a league that looks and feels like real football every week. We follow rules, we run real schemes, And we create an atmosphere that is enjoyable and fair for everyone. While there is some leeway to teach members when something goes wrong, there is a low tolerance for consistent issues. 2D. Scheduling: If you do not contact your opponent within 36 hours after advancement your game will be subject to a sim win for your opponent(provided they attempted to contact you). If your schedules simply do not match up, then the admin team will review both teams availability. If there is a considerable difference in availability, the team with the most will be given a sim win. Otherwise, the game will be simmed as per usual. 2E. Reliability: Members need to participate, from start to finish, as best as they can. This means not missing a lot of games, properly managing your team throughout the off-season, and remaining available/playing games even during losing seasons. If you need extended time away for any reason, simply speak with an admin about it. 2F. Playbooks: Custom playbooks are allowed and encouraged. However, You will be required to post your intended offensive scheme, build your playbook around that scheme, and execute it in game. If you say your scheme is power run, and you spend most of the game in 3+ wide throwing the ball, or similar off scheme stuff, that will be unacceptable. You are not limited to the built in schemes in the scheme selector. The idea is to mimic a real team, or create a legitimate scheme of your own. You simply need to make sure your scheme is clearly explained. 2G. Streaming expectations and jerseys: All members are expected to use either twitch or youtube to stream and archive their games. Home teams will stream games, and will get their choice of jersey type(Colored or white), with the away team taking the opposite. Teams are never to have the same jerseys, even if they are different colors(IE: color rush) unless both teams agree to it. 2H. Gameplay complaints: issues related to your opponents play are to be handled in a step by step process.
2I. Quitting and blowout expectations: Quitting out of a game is grounds for immediate removal from the league. This will not be tolerated. Now, sometimes madden will get to people, or you’ll be in a game where nothing is going your way and you’re losing big, and you simply want the game you are in to be over with. That's okay, we understand that. Here are some examples of what you can do in this situation.
Losing team: We don't expect anyone to “give up”, however we also don't want people racking up silly stats trying to come back. Throwing a ton of int's into coverage, only targeting certain players or only throwing streaks. Throwing the ball 60 times in one game, etc.. etc.. This isn't realistic in any manner. This is also a chance for you to develop young talent and maybe try a few things you rarely run in your scheme. The rule of thumb is “if you are still trying to do everything you can to score, your opponent can as well”. 2J. Sportsmanship: This is pretty straight forward. Keep it respectful. We aren't going to force anyone to say good luck or good game if they simply don't want to, but don't create a problem where there isn't one. Follow the rules, Keep all your chat reasonable and respectful, be open to constructive and respectful criticism, and walk away if things become hostile. 2K. Disconnects: Disconnects are a touchy subject in madden. It's complicated to determine what the problem actually was and if it's even related to the players at all, or just sony/EA server issues. So, If a disconnect happens, you have the following options.
2L. Changing Teams: Users will be allowed to change teams on a “per situation” basis. The admins will review the situation and decide if it's okay. 2M. No switch Rules(applies to Offense and Defense): This is a “no switch while the ball is in the air” league. Once the ball is thrown, the offense and defense must wait until the ball is caught before switching to a different player. Users are not allowed to switch to a defender to try and stop a catch, or switch to receivers to try and make a catch. In addition, the offensive user is not allowed to choose catch types. Defenders may make plays on a ball in the air or on a potential receiver, but only with the player they were controlling prior to the throw. Users may switch defenders to make tackles during run plays, after receivers make a catch, or to attempt a sack with a defender. 2N. Stat Padding: Stat padding is not allowed under any circumstances. Some examples of what we mean are...
2P. Broken plays/mechanics: Broken plays and mechanics of any kind will be subject to banning as they are found. When this happens, players will be expected to remove these plays from their playbooks and/or stop using the banned mechanic. Section 3: Gameplay on Offense
Spoiler
3A. Hot Routes: Hot routes need to be realistic for the play design/concept. We’ll give some examples to help, but it is by no means limited to these.
3B. 2 point attempts: No official situational rules for this at the moment. members should take them when/if needed. This does not mean whenever you want an extra point though. Use this feature if the situation warrants it. Issues will be reviewed. 3C. Sim Running: There are two parts to this rule.
3D. Play Calling: In addition to running a proper scheme, members are expected to keep their plays mixed within their style of play. This shouldn't need to be said if the scheme is being run properly, but running the same plays over and over, or too often in a single game, should not happen. 3E. No huddle: No huddle offense will only be allowed in the following situations.
