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Sat Jul 11, 2015 2:08 am by Admin

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Moose Rules

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Moose Rules

Post by Admin on Sat Jul 11, 2015 2:08 am

Unless specifically noted otherwise, all Rules apply to both the MHL and the MAHL

1 – DISCIPLINE/REMOVAL
Complaining about which team you are on at any point in the season is only moderately tolerated. There are mature & immature ways to go about requesting a trade, but anyone found being emo about playing with newbs and/or being a douchebag to teammates will be ridiculed & likely removed from the league. Furthermore, constant disrespect of the league and its members in the view of the MEC may result in removal.

   1.1 – Captains have the power to “Rule 1” a player (ie. Drop them from their roster after documented cases of excessive inactivity and/or douchebaggery).
   1.2 – Players removed by a captain (or MEC) for Rule 1 violation will be suspended for remainder of the current season and possibly all of following season.
   1.3 – All drop REQUESTS need to be emailed to the MEC for investigation before being approved.
   1.4 – Depending on the circumstance, a player suspension will occur before a Rule 1 is granted by the MEC.
   1.5 – Depending on the circumstance, the player may also be banned from accessing the website.
   1.6 – If a returning player has served their Rule 1 and still wants to be a part of the Moose, they will need to go through the MAHL again.


2 – LEAGUE PLAY
Remain active & PLAY TO WIN. This is NOT a “sim league”

   2.1 – MEC reserves the right to add gameplay restrictions in dire situations if something completely ridiculous (and enforceable/provable) is deemed to occur, such as “diving at the goalie causes them to lose the puck”, or “warp through penalty box results in auto-goal”, etc.


3 – ROSTERS

   3A – MHL: All teams MUST carry a roster of 6 players at all times, including the Captain
       3A.1 – All teams who end up with a roster of less than 6 players due to MEC approved drop(s) of a player (douchebaggery, inactivity, Rule 1, unacceptable availability change downward, etc.) must call up a player that he has rights to in the MAHL (the 3 extra guys he drafted).
       3A.2 – If for some reason an MHL captain DOES NOT have rights to any player for whatever reason (multiple drops, rage quitters, no MAHL season, etc.) the MEC/Waiver team will provide someone for you. Any and all requests for a particular replacement player will be ignored.
   3B – MAHL : All teams MUST carry a roster of minimum 8 players at all times, including the Captain
       3B.1 – All MAHL teams who end up with a roster of less than 8 players due to MEC approved drop(s) of a player (douchebaggery, inactivity, unacceptable availability change downward, etc.) will be given a random, MEC approved Waiver player at a similar position; pending waiver availability. Any and all requests for a particular replacement player will be ignored.


4 – AVAILABILITY CONTRACTS
Regular Season and Playoffs

   4.1 – All players must indicate whether they will play 1 or 2 times a week.
   4.2 – Availability refers to the number of nights per week you can play, not the number of games.
       4.2.1 – PART-TIME availability is equal to 1/2 nights per week
       4.2.2 – FULL-TIME availability is equal to 2/2 nights per week
   4.3 – This “availability contract” will be clearly stated to all Captains on the draft sheet and it will represent your expected availability throughout the season.
   4.4 – A player who is unavailable due to playing in another league at the same time they are expected to play in a Moose series is grounds for a Rule 1
   4.5 – Both MHL and MAHL players may not change their availability during the season for any reason. A decrease in availability gives the captain grounds to drop you via Rule 1.
   4.6 – IF APPLICABLE, MAKE SURE YOUR “MIA” IS CLEARLY FILLED OUT ON SIGN-UP SHEET.
   4.7 – Players under contract ARE allowed to change their preference with regards to “MAHL Refuse” during the off-season without being in breach of contract.


5 – PLAYER CONNECTION RESPONSIBILITY

   5.1 – Any potential threats regarding IP Attacks will be on the player to defend themselves
   5.2 – The MEC will treat all disconnects the same, regardless of the manner in which they happen


6 – DISCONNECTS – GOALIES (Regular Season and Playoffs)
Human Goalies are required at all times

