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MMF 2011 Info

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MMF 2011 Info

Post by Bradysenior on Tue Jun 15, 2010 7:49 am

Welcome gentleman and thank you for stopping by to sign-up for the next installment of the Madden Series, as you know I have ran 2 season here and have had a great deal of fun along the way. Also with this league we have built on a great sim league for years to come just as long as we stay up-to-date on all the happenings.

Now with this season I have been hard at work trying to comeup with a comprehensive salary cap plan that will make things just a tadbit interesting since EA left it out again for the Online Franchise feature. Also with that I feel all rules should be in place for Season I and should be determined ASAP, the reason for this is everyone should learn at the same speed that way if any findings arise that feel unrealistic then it gets handled together, and not something that is exploited.


Gameplay Rules:
7min Quarters
All-Madden
15-sec clock accelerator

Rules:
Communication Threads:

vs. CPU: You do not have to post in the thread daily. Although let us know if your game time has changed.

vs. USER: You must post in the thread on a daily basis. We understand that some days it will not be possible. So you will not have any issues as long as it does not happen every time. Post your times and compare times with your opponent. Then confirm a time to play the game. If you opponent misses a confirmed time, they will talk with the Commish. If it happens often, they will start to receive suspensions.


Trash Talking:

vs. CPU: We love it....the CPU cheats every game, let him have it.

vs. USER: Fastest way to get a free ticket to the Commish's office. You will be lucky not to get a 6 game suspension. You can have fun with you opponent, but do not rub it in, or starting cussing him out during the game.



Running Up The Score:

vs. CPU: If you have a 5 TD lead during any point of the game. You need to pause the game and put in your back-ups. This will also help them increase their overall rating at the end of the season.

vs. CPU: If you have a 4 TD lead in the second half you need to put in your back-ups. If you have a 2 score lead after the 2 minute warning, you need to try to kill the clock.



4th Down Plays:

Offense: You must let your opponent know that you are going for it on 4th down, unless you are doing it from a Special Teams Formation. Then you may only do that once a game from within the following guidelines.

Yardage: 4th & 1 or 4th & Inches

Field Position Fake FG: Must be within the 40 yard line.

Field Position Fake Punt: Must be between your opponents 40 - 50 yard line.

Normal Play: Must be down by 21+ Points during the game.

Normal Play: Behind in the 4th QTR.

Normal Play: Within your opponents 5 yard line.

Normal Play: Within your opponents 30 - 40 yard line.



Play-Calling Offense:

Drive: Once you use a play during a drive, that play cannot be used until the next drive. The drive starts with the first play and ends with either a score, punt or FG. If you pick-up a first down, that is NOT a NEW DRIVE.

Plays: You may not use any passing play more than 5 times during a game. You may not use any running play more than 6 times during a game. Meaning Same Play from the Same Formation. There are plenty of plays similar in other formations that you can run.

Play Action Passes: You cannot use more than 4 play action passes during any one drive. Sometimes one might slip past you, just don't make it often!

Formations: You can run any formation during the game. But do not use it for the majority of the game. Every playbook has multiple formations and you should be using them all at least once during the game. Sometimes you might not have enough chances to make this happen, but if you are mixing it up nobody is going to complain.


Mix Up Your Plays: The "Drive Rule" will help keep it this way. But you should already be doing this every game.



Audibles:

Offense: You may only Audible once per play. If you do Audible into a play that creates an illegal depth chart with a player, then call a timeout or take a penalty.

Defense: You may only Audible once per play. If you do Audible into a play that creates an illegal depth chart with a player, then call a timeout.



Clock Management:

Offense: You can only run down the clock with a 21+ point lead or within the last 2:00 minutes of a half.



Offensive Player In Motion:

Offense: You can move 1 player before the snap of the ball. You may also move him back, but you must always allow your opponent to make alignment changes for coverages.


No Huddle:

Offense: You can only run the No Huddle Offense during the last 2:00 minutes of a half or down in the 4th QTR. Never run a No Huddle after an incomplete pass.



Mics & Messages During The Game:

User vs. User: You must have a mic for the game. If you do not have a mic you will have 4 weeks to get one before any suspensions happen.