3F. 4th down Rules: The following guidelines will be followed for 4th down situations
3G. QB Sneak: QB running plays from under center are not allowed(IE: QB draw or QB sneak). You may run designed QB run plays from the shotgun and pistol formations. 3H. FB Dive: FB Dive plays are banned on any play where you have 1 yard or less to go. 3I. Scrambling: QB's may scramble when under pressure or when they cannot find an open receiver. You are expected to go through your progressions and make an attempt to throw the ball if possible. Once the QB has run to the sideline(outside the numbers) they can no longer throw the ball down field(a quick ditch off to a flat receiver is fine). If you scramble within a second or two of snapping the ball and were not under pressure, suspensions are possible. 3J. Screen plays: Screen plays must be thrown to the receiver running the screen, or thrown away. Any other result will be a violation of rules. 3K. Playmaker: Playmaker is banned from the league. 3L. Quick Snap: Players are required to wait at least 3 seconds from the time the entire offense is set at the LOS before snapping the ball. 3M. Drop backs: QB's should never be dropping back 10 yards or more from the LOS. 3N. PA Passes: PA can not be used on 3rd down when you have 6 yards or more to go. In addition, you may not use PA while running a no huddle offense. You may call a PA play, but you must hot route the PA player out of PA. In addition, you cannot run a PA play but cancel the PA mid play in these situations. 3O. Goalline / No WR: The goalline formation is limited to inside the 5 yard line on either side of the field only. Other formations without a wr may be used as normal parts of your offense. This applies to defense as well. 3P. WR and RB play limits: WR's and RB's should never have more than 80% of the catches or rushes on their team. In addition, a RB should not have more than 30 carries in any given game. Unusually unbalanced stats will be reviewed. 3Q. Ice the kicker/FG rule: After being “iced” by the defense, the offense is not allowed to come out in a different formation/play, or call a timeout to circumvent the effects of being iced. This is because it circumvents the entire idea of “being iced” and the defense saving a timeout for this. Calling a timeout on offense wouldn’t “de-ice” the kicker irl. 3R. Banned plays: There will be a list of banned plays provided in the the Discord server for everyone to see. These plays are never to be used unless otherwise specified. 3S. Punting angles: Do not angle a punt out of bounds unless you are confident you can pin it inside the opponents 15 yard line. The only exception to this is if your opponent has already returned a punt for a TD in the current game. 3T. Slant routes: Slant routes are hot reads and should be thrown to as such. Once a slant receiver crosses mid field, they are no longer allowed to be thrown to. Section 4: Gameplay on Defense
Spoiler
4A. Hit Stick: Hit stick is allowed to be used, but only if it was the player you were usering at the snap, or you have given the receiver/ ball carrier a few steps before switching to the nearest defender to deliver a hit. As the defender you switch to, you also need to take a few steps before hit sticking. 4B. Manual positioning: You are not allowed to manually move a defensive player unless madden has placed them in a bad position to begin with.(IE: madden puts a deep quarters safety at the LOS for no apparent reason, a DE gets stuck at the LB level, etc..) 4C. Run commit: Run commit may only be used if your opponent is in a formation with no WR, running the clock out with less than 2 minutes left in the game, or have a yard or less to go on the goalline. 4D. 3 man rush: You must always be rushing(blitzing the QB) with at least 3 players on every play. The only exception to this is late in a game, when a team is attempting a comeback and has a known “dual threat” type QB. In these situations, you may put 1 of your 3 rushers into a spy only to attempt to contain all the offenses weapons. 4E. Manual rushing: You can only manually rush with a player if they are supposed to be rushing on the play called. If you audible a zone or man player to a rush, you cannot user that player. In addition, you need to rush at the snap. You cannot sit and wait until the blockers will ignore you before rushing. 4F. Defensive adjustment limits: We ask that you keep your adjustments realistic, just like we expect on offense. Don’t make adjustments that don’t make sense for the play. Don’t completely change the concept of the play. Don’t send a bunch of none blitzers on blitzes and vice versa. Don’t change a bunch of zones to man, etc.. etc. In addition, You cannot keep adjusting players until the ball is snapped. Continuing to show blitz and back off more than once, or pressing and backing off db's more than once, or shifting linemen/linebackers back and forth more than once is not allowed. (example: if you come out in cover 3 press, and choose to back off a corner, you cannot then press them again.) 4G. Base Defense and personnel matching: We’d like to encourage all members to not only try to create an experience similar to real life, but to run their team like they are truly the coach. With that said, we will be allowing ANY reasonable base defense to be selected by owners. This means not just 4-3 or 3-4, but also 4-6, 5-2, 4-2-5, 3-3-5, etc. etc.. So long as you understand what it means to have these as your base defense. We will have a +/- 1 rule for matching personnel along with this. No more than 1 less or 1 more CB on the field per receiver. Play your down and distance realistically. A good example is, there is no need to have 3 corners on the field against 12/21 personnel on 1st and 10. Use your best judgment, and ask if you aren’t sure. 4H. Ball hawk spot checks: The league will be randomly doing spot checks on players post game to make sure that users are following the ball hawk rules. This is because there is no way to know if a player has this turned off or not. Players may randomly(or not so random if the stats warrant it) be asked to start a stream at the end of a game(before they leave the end game screen) and check their settings for the admins to see. While sometimes inconvenient, it is the only way to ensure that players are following this rule. Players who are found in violation of this rule, or refuse/forget to comply with the spot check, will be subject to long player suspensions, as well as possible removal from the league. 4I. Defensive User assignments: Users are expected to play their assigned roles for the player they are controlling on defense. This means that if you are playing the spy, you must “spy”. If you are assigned to man coverage, you must play that man coverage. If you are in zone, you must play that zones assignment. User’s are not allowed to abandon their assignments to make unrealistic plays or run around like it’s an arcade game in order to wreak havoc of the AI’s lack of awareness. We don’t allow the offense to get carried away with user control, so we want to see the same balance on defense. If you read a play happening, and make a break for what you think is coming, that is fine, as long as you were playing your assignment up to that point. IE: no running around like a chicken with it’s head cut off, jumping from assignment to assignment. 4J. Defensive line shifting: Users are NOT allowed to “shift” their defensive line. This causes AI blocking issues that allow for defenses to play very light boxes and still have unblocked linebackers. If you don’t like the alignment of your defensive line, we suggest you either audible to a different set, or “flip” the defensive play to move them. You can still “crash” the defensive line as you see fit though. There are 2 exceptions to this rule, as follows.
