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 SSML Rules

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Day Dat Life
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Day Dat Life


Posts : 4
Points : 117
Join date : 2010-12-20

SSML Rules Empty
PostSubject: SSML Rules   SSML Rules Icon_minitimeWed Jan 23, 2013 6:12 pm

Game Setting:
League Type: Coaches Only
Quarter Length: 8 Mins
Accel Clock: 15 Seconds
Salary Cap: On
Injury: On
Trade Type: User Only
Progression: Weekly

48 Hour advance.

Ctrl + F to find the section, search the section info.
Ex. Search ' 2.5 ' for 'Offensive, playcalling'


Complaints:
- Complaints won't be recognized unless there is either video proof, or the person that is being complained about has been subject to this before.
========= Section 1 - General ======= 1.0 =========

Player Positions: 1.1
- QB can play whatever.
- RB can not play FB or WR.
- FB can play anything.
- WR can not be at TE, ever.
- TE can not be at WR #1,2 or 3 in depth chart(Formation packages is fine).
- OL is interchangeable.
- DL is interchangeable.
- DE can play OLB
- OLB can play 4-3 DE, not 3-4.
- LB is interchangeable.
- DB is interchangeable.
- S can not play LB.

No Huddle: 1.2
- No huddle is fine but you must wait until play clock wind down to 15 seconds before you hike.
- You may not run no huddle while leading at anytime during the game, except when its under 2 minutes in first half.

4th Down: 1.3
- You may go for 4th down if it is 4th and 1 or under and you are inside the 45 yard line.
- If you are down by 7 or more in the 4th Quarter.

DC Rules: 1.4
- If the game DC's in the 1st half you two can replay from that point in the game with the scores and possesion from before the DC.
- If the game DC's then you two have the option to replay from beginning, or play from the point in which it DC'd. (Unless...)
- If you two cannot agree on what to do then it will either be a sim, or I'll decide.
- Unless, one team is up by 20 or more in the 4th.
- Unless, one team is up by 30 or more with under 4 mins in the 3rd.
- Then, the team that was winning can decide what to do.

========= Section 2 - Offense ========= 2.0 ============
See 1.1 for player positioning on offense.

Pre-Snap: 2.1
- Do not hike the ball if someone is in motion between the tackles, unless its auto-motion.

70/30 Rule: 2.2
- You must have a 70/30 run/pass ratio, either run 30% of the time or pass atleast 30% of the time.

QB Play: 2.3
- The QB can not run more then half the amount of times your starting RB run.
- The 'Read Option' play can not be used more then 5 times.
- Do not drop back more then 10 yards on pass plays.
- Do not get the snap and immediately run the ball, there shouldn't be any scrambles unless you are getting pressure, or you are in the pocket for an extended amount of time.
- Do not consistently roll out of the pocket unless you are under pressure.

RB Rules: 2.4
- Your RB should not be your leading WR in catches or yards. (Short passes turn into long gains are understandable)

Playcalling: 2.5
- You should not run the same play more then 4 times in a single game.
- Do not over do RB/TE streaks, I don't want to hear about you cheesing with the TE.

Running Up Score: 2.6
- Do not run up the score, ever.
- If you are winning by more then 10 points in the 4th, you should run, run, pass(1st, 2nd, 3rd down).
========== Section 3 - Defense ======= 3. 0===========
See 1.1 for player positioning.

Pre-Snap: 3.1
- You can only move the person you are usering prior to the snap.

70/30 Rule: 3.2
- You must run atleast 30% man/zone on defense.

Defensive Plays: 3.3
- Do not come out in same formation all game, you should use atleast 5-6 different formations.

Knifing/Nano's: 3.4
- No nanos, I define a nano as getting sacked before the QB finish his drop back, I can see if you are blitzing 7 and there is only 5 into block but if there are even blockers and blitzers this should not be happening.
- No Knifing, no running right through the line with a Safety/LB and hitting the RB in the backfield soon as he gets the hand off. The same blocking theory applies here.


======= Section 4 - Special Teams =========== 4.0 ==============

Kickoffs: 4.1
- You must kick it deep until the other team either returns a kick for TD or return a long return.
- No squib glitching.

Kickoff returns: 4.2
- Do not run down the middle and make that sharp cut to the outside.

Punt Returns: 4.3
- Do not bring anyone back to block for the punt returner.
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