User vs. User: If you need to discuss a rule. Pause the game and ask to check the site. Do not accuse the other player of not being sim.

Once you have checked the rules from the site, you may discuss them with him. If you are wrong on the rule, then you must burn a TimeOut!

Do not send threaten messages about their gameplay. If you find that you are being cheesed, then get a video of the play and turn it into the Rules Committee for a ruling. If you get caught breaking the rules your punishment will range from game loss suspensions to being booted from the Franchise.



Offense:

QB Roll-Outs: You can only leave the pocket from pressure or not having an open target. Nobody will complain if your QB breaks off a big run during the game, as long as replay shows that you had no better option.

Sim: Pressure Forced You To Leave The Pocket.

Sim: You Had No Open Targets.

Non-Sim: You needed a big play and rolled out to get the easy pass deep or to the flats. Not many things will burn a Sim Style Player more than rolling out as he watches his defense leave coverage to attack the QB. So if you like to roll out a lot, this franchise is not for you.



QB Drop Backs: You may not drop back more than 10 yards from the line of scrimmage, unless you must take an odd angle to avoid a sack. This means you had no option to move up towards the line of scrimmage b/c of the defender.

Sim: Pressure Caused You To Take An Angle That Put You Deeper Than 10 Yards From The Line Of Scrimmage.

Non-Sim: You Dropped Back Beyond 10 Yards To Give Yourself More Time To Read The Defense. This includes SCREEN PASSES!



HB Direct Snaps: You may not use a HB direct snap play more than 2 times during a game.

Sim: You Caught The Defense Off Guard No More Than 2 Times During The Game With The HB Direct Snap.

Non-Sim: You Call HB Direct Snap More 3+ Times During The Game. Now You Are Abusing The Play And Ticking Off A Sim Player In The Process.



HB Toss: For Every 1 HB toss play you must have 3 normal runs with the HB. So if you run 5 tosses during the game, you had better have at least 15 runs up the middle.

Sim: You Ran HB Toss 4 Times During The Game. You Had A Total Of 12 Other Standard Running Plays During The Game.

Non-Sim: You Toss The Ball 5 Times & Only Rushed The Ball 14 Times Using A Standard Type Running Play.



HB Flats: You should only throw to your HB in the flats as a Check Down Option, Blitz, Play Designed for the HB in the flats.

Sim: You threw the ball to your HB in the flats b/c the WR's were covered on the play or a blitz was coming or it was a play designed for the HB (Such as a Screen or Orange Highlighted Play On His Route).

Non-Sim: Your HB had more catches than the rest of your team combined.


HB Playing WR: Your HB can only play WR as your #5 WR. You cannot have a HB in the backfield and a HB playing as a WR. So, you must have an empty backfield if your HB is playing WR.

Sim: You Open Up With 5 Wide & Your RB Is One Of The WR's.

Non-Sim: You Have A HB In The Backfield & A HB Playing WR During The Same Play.



Depth Chart For Offense:

This covers normal play-calling and using an audible at the line of scrimmage.



QB: The only time that another Position can play QB is from a WildCat Play. Any player on your team may run the wildcat formation.

HB: You may only use your HB, FB & TE as a HB during the game. If you have injured all of the above players during the game, then you must let your opponent know why you are having to use a different position at HB. But let's face it, this is not gonna happen...lol.

WR: You may only use your WR, TE & HB as a WR during the game. If you use your HB as a WR, it must be the #5 WR, unless injury forces you to use a BACK-UP HB as a #4 or higher on your depth chart. Again there is very little chance of you running out of WR's & TE's for this to happen during a game.

TE: You may only use your TE, FB & OL as a TE during the game. If you have injured all of the above players, then you may use your #4 or #5 WR as the TE. Again you have a better chance of winning the lottery, than playing a WR as a TE.

OL: You may only use your OL, FB & TE as a OL during the game. If you have injured all of the above players, then good luck not getting your QB killed. You may use any player from the DL to fill in for this position.







Play-Calling Defense:

Mix Up Your Plays: You may run a base defense like many NFL teams do. But keep in mind that a base defense is not the same 3 to 4 defensive plays from that formation. So make sure you mix up your plays within your base defense. Do not stay in zone or man coverage every play. Do not call the same plays over and over. Every formation has multiple options for coverage types & plays.

