Post by Poundtherock on Jul 27, 2005 11:32:03 GMT -5
Hey, Shanks and Gladiator, from earlier communication, I know you guys are in the process of “cleaning” up the SAPML rules due to many changes over the past two seasons, and from information gleaned from the Madden sites, it seems that you may be able to eliminate or amend even more.
For instance: Speaking from a purely personal opinion, after digesting MANY of the responses that have come from those that have the final game in hand, consideration by you guys may have to be given to taking the “cuffs” off some of the offense and defense in order to adjust.
;D Some of MY ’06 wishes:
RULE 1 (C) (I mentioned this to you guys in an email earlier)
C. ALL RULES WILL BE ENFORCED BY THE THREE STRIKE RULE UNLESS OTHERWISE STATED IN THE RULE ITSELF; OR IF THE COMMISSIONER DEEMS IT BEST FOR THE LEAGUE TO IMMEDIATELY TERMINATE THE OFFENDING PARTY.
Amend and add: "Players that have been suspended or terminated must sit out the following two full seasons before consideration of re-admittance, and then only after a unanimous vote of the full staff, unless in the Commish’s determination, the offense was so egregious that re-admittance would be detrimental to the league.
A player that receives a strike, or a player with two strikes, can have one strike a season eliminated from his/her record by completing the following season with no additional strikes.
RULE V-PLAYER IN MOTION
(This rule was obsolete last season because you can only motion one player and that is the case this year.)
Amend to read: The motion man must be set on a pass play before hiking the ball. “Set” means you have to afford the defense a chance to audible, and all his players must be given a chance to set also. Releasing the motion man at any other point on a pass play is only permitted FULLY behind or inside the tackles. He cannot be released between a tackle, split/slot TE or WR. (When doing this, high consideration should be given to the Play Clock.)
On a running play, the motion-man does not have to be set. One final note: Once your man is put into motion, he cannot be returned to his original lined-up position.
RULE VI-AUDIBLING
Amend to include a segment of Rule IX- Do not audible to a different formation when you immediately come out of the offensive huddle. If you show your opponent a 2 WR, 1 TE, 2 Back set, then come to the line with that formation and then audible.
RULE VII (A)-MOVING DEFENSIVE PLAYERS:
Amend to read: You can move only one player manually on defense before snap and you must remain that player playing that position until the ball is snapped. Down linemen cannot be manually moved under any circumstance.
(Because of truck stick and slide protection, delete-LBs can only be moved side to side or back. They cannot be moved closer to the line. However, on punt returns and FGs, you can move any one player, either a LB or DB, a maximum of 10 yards off the line of scrimmage just in case of fake punts or fake FGs.)
RULE VII (B) (Because of truck stick and slide protection, delete)(B)D-LINE SPREAD: You cannot do this. You cannot use the L1+UP on the D-pad/left stick, to spread linemen.
RULE VII (C) DEFENSIVE PLAYMAKER BLITZING- Delete.
I don’t know remember why we put this in (maybe because of the same play abuse) but saying “you can only playmaker blitz one player to blitz” when there are numerous schemes that have tons of players blitzing seems contradictory, or better yet, useless. Creation of nanos by playmaker blitzing, it seems, is not relevant. Should that be the case by someone in our league, then the culprit should be _____.
You fill in the blank, lol.
RULE VII (D) BUMP ‘N RUN/MEN IN THE BOX: Delete. Why do we still require that the defense, in a three-play series, divulge to the offense what it could/will or could/will not be doing in the next two or three plays. I think everybody knows that there are several ways to beat these type of situations.
RULE VIII SUBSTITUTIONS:
AMEND TO READ: ALL PACKAGES CAN BE USED. And in addition to player for same position player, the following positions are interchangeable: RB and FB; TE and FB; CB, FS and SS. Substitutions can ONLY be made before the game when you get online, between quarters, or during timeouts.
Delete the following (Really obsolete): “The #1 WR on the Depth Chart must remain #1 unless taken out of the game by the game itself and can only line up in the slot if it’s a Madden Package.
RULE IX-(Delete this: ASK MADDEN a/k/a PLAY MASKING. “Ask Madden” or “Play Masking” is not allowed.
(How is it possible to tell if anyone actually does this?)
