Author Topic: HIFL League Rules  (Read 4985 times)

Talon

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HIFL League Rules
« on: October 17, 2014, 12:20:01 PM »





Here are all the vital rules of the HIFL.  All Rules are Subject to Change and Moderator Discretion.


BE SURE TO CHECK FOR AMENDED AND UPDATED RULES THROUGHOUT THE RULES BOARDS
« Last Edit: June 04, 2018, 02:03:25 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #1 on: October 17, 2014, 12:31:06 PM »
PREFACE

If you have never played a game like this before, here is a quick introduction to the game and how it functions.

Firstly, this genre of games is a sports management simulation, in which you the player are acting as a team's general manager / Head Coach.  You have a boss (the owner of the team) and you have employees (coaches and players).  In this game you must balance keeping your coaches and players happy, while making the moves necessary to achieve goals set for you by your teams owner.

How do you play?  It's simple.   Join a team during the off-season and begin assembling the roster how you see fit.  Interview coaches and decide who would be the best fit to be your Head Coach and then find your Assistant Coaches (Offensive and Defensive Coordinator).  Once you've signed your coaches to a contract you will begin either scouting, drafting, or signing players.
Scouting is a process in which your assistant coaches will give you a short evaluation of a players talents and how they will or won't fit in with your team.  Any player who is a free agent (without contract for another team) can be negotiated with (via their agent) to sign with your team, and you may also draft rookie players out of the amateur draft. Any players undrafted will then become free agents.

In this game all you do is interact.  You talk with coaches, you talk with agents, you talk with players, and you answer questions from the media after each "week" of game play.  Remember though, every post you make has an impact on morale, every decision you make impacts fan support and your GM reputation.  The higher your reputation, the better chance of people seeing things your way, just like in the real world.

This game is designed for you to have to make tough decisions and deal with hard times (that is where the fun of it really comes in) so when you see a new story that makes you have to think about what you will do next, or a star player wants more money than you have to offer, put your thinking cap on and see what you can do.
This game is about creativity and critical thinking more so than it is about the X's and O's of football.  Remember there is no such thing as an unwinnable situation in this game, just because you don't figure out the way out of the scenario, doesn't mean it was unwinnable.

Play the game at your own pace and have fun, that is the key!  If you get fired, wait until a new team has an opening and sign up to continue the fun in the next season! 

Also, don't be afraid to ask other players for advice!
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #2 on: October 17, 2014, 12:35:51 PM »
-   Each franchise will consist of a maximum of 40 players you can work with. You will be responsible for setting their roles in the team as whether they are starters, reserves etc. You will also be responsible for understanding their issues and grievances and working out their contracts as well within the confines of a salary cap.

-   Each of players in the league will have a unique personality you will have to deal with.

EASTERN CONFERENCE
- Alabama Nighthawks
- DC Cobras
- Missouri Bears
- New Jersey Dragons
- Orlando Stampede
- St. Paul Lynx
- Music City Kings
- Atlanta Warriors
- Miami Killer Whales
- Michigan Monsters

WESTERN CONFERENCE
- Las Vegas Scorpions
- Lincoln Pride
- Long Beach Mermen
- Oakland Silverbacks
- Pearl Harbor Predators
- Tombstone Outlaws
- San Antonio Knights
- Rapid City Inferno
- Seattle Rhinos
- Tulsa Celtics


-   The most important thing about this is having fun, but you will be required to interact with the game as well to make sure it runs smoothly.


« Last Edit: September 16, 2017, 10:35:51 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #3 on: October 17, 2014, 12:48:53 PM »
1. Never edit your post.  If you do so, there will be dire consequences.  If you make a mistake, you make a mistake.

2. You have until you LOCK IN for pre-season of the season in question to be within your budget.

4. All Contracts and Expenditures must be posted in the "League Office" thread.  Once the deal has been processed by the mod, it will be "edited" showing mod activity.