   6.1 – The FIRST time a goalie from one team disconnects in a game, the following procedure is to be followed:
       6.1.1 – If it occurs in 1st half of period 1 or 2, restart the period ASAP at next stoppage and allow same goalie to reconnect.
       6.1.2 – If it occurs in the 2nd half of period 1 or 2, FINISH OUT THE PERIOD VS CPU and then restart during intermission.
       6.1.3 – If it occurs in the 3rd period, 1 of 2 things will happen (TIME LEFT IN THE PERIOD IS IRRELEVANT).
       NOTE: The team whose goalie DID NOT disconnect must initiate a restart (the full third period will be played) after a REASONABLE AMOUNT OF TIME, where “reasonable amount of time” is defined as follows: At first available stoppage/faceoff AFTER any existing power plays the team who DID NOT disconnect may have had at the time (ie. First stoppage that occurs during even strength play. If you happen to have a power play going, finish it out first if you want and THEN you must restart on next available stoppage) The stoppage delay due to power play time ONLY APPLIES TO THE TEAM WHOSE GOALIE DID NOT DISCONNECT. If the disconnecting team happens to get a power play opportunity during the precise period their goalie disconnected, that power play can be NEGATED if the other team decides to restart immediately since that would technically be the “first available stoppage”. The team whose goalie DID NOT disconnect does NOT initiate a restart within a REASONABLE AMOUNT TIME, thus the game is finished out vs. a CPU goalie. (ie. If a team is winning in the 3rd, they may deem its preferable to face a CPU goalie because it’s not worth restarting and giving the other team additional time. This is at the non-offending Captain’s discretion).
   6.2 – The SECOND time a Goalie from one team disconnects in a game, the following procedure is to be followed:
       6.2.1 – The same rules as above in 6.1 are followed EXCEPT for one change – the offending team must pick a NEW GOALIE after the restart.
       NOTE: If all other players on the team happen to be “Refuse Goalie” on their sign-up sheet, then the original goalie may reconnect a 3rd and final time.
   6.3 – The THIRD time a goalie from one team disconnects in a game, the following procedure is to be followed:
       6.3.1 – The team whose goalie did NOT disconnect is awarded an immediate 3-0 sim win regardless of the score at the time.
   6.4 – MEC reserves the right to investigate and take action they deem fit if repeated goalie disconnects occur with a particular player/team over the course of the season.


7 – DISCONNECTS – SKATERS (Regular Season and Playoffs)
Human Skaters are strongly encouraged at all times

   7.1 – All games are STRONGLY ENCOURAGED to be 6v6.
       7.1.1 – In the rare event that a team cannot field 6 players at sim-loss deadline they may play with 5 players provided the team with 6 chooses which skater position the CPU player plays on the opposing team.
       7.1.2 – The team with 6 cannot refuse to allow the other team to use 5 as it is a legal lineup; however, if call-ups are online and not being used when available, this is grounds for MEC review and a potential sim-loss.
   7.2 – THE TEAM THAT DOES NOT HAVE A PLAYER LAG OUT IS TO REMAIN IN THE GAME UNTIL THE OFFENDING TEAM HAS QUIT.
   7.3 – If any skater(s) on a team disconnect(s) in the 1st or 2nd period after the initial puck-drop, that team is awarded ONE RESTART PER GAME provided the procedure below is followed:
       7.3.1 – If the disconnect occurs in the 1st or 2nd period, restart at intermission and continue the game from that point with whatever score existed at the time of restart.
       7.3.2 – IT IS ON THE TEAM THAT LAGGED OUT TO CREATE A STOPPAGE. The opposing team can continue trying to score until said stoppage.
       7.3.3 – A restart can be granted once per game (eg. Player A lags out of Game 1. A restart is done. Any player, including Player A, lags out, finish the game.)
   7.4 – If any skater(s) on a team disconnect in the 3rd period, FINISH THE GAME OUT WITH THE CPU SKATER(S).
   7.5 – In the event of ANY restart, both teams must use the exact same line-ups and use the exact same positions as originally set. The only exception is if a player drops and cannot reconnect. At that time, the only thing that should change is the player in THAT SPECIFIC position.
   7.6 – In the event of all 6 (or 5) players of a team disconnecting or rage-quitting, that team would be given an automatic 3-0 loss regardless of the score at the time.
   Note: If it is a verified EA server mass disconnect, the MEC will review and determine results of the game(s).
   7.7 – In the event of multiple players on the same team lagging out at the same time due to EA server errors, resulting in an illegal line-up of 4 or less players, Captains will do the following:
       7.7.1 – Note the time of the lagout
       7.7.2 – Pause and take stats for BOTH teams up until the lagout
       7.7.3 – Restart the game and allow the clock to count down to the time in the 1st period of the new game in which the lagout occurred in the original game
       7.7.4 – Resume play by getting a whistle for the draw
       NOTE: 6v5 and 5v5 are legal line-ups and lagouts resulting in these scenarios should be handled by Rules 7.2-7.5
   7.8 – Please report all suspected cases of “intentional disconnecting” to the MEC for further investigation. If certain teams and/or players are suspected of trying to exploit the system in order to play with CPU players, it will be dealt with on a case-by-case basis.


