Home

The Scout Team Rules

This is a discussion on The Scout Team Rules within the The Scout Team forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Online > The Scout Team
MLB The Show 24 Review: Another Solid Hit for the Series
New Star GP Review: Old-School Arcade Fun
Where Are Our College Basketball Video Game Rumors?
Reply
 
Thread Tools
Old 01-26-2019, 01:32 PM   #1
Rookie
 
OVR: 3
Join Date: Apr 2010
Posts: 328
The Scout Team Rules

The Scout Team Rules

General Information

Commissioner: Jdukes

Co- Commissioners:
Biker007547
Forty5thElement
Mrogers1007

Mission Statement: Don’t Be an ******* #DBAA
Communication - Discord App Mobile / PC


Penalty System
Rules Violations will generally follow the following scale:
1st offense - Warning
2nd offense - Player Suspension
3rd offense - Owner Suspension
4th offense - Longer Owner Suspension
5th offense - Loss of draft pick(s) determined by admins all offenses beyond this point, if not resulting in removal of league, will continue to remove draft picks from the owner.
Breaking a MAJOR rule may result in an immediate player or owner suspension.
All penalties subject to change based on severity of rules broken.
Statute of Limitations
Rules violations will stay on an owner’s record for 5 seasons. After 5 seasons, infractions will no longer be counted against an owner.
If a league member is issued a “final warning,” it will remain in effort for 2 FULL SEASONS. After two seasons have been completed with no further violations, the final warning will be lifted.

Reporting Violations
Any potential gameplay violations of the rules below are to be reported to the Commissioners.

When submitting a violation, be sure to include screenshots or clips of reported violation If you do not have proof your complaint will be noted but just verbal. One verbal complaint will not be sufficient enough evidence to warrant any action.
However, admins receive multiple reports of the same violations, the owner could then face possible consequences for rules violations.
Violations must be reported within 24 hours after completion of your game. Anything later will not be eligible for any penalty, but the issue will be addressed.
Offense


Scheduling Methods:
1. Teams are expected to use the Weekly Scheduling Channel on Discord to schedule their games with opponents.
2. Users can use other means to schedule their games only if both teams are aware and certain that the game will be played. One of the teams are still expected to post the game time that has been agreed upon on scheduling channel. 24 hours to post availability, 24 hours to schedule and 48 hours to play the game upon advance.
3. All games scheduled for advance day MUST be told to committee member prior to last user game before them.
4. Super Simming is NOT allowed!
5. All games MUST be started 2 hours before advance on advance night.

Gameplay:

Offense:

1. Game mode will be simulation style with 10 minute quarters and a 15 second runoff
2. This is a no switch league. Players are not allowed to switch players defensively or offensively or to user pick/catch on pass plays while the ball is in the air, but are allowed to user pick or make plays with a player they were in control pre-snap. You may only switch to another player after the play is determined. No switch also includes not using Aggressive catch or any other catch trait.
3. As a general rule, run plays designed to go between the guards should not be bounced outside the tackles. Obviously, there are extenuating circumstances to every situation, but this should not be a steady part of your run game.
4. There should be no Zig-Zag running to take advantage of A.I's poor pursuit ability.
5. No quick snapping before defense is set. You cannot snap the ball within 3 seconds of being at the line of scrimmage unless the play clock is low. For example, with a 15 second play clock, you are at the line by 11 seconds, so you should not be snapping the ball before the play clock has gotten to at least 8 seconds. You don't have to wait until the last 3 seconds to snap the ball.
6. Each team should be allotted time to make coach's adjustments at the beginning of each half. This is to include roster adjustments. An exception to this rule would be if an injury occurs.



Play calling:

Play Calling:
Offensive
1. A player should not call the same play from the exact same formation over and over.
2. A user should be varying your runs, varying your formations, and varying your routes.
3. Do not resort to go-to plays every single third down.
4. 4 vertical routes heading to the end zone will not be allowed. Those plays are only to be called in 3rd and 15 plus situations or in in Hail Mary situations.
5. If you motion a player he must stay where u motioned him to. No motioning one way and then sending him back. You may not hike the ball until the guy in motion is set unless it is a designed motion play.
6. Do not immediately roll the pocket with the QB. If it is a designed roll out that's fine. If you’re under pressure you can roll out to avoid sacks.
7. Do not drop back more than 10 yards with the QB on pass plays.
8. A player cannot hot route more than 2 routes on any given play. Hot routing your HB /TE/FB to block counts as a hot routed player.
9. Also when calling a screen play the ball must go to the designated player. If it's a HB screen it must go to the HB. If it's a WR screen it must go to the WR. This is in place because throwing to another player during a screen play affects the A.I of the CPU.
10. A player cannot run a play action play on 3rd and long. 3rd and long is defined as anything 3rd and 6 or more.
11. FB dive or QB sneak is NOT allowed on any down with 2 yards or less to go or on the goal line.
12. No huddle Offense can be used only when the game is tied or you are losing, you may run no-huddle if the opposing defense came out with less or more corners than WRs so you can quickly pass or run against it. You must only run no-huddle after completion or a successful run or pass and you must not run no-huddle back to back. You may run No-Huddle offense with no limitation during 2minute warning of the 1st half or when you are behind in 4th quarter.



4th Down Rules
Owners may choose to go for it on 4th down if one of the following scenarios are met:
1st through 3rd Quarters: 4th and 3 or shorter (opponents side of the field), between the 45 yard lines [Dead Man Zone] 3rd Quarter: Down by 17 points or more 4th Quarter and WINNING:

At the 50 or on opponent’s other side of the field 4th Quarter and LOSING: Losing by any amount Over Time: You can go for it at your own risk Chew Clock Owners are NOT allowed to use the chew clock setting until there is less than 2 minutes left in the 4th Quarter If both players in a game agree to chew clock in order to end the game (big lead, etc.), the setting is allowed Running Up The Score If you have a 4 possession lead or more you must play accordingly.

Use conservation play calling just as they would do in the NFL, run the ball to keep the clock running, as finishing the game with healthy players becomes priority in this situation.
This does NOT mean you have to run the ball all three plays. You can always attempt to gain to gain the first down but there is a difference between being over aggressive and trying to get the first down to continue running clock.
The user who is losing should never be allow opponent to score and/or encourage the opponent to play aggressive in order to get the ball back attempting to get more stats for any player. Creating a statistical game within the actual game is not SIM.
If under the 2 minute warning, and opponent does not have enough timeouts to receive the ball back you must take a knee. ANYTIME a knee or kneel downs are able to expire the remainder of the clock you must do so.


Defense

Play Calling
Owners are expected to run a variety of defensive plays. Running the same 3-4 play throughout the game is NOT allowed. Also, as an example, running only Cover 2 Man as your only man coverage for the game is not allowed. Owners are required to call different coverages throughout the game.
Owners are required to mix up man vs zone coverages. The highest allowed ratio 70/30. For example, for a game, a team should never exceed 70% of there defensive play calls being in zone coverage, with less than 30% being mn coverage (or vice-versa).
The only exception to running the same formation on defense the whole game is by running different plays out of that said formation.

Rushing the Passer
You must rush at minimum 3 players. You cannot pick a play that rushes three then drop one back into coverage. You can not choose plays that only rush 2 players.
“Usering” - Player movement during a play When “USERING” a player on defense, you must stay within the zone shown in the play art or expanded zone area (defined as including the area between two neighboring zones, but only to the border of the next zone) There is NO running wildly all over / side to side without strafing in zone coverage UNLESS the QB has released the ball. Once the ball is released the play is LIVE and you can run (sprint) anywhere needed in Zone or Man coverage.

You do NOT have to strafe when usering man to man coverage but must remain on the man from the play art If you are set to user a player and the opponent runs PLAY ACTION play and you bite on the play action, you are allowed to continue after the QB to make a sack, or drop back WITHIN your zone. (Obvious Football Play) While usering a player, you are allowed to pursue any SCREEN PLAY like it is a run play.
While usering a player, you are allowed to pursue a QB that is rolling out of the pocket or looking to scramble.

While usering a player (specifically LB or DB), you are allowed to “bite down” on an uncovered underneath route in zone coverage, but you must stay with that route after doing this For example: Cover 3 - the right outside corner follows a deep sideline route and the safety covering the right side flat follows the slot receiver on a deep out, the usered linebacker may bite down to cover an underneath drag to the evacuated areas, but that user is NOT allowed to then drop off to sprint back to another route If your opponent uses playmaker or the receiver breaks his route in a playmaker way you can sprint to cover that receiver, as long as you in coverage. This applies to man or zone coverage.
Playmaker is used to push a receiver into an open spot during a broken play, or after a route has finished and a receiver breaks.