This portion of RULE VIII, I would move to RULE VI-AUDIBLING, thereby eliminating RULE IX.
RULE XI POSTING STATS.
Amend and add: (I mentioned this to you guys in an email earlier) “EA provides emailed stats at the end of every online game that are provided to each player. In order for that to work properly, EACH player MUST, after getting the game and player stats from online, return from the stats to the online menu and press “End Game.” These stats reveal a lot of additional stat information not included with the regular stat screens online regarding yours and your opponent’s online game play, which is valuable tool in hopefully making your game more enjoyable.
RULE XIV GRINDING THE CLOCK-Delete.
Some players call plays and come out fast with no audibles, no motion and have the play underway in 5-10 seconds. Which is okay. Other players, including me, don’t play that way. 40 seconds is there and we should be able to use it as the player deems necessary. With all the pre-snap decisions that can be made now, and maybe calling an audible, waiting for the defense to set, then putting a man in motion afterwards, and then you are limited to 30 seconds, is somewhat an advantage to the defense.
This rule needs to be deleted, IMO, or re-worded to the effect: “You can not grind the clock by staying in the huddle, coming to LOS and standing there letting all 40 seconds run off before you have the play in motion, unless you are in the last 2 minutes of the 2nd quarter or last 3 minutes of the 4th quarter.”
RULE XV-JET PACKING (Add Rocket Catching)
RULE XVI-CLICK ON/CLICK OFF
Taking into consideration of what is being said that these items still remain in the ’06 game “to some degree,” I believe they should be left in. Jet Pack, Rocket Catch, and Click On/Click Off are different things. Here is a quick look at each one of them and what VG’s Kobra stated after getting the final released product just a few days ago, and it seems to parallel what others say that have the product.
Jet Pack:
KOBRA: As the ball is coming down, you must time your jump to perform the Jet Pack animation. Press the Triangle button for PS2 or Y for button for Xbox to manually have the receiver jump in the air.
In Madden 2006, you go up get the ball to a degree and jet pack like it was in Madden 2004, but not as effective,
Rocket Catch
KOBRA: Locate the pass target and run the receiver towards it. Once near it, press the R2 trigger on the PS2 or R trigger on the Xbox to get him to strafe. The receiver will now square up to the ball. Once the ball starts to come down, press the jump button. The receiver will go up and snag the pass out of the sky.
(In ’06) you can not strafe on offense when in control of the receiver in Madden 2006, so Rocket Catch is not an issue.
Click On Click Off
KOBRA: Take control of the receiver while the ball is air and move him towards the pass target. Once near the target, release the receiver.
(In ’06) it only works rookie, Pro and All Pro. All Madden, the receiver won't go for the ball at all.
Regarding nanos:
Quote:
Originally Posted by TrickyDyk
Kobra, do you think there are going to be nano's again this year, or do you feel that slide protection is going to eliminate AI abusive blitzes?
KOBRA: I don't think there are going to be same type of nanos were use to seeing. There are a few reasons for why I say this. One reason is what you just mentioned in your question. Slide protection will help counter them. The second reason is defenders do not always blitz the gap they are supposed to. Those two reasons alone will cut down on nanos. You will still be able get pressure, but not like years past.
Looks as if they all three will be around in ’06……”to some degree,” including nanos, lol.
UNDER GUIDES:
Amend and add to this guide: MIXING PLAYS: Keep it as real as you can in mixing up plays as the real teams do. It’s understandable that a team with RB problems is going to pass more than run and a team with poor WRs is going to run more. But not 90% of the time. QBs cannot run 90% of the time either. If you have a “money play,” you should not run it every play or every other play. Style of play is just that. Don’t expect your opponent to play the style as you do, just that he plays by the rules.
This guide applies as well to defensive plays. This means not running a Dime defense 90% of the game. Be sensible and call your plays accordingly.
I guess, because I was involved in helping formulate our current rules, that I still feel I can participate by voicing my own views, but of course, now, just from the status of a “regular” league member.
I hope that none of the above was taken as “meddling” in league matters, as it is just random thoughts of mine after reading a lot of material lately. Although I direct this to the Commishes, I'm sure they, along with the SAPML staff, and I, would want to hear from anyone with their views of the rules, as the rules do affect all members. they can be seen at the main site: www.allpromaddenleague.netfirms.com/RULES.htm.