8 – HOSTING
Regular Season

   8A.1 – Home team hosts games 1 and 3 of all regular season series, while Away team hosts game 2.
   8A.2 – Each team may choose ONE PLAYER from opposing team that CANNOT HOST AT ALL (ie. Red bars, historical lagging or just personal bias; the reasoning is irrelevant, everybody gets 1 refuse host player).
       8A.2.1 – This choice may occur prior to any game starting OR prior to any utilized restart due to disconnect.
       8A.2.2 – Once a team chooses a refuse host player, they CANNOT choose a different one later. Your 1st choice is the only player you can refuse all night.
   8A.3 – Home team picks jerseys first. Away team must accommodate by using opposite colour. (eg. Home chooses dark jerseys, Away must choose light jerseys)

Playoffs

   8B.1 – Higher seeded team hosts games 1,2,5,7 during all playoff series, while lower seed hosts games 3,4,7.
   8B.2 – Playoff hosting follows the same logic as Regular Season Hosting – each team gets 1 refuse host player.
   8B.3 – Home team picks jerseys first. Away team must accommodate by using opposite colour. (eg. Home chooses dark jerseys, Away must choose light jerseys)


9 – CAPTAINS
Stats Tracking

   9A.1 – Stats are tracked using an independent stats site which will be told to Captains.
   9A.2 – Captains are responsible for learning how to use this stats site for entering individual/team stats correctly.
   9A.3 – Not entering stats in a timely manner (by 9pm EST the following night) will be punished via a 3 strike procedure as outlined below:
       9A.3.1 – 1st Strike: Captain is warned about stat failure
       9A.3.2 – 2nd Strike: Captain is suspended from next series or first night of Playoff round (if applicable), all Captain stats will not be recorded
       9A.3.3 – 3rd Strike: Captain is removed and Rule 1d for remainder of current season/Playoffs and possibly all of following season
       9A.3.4 – Any Captain that commits 3 strikes will not be eligible to Captain again for 2 full seasons after their Rule 1 punishment
   9A.4 – Each Captain is allowed 2 stats extension requests per season no questions asked.
       9A.4.1 – Extension requests must be made by 7pm EST.
       9A.4.2 – Any stats entered by 9pm EST after requesting an extension will negate the extension request.

Other Duties

   9B.1 – Captains are representatives of this league and are expected to conduct themselves as such
   9B.2 – Captains are expected to consistently remain in communication with MEC, other Captains and their respective teams
   9B.3 – Captains are expected to partake in mandatory activities (ie. Draft Practice)
   9B.4 – MEC reserves the right to punish any Captain who does not follow these guidelines


10 – WAIVERS
MAHL (These Rules also apply to the MHL when an MAHL Season is not active)

   10.1 – If a team cannot get a legal number of players (5+) on the ice for a series, the Captain can request a waiver to fill in for the night.
       10.1.1 – A Waiver request must be made by 8:40pm EST before the first game. All other requests for the first game will be ignored and may result in a sim loss.
       10.1.2 – Waiver request(s) for either game 2 or 3 can be made as necessary but understand that the MEC member attempting to find a Waiver may also be playing a series. Please be patient
       10.1.3 – If a Waiver is requested and found before the drafted player originally expected to play returns, the Waiver player MUST be used. No exceptions.
   10.2 – No team will be given the same Waiver player twice unless it is unavoidable.
   10.3 – Captains DO NOT contact players for Waivers. They are provided by the Waiver team. If you ask for someone specific, you will be ignored. If you try to use someone unapproved, you will be given a sim loss.


11 – TRADING

   11.1 – Trading of players is allowed provided that there is no collusion. The MEC reserves the right to veto obvious fishy, rotten or colluded trades.
   11.2 – All trades must remain under a hard salary cap of 115
   11.3 – Trades must be equal in numbers. (ie. 1 for 1, 2 for 2, 3 for 3, etc.)
   11.4 – Trade formats are as follows:

   MHL
   11.4A.1 – MHL player for MHL player
   11.4A.2 – Rights Player for Rights Player

   MAHL
   11.4B.1 – MAHL player for MAHL player
   11.4B.2 – Rights Player for Rights Player
   11.4B.3 – Rights Player for MAHL player

