Post by norticans125 on Sept 19, 2020 15:45:55 GMT -5
SGC GAME PLAY RULES
OFFENSE
The following plays are not allowed in the SGC:
- Motioning a WR behind the line of scrimmage and then snap the ball on a running play before they have finished their motion. Some plays have the WR motion, then set to run block, those are ok.
- QB sneak in any situation
- scrambling with your QB right after the snap, you must make your reads first, then can scramble
- abusing rolling out to mess up CPU AI. Do not roll out every play. If you drop back, then make your reads and everyone is covered you can then roll left or right or scramble if you need
- No-huddle in all of the 1st and 3rd quarters, and most of the 2nd quarter
- It is allowed during the last two minutes of each half, or any time in the 4th when you are down by 9 points or more.
-One dimensional playcalling.
-Mix up your pass/run ratio. We understand that ratio varies based on an owner's style on offense, but maintain a 70/30 or better ratio, vice versa. Unless of course, you are down by multiple scores early in the game and have to pass to catch up.
- Fake hike spamming pre-snap.
- Goal line formation outside of your opponent's 10-yard line.
- Excessive repetition of the same routes or play.
- We understand that it is necessary to run the same play a few times over the course of a game, but do your best mix up your play-calling. Don't abuse the same route over and over again, and running plays should be a mix of inside and outside runs. Bouncing your RB straight to the outside on every play will not be tolerated.
DEFENSE
The following plays are not allowed in the SGC:
- Nano-blitzing. Nano-blitzing is when you individually audible a linebacker from coverage, into a blitz, and then manually moving him into a gap. You are allowed to audible a defender into a blitz, but you can only move LBers in formation shifts, not individually
- Any pre-snap movement of individual d-lineman, linebacker, and CB.
- You can the line shift feature to move the defensive line and linebackers as a unit. A safety can be manually re-positioned presnap as long as you are controlling him for the entire duration of the play. He is not to be moved to the line of scrimmage or to the other half of the field, however.
- Erratic movement of a user-controlled safety pre- and post-snap.
- Move your player in a fluid and sim fashion, not running around aimlessly.
- Excessive shifting of the defensive line and linebackers.
- You should not be shifting your defensive line left and right constantly. Make an adjustment or two if necessary, then stop shifting. Same goes for the linebackers.
- Blitzing on every play.
- The commit run feature.
- We found this to be very unrealistic from multiple tests.
SPECIAL TEAMS
The following plays are not allowed in the SGC:
- Pre-snap movement of any player in kick/punt situations.
- Surprise on-side kick.
- Fake FG, punt, and extra point.
- Line drive punt.
4th DOWNS
These are the only times you CAN go for it on 4th down:
1. Any time in the game - 4th and 5 or less inside your opponents 50
2. 2nd half if down by 17 points or more
3. 4th Qtr and down by 9 or more points
4. 4th Qtr with less than 4 minutes left, and losing by any amount
5. OT - can go for it at any time
*** Please use your best SIM play judgement. If we see these being abused we'll have to go back to more strict rules ***
MISC
-Display good sportsmanship at all times.
- no showboating, doing "the whip" or TD celebrations - this is more import now since they allow celebrations for 1st downs or tackles for a loss. It will make the game even longer.
-Do not run up the score or pad stats the game is well over. Just run the clock out. If there is no hope of coming back from a huge deficit and your opponent is running the clock in the final few minutes, don't call TOs to delay the inevitable.
-if you are up by 24 in the 4th, you can no longer pass for a TD, obviously, if your opponent scores a TD, and you're only up by 17 again, you can score however. *** if your opponent is still trying to win, and is calling timeouts in the 4th when down by 24 or more, you ARE allowed to throw for TDs ***
-Do not start running the clock until last two minutes of 1st half, and last three minutes of the 2nd half.
-No running punt/FG block defense in a non punt situation.
OFFENSE
The following plays are not allowed in the SGC:
- Motioning a WR behind the line of scrimmage and then snap the ball on a running play before they have finished their motion. Some plays have the WR motion, then set to run block, those are ok.
- QB sneak in any situation
- scrambling with your QB right after the snap, you must make your reads first, then can scramble
- abusing rolling out to mess up CPU AI. Do not roll out every play. If you drop back, then make your reads and everyone is covered you can then roll left or right or scramble if you need
- No-huddle in all of the 1st and 3rd quarters, and most of the 2nd quarter
- It is allowed during the last two minutes of each half, or any time in the 4th when you are down by 9 points or more.
-One dimensional playcalling.
-Mix up your pass/run ratio. We understand that ratio varies based on an owner's style on offense, but maintain a 70/30 or better ratio, vice versa. Unless of course, you are down by multiple scores early in the game and have to pass to catch up.
- Fake hike spamming pre-snap.
- Goal line formation outside of your opponent's 10-yard line.
- Excessive repetition of the same routes or play.
- We understand that it is necessary to run the same play a few times over the course of a game, but do your best mix up your play-calling. Don't abuse the same route over and over again, and running plays should be a mix of inside and outside runs. Bouncing your RB straight to the outside on every play will not be tolerated.
DEFENSE
The following plays are not allowed in the SGC:
- Nano-blitzing. Nano-blitzing is when you individually audible a linebacker from coverage, into a blitz, and then manually moving him into a gap. You are allowed to audible a defender into a blitz, but you can only move LBers in formation shifts, not individually
- Any pre-snap movement of individual d-lineman, linebacker, and CB.
- You can the line shift feature to move the defensive line and linebackers as a unit. A safety can be manually re-positioned presnap as long as you are controlling him for the entire duration of the play. He is not to be moved to the line of scrimmage or to the other half of the field, however.
- Erratic movement of a user-controlled safety pre- and post-snap.
- Move your player in a fluid and sim fashion, not running around aimlessly.
- Excessive shifting of the defensive line and linebackers.
- You should not be shifting your defensive line left and right constantly. Make an adjustment or two if necessary, then stop shifting. Same goes for the linebackers.
- Blitzing on every play.
- The commit run feature.
- We found this to be very unrealistic from multiple tests.
SPECIAL TEAMS
The following plays are not allowed in the SGC:
- Pre-snap movement of any player in kick/punt situations.
- Surprise on-side kick.
- Fake FG, punt, and extra point.
- Line drive punt.
4th DOWNS
These are the only times you CAN go for it on 4th down:
1. Any time in the game - 4th and 5 or less inside your opponents 50
2. 2nd half if down by 17 points or more
3. 4th Qtr and down by 9 or more points
4. 4th Qtr with less than 4 minutes left, and losing by any amount
5. OT - can go for it at any time
*** Please use your best SIM play judgement. If we see these being abused we'll have to go back to more strict rules ***
MISC
-Display good sportsmanship at all times.
- no showboating, doing "the whip" or TD celebrations - this is more import now since they allow celebrations for 1st downs or tackles for a loss. It will make the game even longer.
-Do not run up the score or pad stats the game is well over. Just run the clock out. If there is no hope of coming back from a huge deficit and your opponent is running the clock in the final few minutes, don't call TOs to delay the inevitable.
-if you are up by 24 in the 4th, you can no longer pass for a TD, obviously, if your opponent scores a TD, and you're only up by 17 again, you can score however. *** if your opponent is still trying to win, and is calling timeouts in the 4th when down by 24 or more, you ARE allowed to throw for TDs ***
-Do not start running the clock until last two minutes of 1st half, and last three minutes of the 2nd half.
-No running punt/FG block defense in a non punt situation.