Formations: You can run any formation as your base defense. However, do not use formations that teams would not match-up with during the game. In other words, do not keep using a 4-6, 3-4, 4-3 defense vs. 4 & 5 WR sets. You need to go to a Nickel, Dime or QTR defense to match-up better. Some gamers like to pick their defense before the offense has picked their play. So, there will be times where teams will have the mismatch. Just don't let it keep happening all game, if it happens...pay attention to his sets.



Defense:

DE's: You may not use DE's during the game. The AI must control the DE at the snap of the ball. You may not drop your DE back into coverage unless the play calls for it. But even then you must allow the AI do it from the snap. Once the snap takes place you may use the DE during the play.

Sim: You used the DE to get a sack, pick or just cause pressure, but only after the AI started the play from the snap.

Non-Sim: You used the DE before the snap of the ball. If you get caught switching men, don't worry about it. Just finish the play out, but that should not happen more than once or twice during a game.



DT's: You may use the DT from the start of the play. But you may not move him on the line of scrimmage. Unless you are calling for a DL swing to the left, right or middle.

Sim: You used the DT to get a sack, pick or just cause pressure from the start of the play.

Non-Sim: You used the DT and moved him manually before the start of the play. If this happens to you by mistake, switch men and he will reset for you by doing a line swing.



LB's: You may use any LB from the start of the play. But if you move him from his normal position, you must continue to use him until the snap. You cannot move more than 1 LB before the snap, again if you move a LB, you must use that same player until after the snap.

Sim: You used the LB to get a sack, pick or just cause pressure from the start of the play. You moved him around before the snap, but used him until the snap happened, without moving another player.

Non-Sim: You used the LB and moved him manually before the start of the play. Then you switched to another player and used him until the snap.



DB's: You may use any DB from the start of the play. But if you move him from his normal position, you must continue to use him until the snap. You cannot move more than 1 DB before the snap, again if you move a DB, you must use that same player until after the snap.

Sim: You used the DB to get a sack, pick or just cause pressure from the start of the play. You moved him around before the snap, but used him until the snap happened, without moving another player.

Non-Sim: You used the DB and moved him manually before the start of the play. Then you switched to another player and used him until the snap.



Depth Chart For Defense:

This covers normal play-calling and using an audible at the line of scrimmage.




DL: You may use any DL as a DE, DT or NT during the game. You may not use a LB as a DE even on 3rd and longs. Sorry, but the Madden AI is bad enough for OL blocking. If we allow LB to be used for DE's then it will be even harder to make a pass. If you run out of DL for the DL, then you may use an OL member to fill in the depth chart.

LB: You may use any LB as an OLB or MLB during the game.

DB: You may use any DB as a CB, FS or SS during the game.


If you have any questions about the rules just ask and we will help you with the rules.



If you catch someone abusing the rules, then make sure you get the video from the highlights to show proof. Then upload it to your EA account and send us a link.


If you have any suggestions on making the rules even better, then please let us know!


We want this Franchise to be for Sim Gamers... If you follow the rules this will happen and you will have some of the best Madden Games ever, win or lose!

Salary Cap:
We will be using a Google Template that I copied and it really will help up us in the cap area that EA has left out. I will need an email for every active member that way they have access to red the materials. This same sheet was used by OS for their ACQB league and many others.


Last edited by Bradysenior on Sat Dec 18, 2010 12:37 am; edited 2 times in total
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Re: MMF 2011 Info

Post by capofreak83 on Tue Jun 15, 2010 11:35 am

count me in. 49ers all the way
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Re: MMF 2011 Info

Post by dynasty8314 on Tue Jun 15, 2010 11:54 am

Sign me up... Let's go eagles

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Re: MMF 2011 Info

Post by Bradysenior on Wed Jun 16, 2010 9:42 am

Salary Cap: Update

The cap total will be 7500 per team which will make for some interesting rosters, and just so we all know i'm in the process of doing rosters with cap amounts now. It will take me about a month or so to get all info compiled correctly, so be on the look out for more info as we get closer to launch.
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Re: MMF 2011 Info

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