   11.5 – Any team trading with a defined expansion team will incur 50% of the salary they are trading away. (ie. PLAYER A, worth 20 BOD, is traded to CAPTAIN B, the player traded from CAPTAIN B’s team, PLAYER B, is now given a salary of 10 BOD (50% of 20 BOD)).
   11.6 – All accepted trades must follow the process explained below:
       11.6.1 – All trades must be announced between the hours of Midnight EST & Noon EST. If you don’t have an agreed upon trade with another captain by Noon EST, do NOT announce it until the next day because it has zero chance of going through that night.
       11.6.2 – Once the trade is announced (on both forums and Captains thread), the “counter-trade period” will begin immediately and run until 8PM EST. This creates an 8 hour time period for Captains to offer/consider/accept counters.
       11.6.3 – In the event of an accepted counter-trade occurring between 7pm – 8pm EST, the counter-trade period will extend to 9pm EST. After 9pm the Captain will be required to make a final decision to accept or deny a counter-trade.
       11.6.4 – ALL TRADES ARE TO REMAIN CONFIDENTIAL WHILE STILL ACTIVE TO AVOID ANY EMO FROM TRADE RUMOURS AND/OR AN ACCEPTED TRADE THAT MAY LATER BE COUNTERED.
   11.7 – Trade Reversals: If a player is traded, then quits before playing for his new team leaving a Captain short a player, the MEC will undo the trade if it deems it necessary. If there are any Rule 1s to be made, players will be replaced accordingly.
       11.7.1 – If a Captain is believed to be offering/trading players they know are unresponsive/shady/potential Rule 1, that Captain may be punished by the MEC as they see fit.


12 – SCHEDULING
Regular Season

   12A.1 – Each week will consists of 2 series to be played which may occur on any 2 days between Sunday and Thursday.
   12A.2 – Regular season series consist of 3 games each night.
   12A.3 – Stat time for each series.
       12A.3.1 – All MHL series will start at 10:00pm EST
       12A.3.2 – All MAHL series will start at 9:00pm EST
   12A.4 – Home team is responsible for the following:
       12A.4.1 – Creating a password-protected lobby within the “LOUNGES” area with a clear title that specifies the match-up (ie. 1 Yam vs JZ).
       12A.4.2 – Creating the game itself no later than 7 minutes past scheduled start time (thus starting the 3 minute timer to countdown).
       12A.4.3 – Failure by the home team to do these will result in automatic 3-0 sim loss for them in game 1 of the series.
   12A.5 – Any team (home or away) failing to field a legal roster of 5 in the host-created game shall receive the following:
       12A.5.1 – 3-0 sim loss of first scheduled game after the entire 10 minute grace period has passed (7 minute delay + 3 minute timer countdown).
       12A.5.2 – 3-0 sim loss of second scheduled game after 20 minutes have passed (or 7 minutes from end of prior game + new 3-minute timer countdown).
       12A.5.3 – 3-0 sim loss of third scheduled game after 30 minutes have passed (or 7 minutes from end of prior game + new 3-minute timer countdown).
   12A.6 – Each Captain may provide a refuse day to be repeated for each week for the duration of the regular season.

Playoffs

   12B.1 – One week, or 5 consecutive business days will be allotted for each playoff round.
   12B.2 – Each captain will be allowed 1 REFUSE day each round, and if the 2 Captains can’t agree on 2 nights to play, the MEC will step in to decide.
   12B.3 – Start times, lounge creation and sim loss times are all the same as the regular season rules as stated above.
       12B.3.1 – The sim loss trend will continue in 10 minute intervals for games 4, 5, 6 and/or 7 for the playoffs.


13 – RESCHEDULING
Regular Season

   13A.1 – Each team is limited to 2 agreed upon reschedules that THEY initiated.
       13A.1.1 – In other words, you can “request all you want”, but once 2 of your reschedule requests have been agreed by opposing Captain(s) and used, you may NOT request any more.
       13A.1.2 – If OTHER Captains ask YOU for a reschedule, you may agree to work with them as often as you like.
   13A.2 – Mutual Captain agreement is required for all reschedules (a forum post, email, etc. – something that proves both Captains agree to the reschedule).
   13A.3 – A firm date must be agreed upon for a reschedule; there are no “TBD reschedules”.
   13A.4 – Reschedules must be submitted 24 hours before scheduled series

Playoffs

   13B.1 – In certain cases, a reschedule during the playoffs may be granted by the MEC


14 – TRANSFER OF PLAYERS BETWEEN LEAGUES
MHL

   14A.1 – Roster Players
       14A.1.1 – Captains may waive/claim players at any time EXCEPT between 8PM – Midnight EST.
       14A.1.2 – If an MHL player gets waived between Midnight and Noon EST, the waiver period to claim him will end at 8pm EST that same day. This ensures the Waiver claim period is at LEAST 8 hours & making that player available for a potential same-day 10pm EST series.
       14A.1.3 – If an MHL player gets waived between 12:01PM and 8pm EST, the waiver period to claim him will end at 8pm EST the FOLLOWING DAY…thus preventing players from being waived and claimed right away.
       NOTE: All waives are not considered official until they are posted on the WAIVER FORUM so all Captains can see it.
       14A.1.4 – During a waiver period, MHL captains may make a claim on that player or ignore it (based on waiver priority order—which is currently REVERSE STANDINGS AT THE TIME).