5. The First Year Player Draft will consist of 7 rounds (due to roster size).  You may only trade draft picks ONE SEASON in advance*** (Season 2 picks can be traded during season 1, but Season 3 Picks are not able to be traded until AFTER the pre-season of season 2)

*** There is an exception to the "only x years into the future" draft pick trading rule.  If you have a HARD guarantee from your owner that your job is secure for "X" seasons, then you have the ability to trade draft picks up to that final season of guaranteed work. Remember though, Owners look at your trades as a way to form their opinion of you.  Even with job security, you can work your way into being fired and paid to GTFO. ***

------------------------------

TRADING PLAYERS:

Teams may trade players and picks at anytime until the Week 10 Trade Deadline, after the deadline trades will not be permitted until the off-season.

WARNING: TRADING PLAYERS ANYTIME AFTER PRESEASON LOCK-INS DURING THE REGULAR SEASON WILL HAVE A MAJOR IMPACT ON YOUR TEAMS MORALE.

-------------------------------------------------------------------

RE-SIGNING PLAYERS:

You may offer your players a contract extension at anytime during the life of their contract, this goes for players too however, their agents may ask for new contracts at any time... it's a two-way street.

Free Agency does not begin until AFTER the postseason concludes.  There will be a window before the draft for teams to issue final offers to their own free agents before unrestricted free agency begins.

In the event of expansion, Expansion teams will also be allowed to offer any/all free agents contracts during the pre-draft free agency.
« Last Edit: January 12, 2016, 07:50:58 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #4 on: October 17, 2014, 01:12:32 PM »
PRE SEASON TASKS:


As the GM of your team, you have other responsibilities outside of player management... Each season after the draft, free agency, your undoubtedly ridiculous fury of trades, and any other business you have to attend to you will lock in for training camp.

1. Submit depth chart for each: (or give control to the coaches)

I formation
Spread
Pro Set
Shotgun
Two TE

-------------
(Set for all you choose to use, if you have no intention of running 3-4 from your 4-3 base etc, you only have to submit what you plan to use)
4-3
3-4
3-3-5
Nickel
Dime

- Name your:
Two Kick Returners (with back ups)
Punt Returner (with 2 back ups)

2. Set your strategies.

Strategies types

List your strategy for each: (Playbooks: Balanced, West Coast, Power, Spread, Vertical)
OFFENSE (list primary strategy to use, and run/pass ratio)
1st and 10
1st and short
1st and Long
2nd and short
2nd and long
3rd and short
3rd and long
4th and short
4th and long
goal line
Last 2 mins (ahead)
Last 2 mins (behind)

DEFENSE - List primary formation (4-3, 3-4, 3-3-5, Nickel, Dime) to use and blitz % ratio
1st and 10
1st and short
1st and Long
2nd and short
2nd and long
3rd and short
3rd and long
4th and short
4th and long
goal line
Last 2 mins (ahead)
Last 2 mins (behind)


3. Backfield Strategy
- Featured Back (Your starting RB will get the majority of work at RB)
- Backfield by Committee (You will use a rotation of RB's depending on the situation)

4. Primary Receiver
(Choose your top WR, TE, or RB who will be your QB's first option in the pass game)

5. Playing Time
- Mostly Starters
- Balanced (mix of all starters and back ups)
- Mostly Backups


Offensive Playcalling

6. Choose your Playbook (your playbook will consist of certain formations, but some playbooks feature more plays from each formation than others).
- Power (I formation and 2 TE)
- West Coast (all formations with an emphasis on short, quick passes)
- Balanced (all formations)
- Spread (Shotgun and Spread formations)
- Vertical (all formations with an emphasis on deep passes)

7. Run/Pass Ratio
(set your run/pass percentage, anything from 100/0 to 0/100, the First number being the % of running plays)


Defensive Playcalling

8. Choose your Playbook
- 4-3 (4 defensive linemen, 3 Linebackers, 2 CBs, 1 SS, 1 FS)
- 3-4 (3 defensive linemen, 4 Linebackers, 2 CBs, 1 SS, 1 FS)
- 3-3-5 (3 defensive linemen, 3 Linebackers, 3 CBs, 1 SS, 1 FS)
- Dime (4 Defensive linemen, 1 LB, 4 CBs, 1 SS, 1 FS)
- Nickel (4 Defensive linemen, 2 LBs, 3 CBs, 1 SS, 1 FS)


9. Blitz Ratio
(0 = No Blitzing, 100 = Lots of Blitzing)


10.  PR Campaigns
- A commercial or catchy slogan... etc.  be creative. You will need to have a title/theme for the years PR campaign!
- PR is judged differently based on the player.  Some players want advertising, some want game-day promotion, some want charity... the more you know about your players, the better.