4K. Base Align: Using base align is only allowed against compressed and bunch formations. Under no other circumstances can it be used. Section 5: Roster management
Spoiler
5A. Practice squad rules: The following rules must be followed when signing practice squad players.
5B. Depth Chart: You must have 53 active players on your depth chart at all times during the season. 5C. Contracts: When signing(or resigning) a player, you must adhere to the following contract rules.
Players may be signed to +/- 1 year of what they are asking for, with two exceptions: that players may never be signed to more than 5 years, unless they are asking for more than that, and that players over the age of 30 may be signed to any amount less than what they are asking for. You will be required to take a photo of your contract offer screen when resigning players, to ensure that the proper rules are being met. 5D. Waiver wire: At the beginning of each season, we will have a point based waiver system to claim and sign free agents. Points will be allocated based on seeding from the previous season. Teams will use these points to bid on free agents, and use their seeding position to win tying bids, at which point, they would drop to the lowest seed. Details about this system and the points will be provided in discord each season. 5E. Trades: You are required to submit all trades to a committee to be approved before making them. Rookies and Players in the first year of their contract may not be traded(except players under the franchise tag). Each team will get 2 trades in season and 2 trades in the off season. Trades that only include draft picks will not count towards these limits. 5F. Draft based trading: We do not trade Players during the draft under any circumstances. They hold up an already long process. You may trade draft picks during the draft to move up and down the board, but to keep things moving quickly, they will be approved by the commissioner only, and will be based on the real life point value chart for draft picks. Anything within 500 total points will be considered a reasonable trade. If you are trading picks next season, for picks this season, then the picks the following season will be worth only 75% of their normal value.(IE: Pick 16 is worth 1000 points this year, but next years is only worth 750) In addition, we will allow a team no more than the following early draft picks.
This means you can have 2 first round picks and 2 second round, 1 first round and 3 second round picks, or 4 second round picks. This rule is about keeping the league and team talent a little more balanced. It is the owners responsibility to know how many picks they have in each round before submitting a trade for an early pick during the draft. We will not be checking the limit every time, as we want to move the draft along quickly. Should a team knowingly trade for more early picks than is allowed, the drafted player may be subject to be released and placed on waivers for someone else to sign(at full rookie contract length). 5G. Player Resigns: We will be using a 2+2+1 rule for resigning players. Teams may resign up to 2 players who are an 85 overall or higher, 2 players who are 84 ovr or lower, and tag 1 player of their choice at any ovr. You may use your higher ovr resigns on lower ovr players if you wish, but you cannot use lower ovr resigns on higher players. Kickers and punters may always be resigned without counting towards this limit. In addition to this, If you release a player that is an 85 ovr or higher AND 30 years old or younger, you will get an extra regression fix at the end of the season. 5H. Free agency bids: Couple of things to note when bidding on free agents during the offseason.
5I. Position minimums: Teams will be required to Keep a minimum amount of players at each position. Minimums are as followed: QB - 2 HB - 3 FB+TE* - 3 WR - 4 OL - 8 DE - 4 DT - 2(3-4), 4(4-3) OLB - 4 ILB - 4(3-4), 2(4-3) CB - 4 S - 4 K - 1 P - 1 *Teams that do not enlist a FB on the roster, will not be allowed to use any formation that requires a FB except the Goalline formation. 5J. Position changes and requirements: Details about position changes are provided in the discord server. 5K. Regression fixes: Due to madden handling regression on aging playing too early and too much, the league will be “fixing” a limited number of players for each team. What this means is that we will go in and manually re adjust the chosen players ratings back to certain levels. Specifics of how this is handled as follows:
Last edited by SpectreBugg; 01-11-2019 at 10:33 PM. |
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