IMPORTANT DFL Rules Megathread

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Rocketcan

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BASICS AND APPLYING FOR A TEAM
The League (Name TBD), will be a professional league with teams based in markets across the United States. Expansion into international markets will not be allowed for now, but might be in the future. The League format (conferences, divisions, playoffs, etc.) will be determined based on the number of teams in the league, and therefore will be reliant on those who sign up for teams.

TEAMS:

Teams consist of multiple players that are abstracted into different position groups:
  • QB
  • RB
  • WR
  • OL
  • DL
  • LB
  • DB
  • Specialists
Each of these groups can contain multiple players and even positions:
  • QB (QB)
  • RB (RB and FB)
  • WR (WR and TE)
  • OL (C, OG, OT)
  • DL (EDGE and INTERIOR)
  • LB (OLB and MLB)
  • DB (CB and S)
  • Specialists (K, P, KR)
Each Position Group has a score between 3 and 18 inclusive. These scores translate into bonuses that position group applies in-game. These initial scores can NEVER be below 3 or above 18. The breakdown is as follows:

ScoreModifier
3-
4-5+1
6-8+2
9-12+3
13-15+4
16-17+5
18+6

These modifiers are on a play-by-play basis. Positive modifiers to OL and RB help on run plays, and QB and WR help on pass plays. For the defense, the DL bonus is applied on run plays, and the DB bonus is applied on pass plays. The LB bonus will be applied to either run or pass if the proper defense has been called (run or pass). K bonuses count for kicking field goals, P bonuses for punts, and KR for returning kicks/punts.

A Team’s OFF rating is the sum of their QB, RB, WR, and OL scores. A Team’s DEF rating is the sum of their DL, LB and DB scores. A team’s ST rating is their K, P and KR score.

MARKETS:

Each team has a home “market”. This market is their home and is where they play their games. Teams can never lose their home market. Depending on teams’ success year to year, they may add markets, lose markets (except for their home), or not change.

Markets are important because this is what generates revenue for your team. Revenue can than be used to bring in FAs (abstracted as being able to roll to upgrade skills). There are two types of markets, major and minor. Major markets make more money that minor markets. The money that markets make is dependent upon the team’s success, but major markets will always make more than minor markets in equal situations.

When teams are able to expand their markets, the team owner will choose which market that is adjacent to any market they already control. Major markets can have multiple fan bases, but they will then be treated as minor markets for the sake of how much income they generate if that is the case. Other teams cannot expand into a market that is the home of another team. Minor markets are “controlled” by the team that has them, so teams may NOT share minor markets. In the future, there will be a mechanism for wresting control of a minor market away from another team, but that will be determined later.

When prospective owners apply for a team, they must declare their home market and then the city that will act as their home base. The market can be major or minor, but remember, major markets are guaranteed to make more money. The markets and cities that may be chosen as the home city for a team are listed here:

MAJOR MARKETS:

CodeMarketCities
ATLAtlantaAtlanta
AZArizonaPhoenix
BALBaltimoreBaltimore
BCBritish ColumbiaVancouver
BIRBirminghamBirmingham, Huntsville
BOSBostonBoston, Hartford, Providence
CHACharlotteCharlotte
CHIChicagoChicago
CINCincinnatiCincinnati
CLEClevelandCleveland
DALDallasDallas-Fort Worth
DENDenverDenver
DETDetroitDetroit
HOUHoustonHouston
INDIndianapolisIndianapolis
KCKansas CityKansas City
LALos AngelesLos Angeles
MIAMiamiMiami
MINMinneapolisMinneapolis
MSMississippiJackson
NCANorthern CaliforniaSacramento
NJNew JerseyNewark
NONew OrleansNew Orleans
NORNorfolkNorfolk
NSHNashvilleNashville, Chattanooga
NYNew YorkNew York City
OHOhioColumbus
ONOntarioToronto, Ottawa
ORLOrlandoOrlando
PHIPhiladelphiaPhiladelphia
PITPittsburghPittsburgh
PORPortlandPortland
QUQuebecMontreal, Quebec
SDSan DiegoSan Diego
SEASeattleSeattle
SFSan FranciscoSan Francisco, Oakland
SLCSalt Lake CitySalt Lake City
STLSt. LouisSt. Louis
TBTampa BayTampa