11. Mini Camp Training
- You may send 6 players to specialized training before the start of the season. (3 from offense and 3 from Defense)
- 3 Training programs are for offense and 3 are for defense, if you send one player to two training programs it takes up 2 of your 3 for that side of the ball.
- The results of your specialized training are determined by the abilities of your Coaching Staff and the players potential to develop.

The Improvable Skill Categories are:
Strength
Agility
Arm Strength
Accuracy
Tackling
Speed
Hands
Pass Blocking
Run Blocking
Endurance/Conditioning
Speed
Football IQ

[Every player goes through pre-season training camp and will improve or decline based on age, potential, and all that, Mini-Camp is additional training on top of Training Camp, so be aware that a player with a low work ethic or an old guy who doesn't want to do extra training anymore may not react as well to being sent to additional days of training.]

12. Name your captains: (6 total)

Offensive Captain
Defensive Captain
2 Offensive Alternate Captains
2 Defensive Alternate Captains
« Last Edit: September 16, 2017, 10:37:36 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #5 on: October 17, 2014, 01:17:37 PM »
Roster Minimums: [36] [40 Max]
2 QB
3 RB
1 FB
2 TE
5 WR
2 G
2 T
2 C
1 P
1 K
2 DT
2 DE
4 LB
3 CB
2 SS
2 FS

Minimum Contract: $250,000
Minimum PR expenditure: $100,000

Cutting a Player from the Active Roster while still under contract will result in the team paying 50% of the contract for the duration of the contract from the team's salary budget.
« Last Edit: June 25, 2015, 01:42:10 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #6 on: October 17, 2014, 01:18:19 PM »
TAMPERING:


Tampering also includes:

- Talking to a players agent about a player who is under contract for that season referencing contract figures.
- Entering talks of any type with a player currently signed to another team.

Any GM in violation of Tampering laws will be subject to a PR, Salary, and/or Draft penalty at the discretion of the Commissioner.



Filing a Claim or Complaint:

For tampering to be an issue, an involved party must file a complaint with the league office.
This could include an non-playable character filing the complaint (agent, coach, player).   

General Managers not involved in the dealings are ineligible to file complaints, unless the event takes place in a "public" thread (IE: Draft thread, Scouting Combine, etc).

(OOC: GM's not involved in these cases refers to situations where the only way the complaining GM knows of the events are via reading a team thread, which is considered NOT to be common knowledge.)
« Last Edit: August 05, 2016, 09:07:27 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #7 on: October 17, 2014, 01:20:07 PM »
- Amnesty Clause
Each off season, a team may use the Amnesty clause on one player contract, terminating the deal at no cost to the team, in doing so the team accepts that they may not enter negotiations for a new contract with terminated player, nor reacquire them in trade for the next season. This clause has been introduced to help teams get out of crippling contracts for under performing players.

- Amnesty Injury Clause
The AIC is designed to allow a team to cut a player who is severely injured and will not return for the remainder of the season.  In doing so, the team agrees to pay 50% of the players salary for the current season, but is freed from the long term obligations to the player contract, as the league will pay the remaining salary for the player through the player safety insurance fund. In doing so the team accepts that they may not enter negotiations for a new contract with terminated player, nor reacquire them in trade for the next season.



The Franchise Tag
The Franchise Tag is designed to help a team retain their best player while compensating that player.
Each team may use the Franchise tag once per off-season.  A player designated with the Franchise tag will be awarded a 1 year contract worth either a salary equal to the average of the top 5 players at the players position, or a 25% raise over their previous salary (whichever is greater).

A player who is designated as a franchise player is still allowed to negotiate a deal with another team, but if that team wishes to sign the player the original team has the chance to match the contract.  If the original team chooses not to match the offered contract, the signing team must surrender two 1st round draft picks to the original team (unless another trade is worked out between the two teams).

Once a player has been Franchise Tagged, all teams may offer/negotiate contracts with his agent. you do not have to wait for a new time period to do this, it may begin immediately.