Hit Stick:
Switching to hot stick a receiver is banned. You may use the hit stick once a player has made a football move.

Changing Alignments/Assignments
You are NOT allowed to user a PLAYER who has had their assignment MANUALLY changed.
Manual Change is defined as changing a specific player’s assignment.
Example: changing a player who is blitzing into zone coverage.

If you wish to change the defensive adjustments & assignments (defined below) it must be realistic and non-robotic fashion.
Defensive Adjustment is defined as changing to Hard Flat, Cloud Cove, etc using the adjustment pre snap menu.

You can always change over top, underneath, play the sticks, D-line, & LB shifts. These are defensive adjustment you can always change from a Purple Zone to Hard Flat / Cloud Cover and vise-versa by covering underneath or cover over the top in the adjustment pre snap menu. These are defensive adjustment, not zone changes or changes to assignments.

You may USER players who have changed due to a DEFENSIVE ADJUSTMENT.
Defensive adjustments may be made an unlimited amount during a game.

Defenders may not be manually repositioned. This is to prevent any exploits or nano-blitzing.

Special Teams
Punting

Squib Kicks
You are NOT allowed to Squib kick when the return team is in onside recovery formation.

Disconnections


When you begin any game, and you experience lag, you have every right to restart the game. Just pause the game and let your opponent know.

Unfortunately with CFM, anytime you are disconnected it resets the game back to 0-0. So we have set up some guidelines to follow: If you are disconnected in the following situations you will re-start a new game and try to re-create the situation you were in when you were disconnected, ball spot, etc. Then you will quit after both games equal one game time wise (36 minutes). You will combine the score from the first and 2nd game and that's how we will determine the winner by sim.

(Example: Houston is beating Tennessee 24-0 with 2 minutes left in the 2nd quarter, and they are disconnected. They will start a new game and quit with 6 minutes left in the 3rd. Take both scores and that's who will receive a sim win.) If you are disconnected in the 1st half and either team is leading by 21+ points Any disconnection in the 2nd half *Exception to the rule is if both coaches agree to just start the game over At no time are you allowed to force an opponent to restart a game due to something that has nothing to do with lag. If there is a non-lag issue that is going on, please talk to a staff member.
If someone has a pattern of disconnections they will be replaced with another user that’s on the waitlist waiting.





Roster Requirements
Teams must have a roster that maybe meets league requirements at all times, no excuses. If your roster does not meet league rules you will be able to process any trades and subject to possible penalties.
Position Requirements
QB - Must carry at least 2 on roster at all times IDL - Must carry at least 3 on roster at all times LB - Must carry at least 3 on roster at all times Offensive Line - Must carry at least 8 on roster at all times Cornerbacks - Must carry at least 5 on roster at all times Depth Chart Requirements Owners are required to have a full 53 man roster at all times.
All skill position players (QB, HB, TE, WR) must play natural positions UNLESS they are considered multi positional players.
Example: You can NOT add RB to the WR position on the Depth Chart All positions on Depth Chart must have the first two spots filled with approved players.
Example: Safeties mut have 2 SAFETIES in first two spots on depth chart & the 3rd can be filled by a CB if you do not have additional safety on the roster.
The 3rd TE spot may be a TE, FB, OLINE only; No WR or HB Sub Package Depth Chart Requirements RLE, RRE must be EDGE RDT must be IDL SubLB must be 1. LB 2. LB / SS 3. Anyone SLCB can be a CB or Safety Position Changes The following positions may be moved WITHOUT Admin Approval. These players will be playing the SAME POSITION, but playing the opposite side:
LT & RT
LG & RG
LE & RE
LOLB & ROLB (& MLB in 4-3)
If you wish to make any other changes you MUST fill out a position change form in discord. The Commissioners must review ALL position changing before it is approved. If you change positions without telling anyone, you will be forced to change the player back or possibly risk further penalties. Proof must be provided as to why the player should change positions. This proof includes but is not limited to: historical evidence of playing the other position; formation change; scheme fit.
Trade Rules & Regulations
Proposed trades will be sent to the designated Trade Channel or a respected Admin. Where the will then forward the trade proposals to Admins for review/approval. Please allow 24-48 hours for a response.