MINOR MARKETS:

CodeMarketCities
ABAlbertaCalgary, Edmonton
ALAlabamaMobile
ARKArkansasLittle Rock
BUFBuffaloBuffalo
CARCarolinaCharleston, Raleigh
DAKDakotaFargo
DCDistrict of ColumbiaWashington D.C.
GAGeorgiaSavannah
IAIowaIowa City
IDIdahoBoise
JAXJacksonvilleJacksonville
KENKentuckyLexington
KNXKnoxvilleKnoxville
KSKansasWichita
LOULouisvilleLouisville
MBManitobaWinnipeg
MEMMemphisMemphis
MIMichiganFort Wayne, Grand Rapids
MILMilwaukeeMilwaukee, Green Bay
MTMontanaBillings
NBNew BrunswickMoncton
NEBNebraskaOmaha, Lincoln
NENew EnglandPortland
NLNewfoundlandSt. John’s
NMNew MexicoAlbuquerque
NSNova ScotiaHalifax
NTNorthern TerritoriesYellowknife
NTXNorth TexasAmarillo
NVNevadaLas Vegas, Reno
OKCOklahoma CityOklahoma City
OROregonSalem
PEPrince Edward IslandCharlottetown
PENPennsylvaniaHarrisburg
SASan AntonioSan Antonio
SCASouthern CaliforniaFresno
SHRShreveportShreveport
SKSaskatchewanSaskatoon
SUPSuperiorMarquette
SYRSyracuseSyracuse, Albany
TALTallahasseeTallahassee
TULTulsaTulsa
VAVirginiaRoanoke
WAWashingtonSpokane
WTXWest TexasEl Paso
WVWest VirginiaWheeling

MAP

Here is the map that will be used to determine what markets are adjacent:

View attachment 442

View attachment 410

For the purposes for adjacency, Alaska will be considered adjacent to: SEA, POR, OR, and NCA. Hawaii will be considered adjacent to: SD, LA, SF, and NCA. AK (Alaska) is considered adjacent to BC (British Columbia) and NT (Northern Territories). BC is adjacent to SEA (Seattle), WA (Washington), and MT (Montana). AB (Alberta) is adjacent to MT. SK (Saskatchewan) is adjacent to MT and DAK (Dakota). MB (Manitoba) is adjacent to DAK. ON (Ontario) is adjacent to MIN, SUP (Superior), DET (Detroit), OH (Ohio), CLE (Cleveland), PIT (Pittsburgh), and BUF (Buffalo). QU (Quebec) is adjacent to SYR (Syracuse), and NE (New England). NB (New Brunswick) and NS (Nova Scotia) are both adjacent to NE.

APPLYING FOR A TEAM:

I will set up a forum that will house applications. To apply for a team, go to this forum and create a thread: https://www.simfba.com/index.php?forums/team-applications.116/

Title your thread as the Preferred Regional Identifier and mascot for your team. A regional identifier can be a city, state, (like Arizona Cardinals), or geographical area (like Carolina). Please make it relevant to where your market is located. In your post, please include the following information:
  • Your username
  • The market you wish to base your team out of
  • The city that you want to be your home
  • An appropriate, and unique three letter abbreviation for your team
  • The name that you want for your home stadium
  • Any current DFL coach that referred/goaded you into applying for a team
You may also include the following information. These things are not required, but are highly encouraged to add some immersion to the game:
  • A logo
  • A GM and/or coaches name
  • Any backstory to you or your team
GENERATING TEAMS

I will use a computer program to roll for your positions and create your team randomly. When that is complete, I will post your team to the teams page and ping you in the post.
 

Rocketcan

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PLAYS AND GAMEPLANS
DEFENSIVE STRENGTH

Each offensive play has a ‘difficulty’ rating for it. This basically is how hard it is too succeed running the play. Usually this number is lower for plays that don’t gain a lot of yards, and then gets higher the more yards the play can gain.