Warning, not all players will like being designated with the Franchise Tag
« Last Edit: February 27, 2017, 05:36:36 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #8 on: October 17, 2014, 04:35:02 PM »
FOOTBALL FOR DUMMIES!


Position Breakdown and explanation.

Quarterback (QB)
The Quarterback is the general of the offense.  He gets the play from the coaches, tells it to the rest of the team, diagnoses the defense and runs the plays.  Arm Strength and Accuracy are obviously keys for a QB, but without intelligence a QB is nothing.  There are two types of QBs.  "QB-PP" and "QB-DT" 
QB-PP is a Pocket Passing QB, this is a traditional Quarterback who is not fast enough or agile enough to stand in the pocket and throw the ball.
QB-DT is a Dual Thread QB, this is a QB who is able to run, escape the pocket, and make plays with his legs.  In most situations a dual threat QB is less talented as a passer, but there are always exceptions to that thought process.  The risk of injury is also higher with a running QB due to the amount of hits he is exposed to.

Running back (RB)
The Running back is the player (or players) who line up in the backfield and run the football. 
Powerbacks are bigger, stronger, (and usually slower) backs who run best between the tackles and wear down a defense.
Speedbacks are smaller, faster, more agile players who are deadly when they get into space.
Receiving backs are running backs who are great at catching passes, and can be a force out of the backfield turning small catches into big gains.

Fullback (FB)
Traditionally a fullback is an undersized offensively lineman who has decent speed.  he can carry the ball in short yardage situations, but primarily he blocks for the running back.

Wide Receiver (WR)
A Wide Receiver lines up off of the line of scrimmage, on run plays, the WR can block for the running back, but their primary skill is to get down the field on passing plays and catch the football from the QB.  Their are several types of receivers.  Speed, Possession, Red Zone Threat, Route Runner, etc. WR's can be dominant no matter what their size, 5'8 with speed, 6'5 with good hands, or somewhere in between, WR's are versatile.

Tight End (TE)
Tight Ends are players who are too big or slow to be WR's, but too athletic and fast to be a lineman or fullback.  A pass catching tight end can be a match up nightmare for other teams, too big to be covered by a corner, too fast to be covered by a safety, and too tall to be covered by a linebacker, elite tight ends are hard to find.  Tight Ends can also thrive as "blocking tight ends" basically adding an extra lineman to the offensive line to boost the running game and/or protect the QB on passing plays.

Offensive Tackle (OT)
Each offensive line has two tackles (Right and Left) Left Tackles primarily work as pass blockers who protect the Quarterback's blind side, a Right Tackle can be a pass blocker or a run blocker depending on the team's scheme.  Big, Tall, and Strong.  Tackles are vital to the pass and run game.

Offensive Guard (OG)
Guards (again right and left) protect the quarterback from the inside rush of the defensive tackles, and also open the inside holes for the running game.  Usually a little smaller than the tackles, they are also more athletic, and can be used to pull to the opposite side of the formation to block from the run game.

Center (C)
The Center is a more undersized lineman who lines up in the middle of the offensive line and snaps the football to the Quarterback.  He blocks alongside the guards, helping double team Defensive tackles or blitzing players.


(OFFENSIVE LINE EXAMPLE IN THE "I FORMATION")
                     
                      FS          SS

                  LOLB   MLB   ROLB

CB               DE    DT  DT   DE          CB
-------------------------------------------------
WR              LT LG C RG RT TE         WR
                           QB   
                           FB
                           RB


-------------------------------------------


DEFENSIVE END
Defensive Ends are athletic big men. Pass Rushing Defensive Ends are fast and are best at getting to the quarterback.  A Run stuffing defensive end is stronger but slower and is best at disrupting the run game by dominating the offensive line and stopping the RB from getting through the gaps.

DEFENSIVE TACKLE
Defensive Tackles are big and usually slower players who are strong.  Their top priority is to take up blocks and make the inside run difficult and also open holes for linebackers to move freely to make tackles.  Occasionally you will find pass rushing DT's, big but surprisingly faster players who can get through the Guards and Center to get pressure on the QB.