Thanks,
PTR
For instance: Speaking from a purely personal opinion, after digesting MANY of the responses that have come from those that have the final game in hand, consideration by you guys may have to be given to taking the “cuffs” off some of the offense and defense in order to adjust.
;D Some of MY ’06 wishes:
RULE 1 (C) (I mentioned this to you guys in an email earlier)
C. ALL RULES WILL BE ENFORCED BY THE THREE STRIKE RULE UNLESS OTHERWISE STATED IN THE RULE ITSELF; OR IF THE COMMISSIONER DEEMS IT BEST FOR THE LEAGUE TO IMMEDIATELY TERMINATE THE OFFENDING PARTY.
Amend and add: "Players that have been suspended or terminated must sit out the following two full seasons before consideration of re-admittance, and then only after a unanimous vote of the full staff, unless in the Commish’s determination, the offense was so egregious that re-admittance would be detrimental to the league.
A player that receives a strike, or a player with two strikes, can have one strike a season eliminated from his/her record by completing the following season with no additional strikes.
RULE V-PLAYER IN MOTION
(This rule was obsolete last season because you can only motion one player and that is the case this year.)
Amend to read: The motion man must be set on a pass play before hiking the ball. “Set” means you have to afford the defense a chance to audible, and all his players must be given a chance to set also. Releasing the motion man at any other point on a pass play is only permitted FULLY behind or inside the tackles. He cannot be released between a tackle, split/slot TE or WR. (When doing this, high consideration should be given to the Play Clock.)
On a running play, the motion-man does not have to be set. One final note: Once your man is put into motion, he cannot be returned to his original lined-up position.
RULE VI-AUDIBLING
Amend to include a segment of Rule IX- Do not audible to a different formation when you immediately come out of the offensive huddle. If you show your opponent a 2 WR, 1 TE, 2 Back set, then come to the line with that formation and then audible.
RULE VII (A)-MOVING DEFENSIVE PLAYERS:
Amend to read: You can move only one player manually on defense before snap and you must remain that player playing that position until the ball is snapped. Down linemen cannot be manually moved under any circumstance.
(Because of truck stick and slide protection, delete-LBs can only be moved side to side or back. They cannot be moved closer to the line. However, on punt returns and FGs, you can move any one player, either a LB or DB, a maximum of 10 yards off the line of scrimmage just in case of fake punts or fake FGs.)
RULE VII (B) (Because of truck stick and slide protection, delete)(B)D-LINE SPREAD: You cannot do this. You cannot use the L1+UP on the D-pad/left stick, to spread linemen.
RULE VII (C) DEFENSIVE PLAYMAKER BLITZING- Delete.
I don’t know remember why we put this in (maybe because of the same play abuse) but saying “you can only playmaker blitz one player to blitz” when there are numerous schemes that have tons of players blitzing seems contradictory, or better yet, useless. Creation of nanos by playmaker blitzing, it seems, is not relevant. Should that be the case by someone in our league, then the culprit should be _____.
You fill in the blank, lol.
RULE VII (D) BUMP ‘N RUN/MEN IN THE BOX: Delete. Why do we still require that the defense, in a three-play series, divulge to the offense what it could/will or could/will not be doing in the next two or three plays. I think everybody knows that there are several ways to beat these type of situations.
RULE VIII SUBSTITUTIONS:
AMEND TO READ: ALL PACKAGES CAN BE USED. And in addition to player for same position player, the following positions are interchangeable: RB and FB; TE and FB; CB, FS and SS. Substitutions can ONLY be made before the game when you get online, between quarters, or during timeouts.
Delete the following (Really obsolete): “The #1 WR on the Depth Chart must remain #1 unless taken out of the game by the game itself and can only line up in the slot if it’s a Madden Package.
RULE IX-(Delete this: ASK MADDEN a/k/a PLAY MASKING. “Ask Madden” or “Play Masking” is not allowed.
(How is it possible to tell if anyone actually does this?)
This portion of RULE VIII, I would move to RULE VI-AUDIBLING, thereby eliminating RULE IX.
RULE XI POSTING STATS.