This number is the baseline that modifiers on defense are added to. Run plays have the DL skill modifier applied to the Defensive Strength (DS) for that play. Pass plays add the DB skill modifier. If the defense called matches the type of offensive play (run or pass) that is called, then the LB skill modifier will be added as well, making it that much harder for the offense to succeed.

Runs will use the OL and RB modifiers for the offense, and passes will use the QB and WR modifiers for the offense.

OFFENSIVE ROLL

Each play, the offense will roll a number randomly between 1 and 20. This number along with bonuses will be compared against the modified (all defensive bonuses included) DS for that play. If the modified offensive roll (with all skill modifiers) exceeds or is equal to the modified DS, that play is a Success. If the roll is less than the DS, that is a Failure.

If the Offense rolls a one, they receive a Critical Failure, regardless of any modifiers.

SUCCESS

If the play succeeds, then the offense gets to roll dice to determine how many yards they gained. Each play has a certain number of dice that is labelled on the Gameplan sheet as “Success Dice”. Usually plays with more success dice can gain more yards, but they are also usually harder to succeed at. All sixes rolled are added to the yardage total and rolled again.

FAILURE

If the modified offense roll does not at least equal the modified DS for that play, the defense steps up and stops the play. If it is a run play, the run is stuffed for no gain. If it is a pass, then the pass falls incomplete.

CRITICAL FAILURE

If the offense rolls a 1, regardless of modifiers, there will be a critical failure. This will result in a very negative play for the offense. The offense will roll a die. On a roll of 1 a run play will result in a fumble and a pass play an interception. Otherwise, a run play will be stopped in the backfield for a loss. On a pass play, the QB will be sacked.

If the defense called a blitz on the play, a roll of 2 will result in a fumble or interception.

PLAYS

In this sim, you get to decide what plays your coordinators can call during the game! So let’s get to know them and their benefits and drawbacks.

RUN PLAYS

Blast:
  • DS: 5
  • Success Dice: 1
Power:
  • DS: 7
  • Success Dice: 2
Draw:
  • DS: 8
  • Success Dice: 3 vs. pass defenses, 1 vs. run defenses
Sweep:
  • DS: 9
  • Success Dice: 3
Option:
  • DS: 8
  • Success Dice: 3, -1 on failure
PASS PLAYS

Slants:
  • DS: 7
  • Success Dice: 2
Flood:
  • DS: 9
  • Success Dice: 3
Scissors:
  • DS: 13
  • Success Dice: 4
Play Action:
  • DS: 11 vs. run defense, 14 vs. pass defense
  • Success Dice: 4 vs. run defense, 2 vs. pass defense
Screen Pass:
  • DS: 11
  • Success Dice: 4 vs. blitz, 2 vs. no blitz
Max Protect:
  • DS: 10
  • Success Dice: 2
  • Negates blitzes’ effect on critical failures
Streaks:
  • DS: 15
  • Success Dice: 6

DEFENSE

On defense, plays are designed to stop the run or the pass. Some plays are blitzes, which increases the likelihood of turnovers, but are also susceptible to plays like the screen pass. Some plays also add or subtract from their defensive strength.

Cover 3:
  • Run defense
Cover 2:
  • Pass defense
Cover 1 Mike Dog:
  • Pass defense
  • Blitz
  • +2 to DS
Cover 0 Bullets:
  • Run defense
  • Blitz
  • +2 to DS
Goal Line (Hulk):
  • +2 DS against all runs but sweeps
  • -2 DS to sweeps and passes.
Cover 4:
  • -2 DS
  • Offense does not reroll sixes for extra yards
GAMEPLANS

At the beginning of the season, you will be PM’ed a link with your Gameplan sheet. This sheet is for your eyes and the league commissioner's eyes only. Every game week, your roster and Gameplan will be downloaded for the games that week. You will not need to “submit” a Gameplan, just have it ready to go for the deadline.

A Gameplan looks like this:

160



In the Gameplan you set a few important numbers for how plays will be called for you during the game. Each Gameplan has four sections: Header, Run Plays, Pass Plays, and Defensive Plays. All settings you will set should use numbers from 0-100. You will set the Run to Pass ratio and the weight for each play to be called. All fields that require your input MUST have a number in the field. If you don't want a play called do NOT leave it blank; place a 0 in the field instead.