***NOTE***
In a 4-3 Defense (4 defensive linemen and 3 linebackers), Your defensive line looks like this... LDE LDT RDT RDE, in a 3-4 defense (3 defensive linemen and 4 linebackers) you have LDE NT RDE

NT is a VERY large Defensive Tackle who lines up in the middle as a "nose tackle"  the DE's in a 3-4 defense are 4-3 style defensive tackles player at the DE position because a 3-4 defense is designed to play DE's at the outside linebacker positions as pass rushers.  If you are playing a 3-4 defense you can set your line ups with DE's at the Outside linebacker positions and play Defensive Tackles at the DE positions.


LINEBACKER
Linebackers are your primary tacklers against the run game and also are the key to your defenses blitzing.  in a 4-3 defense, your outside linebackers will play a lot of pass coverage and your middle linebacker will both key on the running back and also cover the middle of the field, on blitz plays linebackers can rush the passer or attack the line of scrimmage to shut down the run.  In a 3-4 defense your outside linebackers will typically act as pass rushing threats while the two inside (middle) linebackers play the role of coverage and run stopping.


CORNERBACK
Cornerbacks guard the wide receivers.  They are fast and skilled, but don't usually have the hands of a WR.


FREE SAFETY
Free Safeties are typically Bigger bodied (and slightly slower) than Cornerbacks.  They along with the Strong Safeties are the defenses last line of defense.  They play the pass, unless the play calls for them to step up and attack the run game.


STRONG SAFETY
Strong Safeties are smaller and faster linebackers (basically). Too big to be a corner, to small to be a linebacker.  They can cover pass and/or play against the run, and can even play linebacker if the defensive scheme calls for it.


KICKERS AND PUNTERS
Kickers kick the ball off to the other team at the start of games, after scores, and after halftime as well as kicking field goals. Punters kick the ball to the other team if the team fails to achieve a first down.


« Last Edit: October 24, 2014, 09:28:01 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #9 on: October 30, 2014, 01:28:12 PM »
PR SYSTEM

PR will work differently than in past sims you may have played.

PR campaigns all must have a theme/slogan/tagline/catchphrase/nickname

PR with multiple platforms must all have some common bond with the theme/slogan/etc

PR increments are at a minimum of 250K both as a contract price AND a "platform" price.  Each different "thing" you do in PR is a separate platform

Example:  August Rush has a TV campaign called "Rush to the Title" with a detailed account of the commercial or just the information about the concept, he also has a promo night at the stadium in week 4 that is called "Rush to the Bleachers" which gives all bleacher seated fans free August Rush jersey style t-shirts, Then he has another campaign called "Rush to the Chopper" with one lucky fan winning a helicopter tour of Seattle with August Rush and Arnold Rains... the MINIMUM Rush's PR could be on his contract would be 750K due to their being 3 separate events at 250K a piece) *note, cost will be considered, if you do a 2mm promotion and only allocate 250K to it, it may flop hard, no matter how great the idea, these figures above were purely as an example.*

If you have player with 3MM in PR and all you do is give him a tagline as a nickname, you're pissing money away and either your owner or the player will be pissed. Be smart and clever.  This is the only time in the game that your creative writing skills are REALLY tested, so don't brush it off.  You get out what you put in, remember that.
« Last Edit: September 09, 2015, 06:05:54 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #10 on: October 30, 2014, 01:29:42 PM »
PRESEASON

After you get your team sheet in and your thread unlocks again, do your thing... the next sim-event that comes up is the Pre-Season.

Each team will play 2 preseason games which do not effect revenue in any way.

These games are talent evaluation opportunities for you, and playing time for your players.  You will lock in for both games at one time.

After those games are simmed and posted, the regular season will begin!
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #11 on: October 30, 2014, 01:31:38 PM »
LOCKING IN FOR A REGULAR SEASON OR POST SEASON GAME

You will not be required to post all those depth charts or strategy ratios for your weekly lock in.

