National Tecmo Association - Who we are and why we rock

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National Tecmo Association - Who we are and why we rock

Postby TDO » Sat Oct 22, 2011 1:41 am

Who We Are
The National Tecmo Association is a spiritual successor to the Improved Tecmo League and the Noob Football League before it. The league is about making some tweaks to the original game, while keeping the same rosters, attributes, and feel of the original. Another important aspect of the league is the camaraderie, competitiveness, and dedication each individual member brings to the league. The league's goal is not to be the largest, but to be a group of cool tecmoers enjoying a league of simplicity

Offseason
Each season will feature a quick draft of randomly chosen teams that can't be re-drafted until all others have been.

Draft
Drafting will be conducted in tandems. You will select ONE of the following (in any order):
QB1
RB 1 & RB2
WR 1 WR 2 & TE
Backups and OL (includes QB 2, RB 3 & 4, WR 3 & 4, TE 2 and all OL)
DL (1-3)
LB's (1-4)
DB's (1-4)
Kicker and Punter

Trades
Trades will be decided by a non-bias committee. New change from last year where the league voted on the trade. The trade deadline passes when the week 6 ROM is released.

The Regular Season
The schedule is made up of back to back home games against the same opponent to make for quick and easy scheduling and even out the left side "advantage".

The Playoffs
The good...everyone makes the playoffs. The bad...the worse you finish in the season the harder it is to win it all. Taking a page from the ETL, the worst team has to run the gauntlet to the title while the Season "champ" only has to win 1 game.
Playoff Bracket
#7 vs #8
winner of above plays #6
winner of above plays #5
winner of above plays #4
winner of above plays #3
winner of above plays #2
winner of above plays #1 for the Championship

Here are the hacks we use in our league:
Returner Hack
KR and PR speed based on their actual MS, not the RT and SS as the orig rom currently does. I've tested this with the fastest offensive players in the game, and it definitely makes the return game more of a threat!

Grapple Hack
Makes the HP of players involved in man-to-man grapples actually matter by giving extra presses to the higher HP player. In the original rom all that matters is tapping. Drones start with 7 default taps, and then are given more based on the HP scale. Man players are only given taps based on the HP scale. Good tappers will still have an advantage over bad tappers though.
HP Scale
13 HP....0 presses
19....1
25....1
31....2
38....2
44....3
50....3
56....4
63....4
69....5
75....5
81....6
88....6
94....7
100...7

Quickness Hack
Allows for defensive TD's from INTs and fumble recovery's by using the quickness attribute as MS for those returns. As of now INT returns for a TD are a very rare occurrence in TSB, which is unfortunate given that they are fairly common in real life. This adds a little bit more risk to the JJ and CC offensive strategy.

Player 2 Conditions Fix
This is a minor hack; it fixes an apparent bug in the orig rom that shows the attributes of player 2's players incorrectly. Does not affect gameplay.

Preseason Injuries
Another minor hack - this makes it so we don't have to do the whole team control and auto-skip thing and play season mode, since the only reason we did so was because preseason mode didn't have injuries.

PA/PC Hack
Makes PA actually affect gameplay, which was useless in the original rom. Now the attributes operate as follows:
Pass Control = Ability to throw on target
Pass Accuracy = Affects completions and interceptions rates

Possession-based Overtime
Similar to NCAA overtimes, each team will have the same chance to score during overtime. Unlike NCAA, kickoffs will start possessions after scores and play will continue as normal.

Tackle Hack
This hack records all tackles during a game for stat-tracking purposes!

In-Game Playbook Changing Hack
Just what it sounds like.

Alignment Rule
For certain teams, like TECMOOILERS TECMOREDSKINS TECMOCARDINALS TECMOLIONS TECMOFALCONS TECMOCHARGERS you cannot use player RB2 to run the ball (except on WR reverses). You may line them up at WR and TE as they are basically a 4th WR in the R and S offense.
Returner Rule
Your returnman cannot be in your starting lineup as well, unless there is an injury which knocks your designated returner out. If you have Bo Jackson (just an example), you cannot start him in your lineup and have him return kicks. He can either start OR he can be your return man. Cannot do both.

D-line Rule
We CAN use D-lineman in NTA, but with restrictions. You must go outside the tackle box (ie no lurching). Just thought I would throw that out there, as this may effect draft strategy.

4th man down
Can be used on PAT's only (not FG's)
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Re: National Tecmo Association - Who we are and why we rock

Postby segathonsov » Thu Oct 27, 2011 9:14 pm

Can Kick returners play offense also, or are the designated kr?

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Re: National Tecmo Association - Who we are and why we rock

Postby tecmoaddict » Wed Jan 11, 2012 6:12 pm

Just updated orig post. Drafting is explained in who we pick.
Sega... (know your post is old, but I figure I'll mention this anyway) KR rule still in effect (no starter can be used unless there is an injury). Makes backups more valuable, and avoids someone losing their best player due to an injury. Can be horrible if you lose a pro bowl wr or rb on opening kickoff.
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Re: National Tecmo Association - Who we are and why we rock

Postby bgboud2 » Wed Jan 25, 2012 5:50 pm

why are you using the grapple hack?
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Re: National Tecmo Association - Who we are and why we rock

Postby tecmoaddict » Wed Jan 25, 2012 6:27 pm

bgboud2 wrote:why are you using the grapple hack?


Because that's what the league wanted to use
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Re: National Tecmo Association - Who we are and why we rock

Postby bgboud2 » Wed Jan 25, 2012 6:35 pm

I was just wondering because I thought nobody else liked it.
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Re: National Tecmo Association - Who we are and why we rock

Postby tecmoaddict » Mon May 21, 2012 11:43 pm

DL rule is under fire in ATA for the guys in there. What are your thoughts before we start gameplay? I nominate that we can still use DL, but no going inside of the tackle box on passes or runs. Have to make contact or go outside of tackle box. Please post here so we can get group input.
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Re: National Tecmo Association - Who we are and why we rock

Postby segathonsov » Mon Jun 04, 2012 9:58 pm

How I play with DL is go outside the tackle box on a pass (using D3 postion), if its a run I don't dive until the runner is a past the line of scrimmage. Have not had any complaints with that usage.

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Re: National Tecmo Association - Who we are and why we rock

Postby tecmoaddict » Mon Jun 04, 2012 10:14 pm

segathonsov wrote:How I play with DL is go outside the tackle box on a pass (using D3 postion), if its a run I don't dive until the runner is a past the line of scrimmage. Have not had any complaints with that usage.


That sounds correct Sega. going OUTSIDE tacklebok. Not taking the inside move and diving.
Giving the runner a chance to choose his route on run plays is fair game IMO. They see you around the line, but giving him time to pass the line of scrimmage is fine, as runner has time to make a move.
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Re: National Tecmo Association - Who we are and why we rock

Postby TecmoBo » Mon Jul 14, 2014 6:40 pm

TDO wrote:The National Tecmo Association is a spiritual successor to the Improved Tecmo League and the Noob Football League before it.


I love it, props to you guys for keeping NFL/ITL alive in spirit!
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