Header
  • Team abbreviation
  • Run to Pass ratio setting (0-100)
    • If set to 0, you will only pass
    • If set to 100, you will only run
    • 50 should be an even split of run and pass
Run Plays
  • Lists all run plays and base DS for that play
  • Weights should be set.
    • All weights within this section should add up to 100.
Pass Plays
  • Lists all pass plays and base DS for that play
  • Weights should be set.
    • All weights within this section should add up to 100.
Defense
  • Lists all defenses and wether the play is run or pass and blitz or not.
  • Weights should be set.
    • All weights within this section should add up to 100.
If you have any questions, please post them here, or PM me.
 

Rocketcan

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MARKET INCOMES
The amount of money you gain in the offseason is determined by how well you did the previous season. This money can be spent on rolls to upgrade your team in the offseason. Money earned can be banked for later seasons and does NOT have to be spent immediately. The following table shows the income for major and minor markets according to team performance:

Team PerformanceMajor MarketMinor Market
League Champion$25 million$18 million
League Runner-up$21 million$15 million
Division Champion$18 million$12 million
Playoff-berth$15 million$10 million
Winning Record$12 million$8 million
Even Record (.500)$9 million$5 million
Losing Record$6 million$3 million
Worst in Division$4 million$2 million
Worst in League$2 million$1 million

*Note: If a major market is shared between two teams, that market is treated like a minor market for all teams that occupy it.

Teams that have an even or greater record will be assigned the highest amount of income that applies to them. For example, at team that is .500, but makes the playoffs will earn Playoff-berth levels of income.

Teams that are below an even record will have the lowest amount of income possible applied to them. For example, a team with a .4375 winning percentage has the losing record income level. However, if they were also the worst team in their division, they will instead be assigned the worst in division income level.

At the beginning of the offseason, all teams will receive their income for the previous year and it will be added to their current bank account total.

Newly generated teams will start with no money.
 

Rocketcan

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OFFSEASON
Once the League Year is complete, the next year’s offseason will begin. This will follow the steps below in the order displayed. The first season will not have an offseason before it begins.

COLLECT INCOME
Users will be assigned income by summing all of their markets’ income following the chart here: INSERT LINK

This sum is then multiplied by a modifier. This modifier will be based on a random roll and can be x1, x1.5, x2, x2.5, or x3. This represents the marketing department’s efforts that season in selling tickets and jerseys, etc. This will be determined with a 1d6 roll for each team.

RollIncome MultiplierMarketing Performance
1x1Poor
2x1.5Sub-par
3-4x2Average
5x2.5Good
6x3Excellent

This amount will be added to the current balance in the team’s bank account and can be spent that offseason on Free Agents (extra dice rolls for development), or banked for a later offseason.

MARKET EXPANSION/SHRINK
After income is collected, market analysts evaluate the size of each team’s fan base. This will determine whether or not a team can expand into a market, or give it up based on poor performance. Each team will have a 1d6 rolled that determines their ability to gain, lose, or not change their fan base. The roll will have effects based on the following table:

Team PerformanceExpandNo ChangeShrink
League Champion1-56-
League Runner-up1-45-6-
Division Champion1-34-6-
Playoff-berth1-23-6-
Winning Record1-23-6-
Even Record (.500)12-56
Losing Record-1-45-6
Worst in Division-1-34-6
Worst in League-1-23-6

Teams that score “Expand” on their roll will be allowed to choose ONE adjacent market to expand into. Adjacent markets can be determined using the map on this post: https://www.simfba.com/index.php?threads/basics-and-applying-for-a-team.227/

To take a minor market away from a team (Team A attempts to take Team B’s minor market), one of the following criteria must be met:
  • Team A was the League Champion OR
  • Team A defeated Team B AND Team A had a better League Record than Team B.
  • Team A and Team B have the same League Record, but Team A had a better head-to-head record the previous season.
NOTE: Teams can NEVER take a minor market from a division rival.

TEAM REGRESSION
Each offseason, a team must deal with players leaving in free agency, players retiring, and players regressing due to age/injury/suspension. To represent this, every team will have 1d100 rolled for them that will determine how they regress.