Amend and add: (I mentioned this to you guys in an email earlier) “EA provides emailed stats at the end of every online game that are provided to each player. In order for that to work properly, EACH player MUST, after getting the game and player stats from online, return from the stats to the online menu and press “End Game.” These stats reveal a lot of additional stat information not included with the regular stat screens online regarding yours and your opponent’s online game play, which is valuable tool in hopefully making your game more enjoyable.
RULE XIV GRINDING THE CLOCK-Delete.
Some players call plays and come out fast with no audibles, no motion and have the play underway in 5-10 seconds. Which is okay. Other players, including me, don’t play that way. 40 seconds is there and we should be able to use it as the player deems necessary. With all the pre-snap decisions that can be made now, and maybe calling an audible, waiting for the defense to set, then putting a man in motion afterwards, and then you are limited to 30 seconds, is somewhat an advantage to the defense.
This rule needs to be deleted, IMO, or re-worded to the effect: “You can not grind the clock by staying in the huddle, coming to LOS and standing there letting all 40 seconds run off before you have the play in motion, unless you are in the last 2 minutes of the 2nd quarter or last 3 minutes of the 4th quarter.”
RULE XV-JET PACKING (Add Rocket Catching)
RULE XVI-CLICK ON/CLICK OFF
Taking into consideration of what is being said that these items still remain in the ’06 game “to some degree,” I believe they should be left in. Jet Pack, Rocket Catch, and Click On/Click Off are different things. Here is a quick look at each one of them and what VG’s Kobra stated after getting the final released product just a few days ago, and it seems to parallel what others say that have the product.
Jet Pack:
KOBRA: As the ball is coming down, you must time your jump to perform the Jet Pack animation. Press the Triangle button for PS2 or Y for button for Xbox to manually have the receiver jump in the air.
In Madden 2006, you go up get the ball to a degree and jet pack like it was in Madden 2004, but not as effective,
Rocket Catch
KOBRA: Locate the pass target and run the receiver towards it. Once near it, press the R2 trigger on the PS2 or R trigger on the Xbox to get him to strafe. The receiver will now square up to the ball. Once the ball starts to come down, press the jump button. The receiver will go up and snag the pass out of the sky.
(In ’06) you can not strafe on offense when in control of the receiver in Madden 2006, so Rocket Catch is not an issue.
Click On Click Off
KOBRA: Take control of the receiver while the ball is air and move him towards the pass target. Once near the target, release the receiver.
(In ’06) it only works rookie, Pro and All Pro. All Madden, the receiver won't go for the ball at all.
Regarding nanos:
Quote:
Originally Posted by TrickyDyk
Kobra, do you think there are going to be nano's again this year, or do you feel that slide protection is going to eliminate AI abusive blitzes?
KOBRA: I don't think there are going to be same type of nanos were use to seeing. There are a few reasons for why I say this. One reason is what you just mentioned in your question. Slide protection will help counter them. The second reason is defenders do not always blitz the gap they are supposed to. Those two reasons alone will cut down on nanos. You will still be able get pressure, but not like years past.
Looks as if they all three will be around in ’06……”to some degree,” including nanos, lol.
UNDER GUIDES:
Amend and add to this guide: MIXING PLAYS: Keep it as real as you can in mixing up plays as the real teams do. It’s understandable that a team with RB problems is going to pass more than run and a team with poor WRs is going to run more. But not 90% of the time. QBs cannot run 90% of the time either. If you have a “money play,” you should not run it every play or every other play. Style of play is just that. Don’t expect your opponent to play the style as you do, just that he plays by the rules.
This guide applies as well to defensive plays. This means not running a Dime defense 90% of the game. Be sensible and call your plays accordingly.
I guess, because I was involved in helping formulate our current rules, that I still feel I can participate by voicing my own views, but of course, now, just from the status of a “regular” league member.
I hope that none of the above was taken as “meddling” in league matters, as it is just random thoughts of mine after reading a lot of material lately. Although I direct this to the Commishes, I'm sure they, along with the SAPML staff, and I, would want to hear from anyone with their views of the rules, as the rules do affect all members. they can be seen at the main site: www.allpromaddenleague.netfirms.com/RULES.htm.
Thanks,
PTR