When you are ready, simply tell your coach the following things:


- Player Rotation (Mostly Starters, Balanced, Mostly Backups)
- Tempo (Very Slow, Slow, Normal, Fast, Very Fast)
- Any depth chart or strategy changes you decide to make (if you aren't sure how to do this, PM ME!)
« Last Edit: January 15, 2015, 05:33:27 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #12 on: October 31, 2014, 12:41:06 PM »
LEAGUE CALENDAR


OFF-SEASON
- Expiring Coach and Exclusive Rights Free Agency
- Rookie Combine
- Rookie Draft
- Unrestricted Free Agency
LOCK IN

PRESEASON
- Mini Camp Results (specialized training)
- Training Camp Results (all players)
- Preseason Game Instructions
LOCK IN


REGULAR SEASON
- Normal Gameplay
- Normal Scouting / Scouting Trips
- Trade Deadline Week 10


POST SEASON / END OF SEASON
- Normal Gameplay for Postseason teams
- Other teams conduct final business and LOCK IN for offseason
« Last Edit: September 09, 2015, 06:06:16 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #13 on: October 31, 2014, 03:04:04 PM »
DRAFT RULES:

1. All GM's MUST submit a proxy list of no fewer than 20 players, the board must be refilled after the team makes their draft pick so that the draft does not stall.

2.Rounds 1-3 will have a 24 hour time limit. Rounds 4-7 will have a 12 hour time limit. If you do not have your proxy list AND do not draft before time expires you will be penalized by losing your draft pick for that round, and will not get it back, there are no "make up" picks.

3. Do not send proxy lists to ANY other GM, only to me.  Proxy picks by other GM's will not be counted and you will forfeit your draft pick immediately, as will the proxy picking GM who makes the post. (GM making the pick for you will be treated as making a pick out of turn.)

4. Drafting out of turn will result in a league fine AND forfeiture of the draft pick in question.

5. Typos in the draft will be in character, be careful.

6. If a drafted player refuses to sign, they become a restricted free agent, meaning the team who originally drafts the player has the right to match any agreed upon contract (within a 24 hour window of the contract being submitted to the league office). A player refusing to join the team after being retained via restricted free agency will be forced to sit out of the league for a full season before re-entering the draft.

ALL GM'S MUST HAVE THEIR PROXY LISTS BUILT BY THE START OF THE DRAFT OR FACE CONSEQUENCES.
« Last Edit: June 19, 2015, 06:30:01 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #14 on: January 24, 2015, 06:01:56 PM »
REGULAR SEASON MEDIA RELATIONS

During the regular season you will not be bored with weekly lists of questions.  Instead, when your thread unlocks you will give your weekly press conference, start out with whatever you want to say.  if the media has further questions then they will ask you after you finish your initial statements.

when the media is satisfied your coach will come to you.  DO NOT APPROACH YOUR COACH (OR ANYONE ELSE) FIRST!

If you irritate your media group then you risk losing fan support due to the bad articles the local/national press may write about you due to your attitude and/or behavior.
« Last Edit: February 04, 2016, 02:46:15 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #15 on: April 20, 2015, 10:03:15 AM »
STARTING SEASON 6


-  Rosters will be "unlocked" meaning any player can play at any position via depth chart set up.
This does not mean players will be effective at any position, but as a GM you can request through your coaches that a certain player plays out of position or plays multiple positions depending on the formation. 

- Two-way players will be inserted into the game.
A 2-way player is a player who can play on either side of the ball.  This will greatly increase his fatigue level and can increase the risk of injury, but some players will be skilled enough to play on offense and defense.  Other players may be good enough to play positions on either side of the ball, but will need to be assigned to one side specifically by the GM after being drafted.

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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #16 on: May 02, 2015, 09:41:10 AM »
PR MONEY

You may only spend season 6 PR money after locking in for the pre-season (the lock in before teams prepare for pre-season games)

This will be the rule for all future seasons to prevent teams from mortgaging their future and screwing the next guy if they get fired.  ALL scouting for this upcoming draft must come from your season 5 PR budget plus whatever money your owner gives you after the season based on goals set for your team at the beginning of the year and at the mid-season re-evaluation.
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

Talon

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Re: HIFL League Rules
« Reply #17 on: May 25, 2015, 12:02:01 AM »
SEASON 6 SALARY FIGURES

135MM salary
40MM PR
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #18 on: June 07, 2015, 11:46:07 PM »
AS OF SEASON 6 : DIVISION FORMAT


EASTERN CONFERENCE

North Division
St. Paul Lynx
Missouri Bruins
Music City Kings
New Jersey Dragons


South Division
DC Cobras
Atlanta Warriors
Orlando Stampede
Alabama Nighthawks



WESTERN CONFERENCE

North Division
Lincoln Pride
Rapid City Inferno
Long Beach Mermen
Oakland Silverbacks


South Division
Tombstone Outlaws
Las Vegas Scorpions
San Antonio Knights
Pearl Harbor Predators
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #19 on: June 19, 2015, 06:24:59 PM »
NEW SCOUTING COSTS AND RULES
Please familiarize yourself with the costs of scouting effective Season 6.