There are several positive and negative modifiers for the roll (Positive meaning good and negative meaning bad):
  • Positive
    • Consecutive losing seasons: +10 to roll
    • Every additional losing season (up to 5): +10 to roll
    • 3+ years since last league championship: +10 to roll
  • Negative
    • Winning Season this year and last: -10 to roll
    • Every additional winning season before that (up to 5): -10 to roll
    • Won League Championship this year: -10 to roll
    • Every Consecutive Championship before that: -10 to roll
These modifiers are to simulate teams in their prime getting older and losing a step or two, while younger teams (usually worse teams) are less likely to get worse.

This regression will follow the following chart:

RollRegression
98-100+-1 points
92-97-2 points
82-91-3 points
68-81-4 points
51-67-5 points
34-50-6 points
21-33-7 points
11-20-8 points
4-10-9 points
Less Than 3-10 points

These points will be subtracted from position groups randomly.

NOTE: Teams may not subtract points from a position group with a score of 3. No position group can ever be below 3 points.

FREE AGENCY
To represent Free Agency, teams will be allowed to purchase die rolls to increase the points at a certain position group. Teams do not have to purchase die rolls if they do not choose to. The price for the number of dice rolls is as follows:

RollsCost
One FA roll$25 million
Two FA rolls$50 million
Three FA rolls$100 million
Four FA rolls$200 million
Five FA rolls$400 million

Teams may not purchase more than five die rolls in an offseason.

DRAFT
Similarly to Free Agency, teams will receive draft rolls for certain position groups depending on their position in the standings. Teams with worse records will get more draft dice. The following chart describes the distribution of rolls based on standings.

StandingsRolls
Worst in LeagueFive Draft rolls
Worst in DivisionFour Draft rolls
Losing RecordThree Draft rolls
Winning RecordTwo Draft rolls
League ChampionOne Draft roll

Teams may not trade dice rolls. If a team is .500, then their rolls are determined by where they finished in the league. If they finish in the bottom half, they receive three rolls. If they finish in the top half, they receive two rolls.

TEAM DEVELOPMENT

Once all the rolls the team has has been determined, then teams will roll them to determine the development of position groups. Each die must be assigned to a single position group before it is rolled. Teams may place multiple dice on a single position group. The rolls’ success is based on the following table:

RollPosition Group Development
1Bad development, -1 to position group
2-4No change
5-9Increase score: +1
10-14Increase score: +2
15-17Increase score: +3
18-19Increase score: +4
20Increase score: +5

Regardless of the number of points earned on a roll, position groups can never have more than 18 points in them. Any points over this threshold are wasted. Also, no position can regress below 3 points.

The offseason is over once this process is complete.
 

Rocketcan

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SCHEMES AND AI

Thank you very much @TuscanSota for putting these together!

All teams will have to select an offensive and defensive scheme starting with the 2022 season. These will do a few things. First, they will restrict the frequency that users call their plays (see below). Second, most will provide bonuses to certain positions and penalties to others. Finally, this can also be used to understand how AI teams will operate. Teams may set their scheme during the offseason once. Once you select your scheme for that season, you cannot change it until the next offseason.

Gameplan restrictions limit how your team can call plays given your scheme's philosophy. In most schemes, certain plays must have an prescribed weight within a range, and then the remaining weight can be distributed as the coach desires. The AI will always distribute this amount as evenly as possible.