Trade must be approved by TST Commissioner prior to sending in game.
Each Owner is allowed a MAX of 4 trades per season. [Re Sign - Super Bowl] A player on a teams roster must have completed a full season for that before being eligible to be traded. (Trades involving only draft picks are unlimited)
Rookies are eligible to be traded.
Players cannot be traded twice in the same season.
Top 10 Pick Considerations

5th Year Player Option

5th year player option: Owners will now have the ability extend a players rookie deal by 1 year. The 5th year will option contract will be based on the average salary of the top 10 salaries at the position based on Sportstrac.com. 5th year options only apply to players taken in the 1st round.

You must declare if you’re picking up the option by Week 17 of the season.


Trade Guidelines
An Admin will respond with an ACCEPTED or DENIED with a simple explanation. It will not go beyond that and you are not to argue or debate because you will not receive another response.
When approving trades the admin team evaluates players overall value at their position as well as the production from the previous year to determine the True Value of the players.


TST Owner Expectations
Games should be scheduled within 24 Hours after the league has advanced.
If you intentionally quit your game at any time for any reason other than mutual agreement or approval by an ADMIN you will be BOOTED from the League.

Complaining of a CHEESE PLAYER does not excuse intentional QUITTING/DISCONNECT. If you feel an OWNER is breaking one of the RULES or you have an issue with something that an OWNER is doing, RECORD the GAME CLIP and it will be reviewed as soon as possible Going on AUTO due to not being is the playoffs is NOT TOLERATED and faces penalties. Going AUTO throughout the season will NOT TOLERATED.

It is against League policy to go on Auto Pilot because you are eliminated from making the playoffs. Each game counts, and affects the playoff scenario for the league, we want all playoff berths to be earned and fought for.

Last edited by jdukes; 10-06-2019 at 12:11 AM.
jdukes is offline  
Reply With Quote
Advertisements - Register to remove
Old 02-23-2019, 12:38 PM   #2
Rookie
 
OVR: 3
Join Date: Apr 2010
Posts: 328
Re: The Scout Team Rules

Draft Pick Forfeiture Rule

Anytime a team loses their draft picks for they will be redistributed to the worst rated open team in the league. If the league is full, the picks will allocated via lottery. Lottery odds will be determined by the overall rating.

Picks will be sent to the winning team via trade, where the receiving team will send back a nominal player that has to be cut immediately following the completion of the transaction.
jdukes is offline  
Reply With Quote
Old 04-11-2019, 02:47 PM   #3
Rookie
 
OVR: 3
Join Date: Apr 2010
Posts: 328
Re: The Scout Team Rules

4th down and Goal to Go

4th down rule (goal to go situations) : you’re permitted to go for it on 4th and 5 or less in these situations. Down 1 score or more or up by 1 score.


Usage rule
A HB can not have more than 80% of the teams carries. A WR/TE can not have more than 60% of the teams receptions. This will be enforced over the course of a season with a minimum of 5 games played @everyone
jdukes is offline  
Reply With Quote
Old 01-06-2021, 09:55 PM   #4
Rookie
 
OVR: 3
Join Date: Apr 2010
Posts: 328
Re: The Scout Team Rules

Team Settings
Play Call Style - User Choice
Coin Toss 1st Choice - User Choice
Coin Toss 2nd Choice - User Choice
Strafe Assist - Off
Pre Snap Menu - On
Coaching Tips - Off
Player Names - Always
Heat Seeker - Off
Ball Hawk - Off
Switch Assist - Off
Camera Settings - User Choice
Defensive Graphics - Off
Kick Aiming Arc - User choice
Previous Play Information - On
Play Call Button Layout - User Choice
Camera Toggle - Off
Tutorial Popups - Off
jdukes is offline  
Reply With Quote
Old 01-23-2022, 11:47 AM   #5
Rookie
 
OVR: 3
Join Date: Apr 2010
Posts: 328
Re: The Scout Team Rules

User Defense: We want to give additional clarity on the manual movement of players. In previous maddens, the manual movement was banned. We are willing to allow manual movement of the safety into the box, for example, but if you do this, you must control the player for the duration of the play. Manual movement of LB’s, DE’s, and CB’s is still prohibited.
jdukes is offline  
Reply With Quote
Advertisements - Register to remove
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Online > The Scout Team »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 03:47 PM.
Top -