Rookie Scouting

500K - Film Study (Coaches' opinion on players ability based on what he sees on the tape) [Available from week 1 - week 16 and from End of Impact Bowl to start of Combine]

750K - Scouting Trip (Coaches' opinion on the player/fit with team's style of play + Second Hand information on Personality from players college Coaches) [Only Available starting Week 4, Until End of College Season Week 12]

2MM - Combine Trip (Choose 3 player positions, coaches will give personal opinion on top 3 players at that position with additional information.) [Only Available during Scouting Combine]

500K - Head Coach Interview (Your COACH interviews the player in private and gives you a report on Personality info, must be players scouted via film, visit, or combine top 3) [Only available during The Scouting Combine]

500K - General Manager Interview (YOU do an Interview via PM with visiting rookie) (limit 5 players per off season) [Only Available for players who have already been interviewed by Head Coach, and only during off season after combine]


----------------------------------

Free Agent Scouting / Spending

1MM Film Study [Coaches Opinion on players previous stats and ability, as well as personality traits and fit with team.]

1.5MM APL Scouting Net [Your Coach or Coordinator will comb through the APL and give a short report on up to 5 players, depending on the coaches skill level, for a specified position of your choice.  This will give you name, measurables, and a short film study report on the player(s).]
« Last Edit: October 12, 2015, 11:36:38 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #20 on: December 06, 2015, 12:02:51 AM »
PRACTICE SQUAD - RULES AND EXPLANATION


The Practice Squad will be introduced in the off-season leading up to the start of Season 7.
All Teams will be given a 10-man practice squad roster. This Practice squad is a group of players who will practice with your team, using the practice time to learn and improve just like the rest of your team, but on game-day they will not be active or available for use in the games.

These players do not count towards your active requirements on the main roster, but you may call them up to the main roster if you have a roster spot available.
You may not demote players down to the practice squad.

Players on your practice squad may not exceed a $1MM salary.  You are allowed Two (2) max-salary players on the practice squad.
You are allowed Four (4) $500K salary players on the practice squad.  The remaining players must be $250K salary players. 
You can have as many $250K players as you want,  you are not required to have the 1MM or 500K slots filled, they can be 250K salary players.

The practice squad salaries DO count against your salary cap, and the salary cap increase size was done to account for these additional salaries.

You are not required to field a full practice squad.

All practice squad contracts are 1 year deals, no contract on the practice squad will exceed a one year contract.
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #21 on: December 14, 2015, 04:01:35 PM »
SEASON 7 SALARY FIGURES

145MM salary
40MM PR
« Last Edit: December 14, 2015, 04:26:12 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #22 on: February 04, 2016, 03:02:58 PM »
AS OF SEASON 7

- The Salary and PR caps are not guaranteed to rise after the season. The probability of an increase is high, but the amount is no longer a guaranteed raise of x%



- Starting Week 3 of Season 7
You may dictate the focus of practice for a portion of your team.

Each coach has a training schedule they run for the entire team which covers:
     - Position training
     - Athletic training
     - Physical training
     - Film Study

Each coach dedicates up to 25 hours a week to these four categories, for season 7 most coaches are generally in the same overall training routine. (the default setting is 5 hours per category, with 5 hours that are able to be allocated to whichever areas the coaches focus on the most)

Coaches are not going to tell you how they break down the hours, so don't ask.  In an effort to protect the game from being exploited these things will be kept unknown.

As the GM, you may also set up your own preferred training schedule for up to 5 players per week to have a custom training schedule with the same 25 hour limit.  WARNING: Training scheduled here is additional training time, meaning if you allocate 25 hours of training to Player A, then Player A will be spending 50 hours of the week training (plus normal duties like scrimmages etc).

As the GM, you can have the player(s) removed from the coaching staff's normal routine and set their entire 25 hour week, but some coaches will become offended/irritated by your interference, likewise, other effects could be seen.