Offense

Air Raid:
  • Position Skill Changes
    • QB: +1
    • WR: +1
    • RB: -1
    • OL: -1
  • Gameplan Restrictions
    • Run to Pass Ratio: 15-25
    • Pass Plays
      • Slants: 10-20
      • Flood: 20-30
      • Scissors: 20-30
    • Run Plays
      • No restrictions
  • AI
    • Will focus on progressing these positions:
      • QB
      • WR
    • Will only sometimes progress these positions:
      • RB
      • OL
West Coast:
  • Position Skill Changes
    • QB: +1
    • WR: +1
    • RB: -1
    • OL: -1
  • Gameplan Restrictions
    • Run to Pass Ratio: 25-45
    • Pass Plays
      • Slants: 30-40
      • Flood: 25-35
      • Screen Pass: 5-15
    • Run Plays
      • Blast: 60-70
      • Power: 15-25
  • AI
    • Will focus on progressing these positions:
      • QB
      • WR
    • Will only sometimes progress these positions:
      • RB
      • OL
Smashmouth:
  • Position Skill Changes
    • QB: -1
    • WR: -1
    • RB: +1
    • OL: +1
  • Gameplan Restrictions
    • Run to Pass Ratio: 60-80
    • Pass Plays
      • No Restrictions
    • Run Plays
      • Blast: 25-35
      • Power: 25-35
      • Sweep: 25-35
  • AI
    • Will focus on progressing these positions:
      • RB
      • OL
    • Will only sometimes progress these positions:
      • QB
      • WR
Option:
  • Position Skill Changes
    • QB: 0
    • WR: -2
    • RB: +2
    • OL: 0
  • Gameplan Restrictions
    • Run to Pass Ratio: 55-75
    • Pass Plays
      • Slants: 35-45
      • Play-Action: 20-30
    • Run Plays
      • Blast: 20-30
      • Draw: 20-30
      • Option: 20-30
  • AI
    • Will focus on progressing these positions:
      • RB
    • Will usually progress these positions:
      • QB
      • OL
    • Will only sometimes progress these positions:
      • WR
Balanced:
  • Position Skill Changes
    • QB: 0
    • WR: 0
    • RB: 0
    • OL: 0
  • Gameplan Restrictions
    • Run to Pass Ratio: 35-65
    • Pass Plays
      • Cannot have more than 35 weight in any one play
    • Run Plays
      • Cannot have more than 35 weight in any one play
  • AI
    • Will attempt to progress all positions equally
Defense

Balanced:

  • Position Skill Changes
    • DL: 0
    • LB: 0
    • DB: 0
  • Gameplan Restrictions
    • Cannot have more than 40 weight in any one play
  • AI
    • Will attempt to progress all positions equally
Blitzkrieg:
  • Position Skill Changes
    • DL: +1
    • LB: +1
    • DB: -2
  • Gameplan Restrictions
    • Run Blitz (Cover 0 Bullets): 30-40
    • Pass Blitz (Cover 1 Mike Dog): 30-40
  • AI
    • Will focus on progressing these positions:
      • DL
      • LB
    • Will only sometimes progress these positions:
      • DB
Southpaw:
  • Position Skill Changes
    • DL: +1
    • LB: -2
    • DB: +1
  • Gameplan Restrictions
    • Pass Blitz (Cover 1 Mike Dog): 30-40
    • Run Defense (Cover 3): 20-30
  • AI
    • Will focus on progressing these positions:
      • DL
      • DB
    • Will only sometimes progress these positions:
      • LB
Box:
  • Position Skill Changes
    • DL: +1
    • LB: -2
    • DB: +1
  • Gameplan Restrictions
    • Run Blitz (Cover 0 Bullets): 30-40
    • Run Defense (Cover 3): 20-30
  • AI
    • Will focus on progressing these positions:
      • DL
      • DB
    • Will only sometimes progress these positions:
      • LB
Shutout:
  • Position Skill Changes
    • DL: -2
    • LB: +1
    • DB: +1
  • Gameplan Restrictions
    • Pass Defense (Cover 2): 30-40
    • Run Blitz (Cover 0 Bullets): 20-30
  • AI
    • Will focus on progressing these positions:
      • LB
      • DB
    • Will only sometimes progress these positions:
      • DL
Coverage:
  • Position Skill Changes
    • DL: -2
    • LB: +1
    • DB: +1
  • Gameplan Restrictions
    • Pass Defense (Cover 2): 35-45
    • Pass Blitz (Cover 1 Mike Dog): 25-35
  • AI
    • Will focus on progressing these positions:
      • LB
      • DB
    • Will only sometimes progress these positions:
      • DL
Something else that is only for AI teams: Unit Preference. AI teams will decide to either be offensively-focused, defensively-focused, or balanced when it comes to improving their team.
 
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