MAHL

   14B.1 – Rights Players
       14B.1.1 – Can be called up as MHL fill-in if regular MHL roster players are missing but CANNOT BE traded to MHL as an MAHL rights player.
       14B.1.2 – If called up permanently, the MHL Captain must replace that vacant MAHL roster spot by waiving someone on his MHL roster.
       14B.1.3 – May be used in MHL Playoffs.
       14B.1.4 – May ONLY be called up for a MAXIMUM of 9 games throughout entire season (Regular Season + Playoffs combined) UNLESS he is MAHL refuse. If rights player is playing MAHL and has been used 9 games, he must be called up permanently to MHL by the call-up deadline in order to be used in MHL again.
   14B.2 – All other MAHL player
       14B.2.1 – May not do ANYTHING in MHL for entire season. (If you’re not drafted by MHL captains, you’re not in the MHL. Period.)


15 – MHL ELIGIBILITY

   15.1 – All MHL veterans in good standing from the seasons 1-8 are grandfathered in and have permanent MHL eligibility.
   15.2 – If you've never been in the MHL or MAHL Draft, you are only eligible for MAHL your Rookie season.
   15.3 – The MEC holds the right to grant/refuse MHL eligibility to players as deemed fit each season.


16 – STANDINGS

   16.1 – Tiebreakers are as follows (in order):
       16.1.1 – Most Wins (Whichever team has more wins in the season will win the tie)
       16.1.2 – Head-to-Head Earned Points (Whichever team has more points in the season series will win the tie)
       16.1.3 – Goal Differential (Whichever team has a higher positive goal differential will win the tie)
       16.1.4 – If the teams are still tied after the above factors, a 1 game match-up will be played
   16.2 – In the event there is a 3-way or more tie and the above factors have not broken the tie, each tied team will play each other and the three or more teams will be reseeded based on goal differential.


17 – SIGNIFICANT CHANGES TO POSITION(S)/AVAILABILITY
Position Changes

   17A.1 – If a player removes or adds any preferred/willing position(s), they are only eligible to be RFA’d for the next season.
   17A.3 – If a player simply swaps a preferred & willing, that does NOT require RFA since both are full-time willing positions.
   17A.4 – The MEC reserves the right to make judgment calls as needed.

Availability Changes

   17B.1 – If a player changes their availability from part-time to full-time or vice-versa, they are only eligible to be RFA’d for the next season.
   17B.2 – The MEC reserves the right to require RFA in any case they deem worthy as needed. It is safe to say that almost ANY change in availability will likely result in RFA requirement.


18 – RULE 1S REPLACEMENT

   18.1 – In the event that a Captain Rule 1s a player, he must call up one of his 3 MAHL rights players as a full-time MHL replacement if available.
   18.2 – The MEC will make every effort to provide an eligible replacement call-up player for the effected MAHL team.
   18.3 – MHL replacement players assigned to a team can only be RFA'd for next season.


19 – DRAPE RULES

   19.1 – Scouting is voluntary from both the player and Captain’s perspective.
       19.1.1 – Players are, however, required to scout if asked/scheduled by Captain in advance. Refusal to do so without valid reason will result in removal from draft pool.
   19.2 – Saying “I play on BAP/Broadcast Cam and thus might suck”, or telling a Captain you refuse to play for them, or telling a Captain you refuse to play a specific position that you signed up for, or any other act deemed as douchebaggy drape by the MEC will result in removal from draft pool and possibly the league.


20 – NEW CAPTAINS
Must declare if they will be taking over their previous team at the time they express interest in Captaining

   20.1 – New Captains can only take over their former team if the previous Captain no longer wishes to Captain
   20.2 – Former Captains will be placed back into the Draft Pool if they sign up for the following season
   20.3 – In the event two or more new Captains declare they will be taking over their former team, the MEC will decide who will be given the team


21 – DISCLAIMER

   21.1 – Any other issue that arises and is not covered in the above rules will be handled by the Moose Executive Committee (MEC) on a case by case basis.
   21.2 – Captains are STRONGLY encouraged/expected to work out all in-game issues by themselves and reach a fair compromise/agreement before requesting the assistance of the MEC. Forcing the MEC to make a judgment call may not workout in your favour.
   21.2 – Harassment and/or abuse of any MEC member that is deemed to be excessive will be punishable.

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