Adding an hour or two to your categories would only add a small amount of extra time to your player(s) work week, and could give them boosts as the season progresses.

Another thing to consider is that neglecting a certain training field can/will effect your player in other ways.  If you spend 20 of your 25 hours watching film, then you are going to lose skills that are maintained or improved by the other 3 training areas.  Be careful in what you do, and how unbalanced you make your training, if you choose to do so.


In order to use the new in-season training features you must add it to your lock in like this.

In-Season Training Schedule
- 2 hours Position Training
- 0 hours Athletic Training
- 0 hours Physical Training
- 1 hour Film Study

Players:
- Philly Brown
- Devin Funchess
- Tedd Ginn Jr.
- Ed Dickson
- Damiere Byrd



Once you install the training package it continues each week throughout the season.  You may change it by locking in with it again in a future week, but unchanged/no posted training lock ins will result in the same plan being used each week until it is either locked in with either specific new changes, or posted as NO ADDITIONAL TRAINING
« Last Edit: February 04, 2016, 03:06:56 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #23 on: September 05, 2016, 08:18:06 PM »
AS OF SEASON 8, TICKET PRICE IS HANDLED BY YOUR OWNER AND DOESNT MATTER IN YOUR LOCK IN.
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #24 on: October 28, 2017, 12:43:14 AM »
Clarification on Roster and Salary limits and caps.


At NO TIME during the pre-season, regular season, or post-season, unless specified in the circumstances of the DTR (see DTR thread), may your team be over the maximum roster limit of 40 players on the active roster or exceed the predetermined salary cap.



If you are unsure of a move conflicting with your roster/salary PM ME.

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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #25 on: October 28, 2017, 09:21:13 AM »
In an effort to avoid any future blow ups:

This is a game, a game I made from scratch, so from time to time a rule may be overlooked or implied. 

If you do not trust me to run the game fairly, I kindly ask you to respectfully bow out and not play.  I like to think that we are all friends and we all trust each other not to cheat, or for me to show favor beyond the favor of certain characters towards others.

The league office is unbiased and while I do not mind in character opposition to the league office, I ask that you respect me and my mod style/decision whether its for or against your team.

I can implement an 'unwritten rule' or spawn a rule due to a need for it (see tampering and/or suspensions for multiple personal fouls etc)
The "rules" of the HIFL and the structural rules for how we play the game as GMs and the Mod are not the same. 

Thank you for your understanding and trust.


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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #26 on: December 16, 2017, 11:23:45 AM »
AS OF SEASON 10: DIVISION FORMAT


EASTERN CONFERENCE

North Division
Cleveland Mustangs
DC Cobras
Michigan Monsters
Milwaukee Barons
New Jersey Dragons
St. Paul Lynx

South Division
Alabama Nighthawks
Atlanta Warriors
Charlotte Crowns
Miami Killer Whales
Music City Kings
Orlando Stampede



WESTERN CONFERENCE

North Division
Kansas City Bruins
Lincoln Pride
Portland Brewers
Rapid City Inferno
Seattle Lumberjacks
St. Louis Stallions

South Division
Tombstone Outlaws
Las Vegas Scorpions
Long Beach Mermen
San Antonio Knights
Oakland Silverbacks
Tulsa Celtics
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #27 on: July 13, 2018, 11:57:32 AM »
Injured/Reserve (IR) Rule Clarification

- Any player listed on your injury report may be moved to the Injured/Reserve list.

- Moving a player to IR ends their season and makes them unavailable to join the active roster until the next season.

- Moving a player to the IR opens a roster spot.

- Moving a player to the IR DOES NOT move their salary or PR off of your books.
« Last Edit: July 13, 2018, 11:57:55 AM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.

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Re: HIFL League Rules
« Reply #28 on: September 17, 2018, 02:57:46 PM »
COACHING SALARY CLARIFICATION


Releasing/Firing A Coach/Coordinator is the same as a player.

50% of the salary is still on your books (in this case from PR) for the life of the contract.
« Last Edit: September 17, 2018, 02:57:58 PM by Talon »
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GM Kirk [21|May 12:29 AM]:   When trade fever hits, math is the first casualty.