32-Team Control. Your methods to the madness.

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  • DeuceDouglas
    Madden Dev Team
    • Apr 2010
    • 4297

    #1

    32-Team Control. Your methods to the madness.

    I'm set on doing 32-team control this year in M25 and I'm going to be doing it to the fullest in terms of controlling pretty much every personnel decision possible for each team to build the best roster possible for each team. I've got some pretty solid ideas on how I'll be controlling certain aspects to make it as fair as possible on all fronts but I'm interested to see how you guys control things like Free Agency, the Draft, re-signings, and the works. Below is just how I think I'll be controlling each aspect so there is really no need to read it all, I'm mainly just looking for suggestions, ideas, and input on how others handle 32-team control.

    Re-Signings

    Most likely, I'll be using the random number method which was brought to my knowledge by Armor & Sword. I'll be taking the numbers from 1-100 and if the number falls in between 1-33, the player will not re-sign, if it falls between 33-100, the player re-signs. As for the franchise tag, it will be somewhat of a fail-safe for teams that have higher rated players fall into the 'won't re-sign' category. I haven't really decided on how to handle the length of the contracts other than just using logical sense and making sure guys like Tony Gonzalez or London Fletcher don't get long contracts. I'll probably take into consideration player performance to a certain extent. So if a guy like Mark Sanchez gets re-signed, it won't be for more than a year or two.

    Free Agency

    This is the one that I'm probably most up in the air about so far. I know I'm going to be using the random number method. I just haven't determined exactly how yet. What I do know is that I'm going to essentially have every player 'up for bid' and any team that I feel wants or needs that player will be in on the bid. One method I'm thinking of involves giving every team in on the player a range of numbers and then generating a number and which ever team has the range of numbers that it falls in essentially wins the player. The other method I have is just using the 1-100 model and assigning a random number to each team using the generator and whoever gets the highest number is awarded the player. I'll create a list of team needs for each team that will change based on the players that they acquire and miss out on so if a team is looking for a QB in free agency but loses out too much and can't get anything great, it will become a higher priority for them in the draft. I'll definitely be keeping scheme in mind but I'll be willing to stretch a little bit if the player type still fits and/or it's a great player.

    This is the one I'm most excited for because it will really make free agency interesting as my user team will not be guaranteed anything and in many cases I will have to settle for a far lesser player than I wanted because I will have probably lost out on multiple players.

    The Draft

    This is another one I'm excited for although I'm not entirely sure how to handle this one yet. I know that I want to draft for every team and my first thought has been to use every team to scout one position to the point of a letter grade and build an entire draft board exclusively based on that from which I draft. This way, there is still some room for mystery behind the letter grades and by knowing the letter grades for every player in the draft it will allow me to give each team what would be considered the best player available for their needs but still leave some boom vs. bust wiggle room.

    Player Cuts

    Not quite sure how I'll handle this either. The only way I'm thinking is to just do what makes the most sense for each team and essentially control the team how I would control them if they were the only team I was using.

    Trades

    I have no clue how to deal with this one. I don't really want the CPU making trades but at the same time I don't really know how I would make trades between teams with controlling both sides. I may create my own trade block that has mainly bad scheme fits on it and only allow trades among those players and use the number generator to determine whether a trade is accepted or denied. Any suggestions on this would be greatly appreciated.
  • BigMoneyAllDay
    Banned
    • Jul 2013
    • 282

    #2
    Re: 32-Team Control. Your methods to the madness.

    I don't really have any suggestions but its ridiculous that in 2013 we still don't have a realistic CPU to go against that isn't totally stupid when it comes to running a team.
    Last edited by BigMoneyAllDay; 08-24-2013, 09:59 PM.

    Comment

    • Gronk4M13
      MVP
      • Apr 2012
      • 3495

      #3
      Re: 32-Team Control. Your methods to the madness.

      I'll also be doing 32-team control. No idea how to do it realistically.
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      • DeuceDouglas
        Madden Dev Team
        • Apr 2010
        • 4297

        #4
        Re: 32-Team Control. Your methods to the madness.

        Originally posted by Gronk4M13
        I'll also be doing 32-team control. No idea how to do it realistically.
        Yeah, I know the way I intend on doing it won't exactly be the most realistic but I think it will all have at least some semblance of being believable in most cases. I just enjoy building the rosters and trying to give each team the best roster possible.

        Comment

        • msdm27
          Pro
          • Nov 2009
          • 956

          #5
          Re: 32-Team Control. Your methods to the madness.

          Originally posted by DeuceDouglas
          Yeah, I know the way I intend on doing it won't exactly be the most realistic but I think it will all have at least some semblance of being believable in most cases. I just enjoy building the rosters and trying to give each team the best roster possible.
          I've always done 32team control and took decisions for every team, until last year of course , here's how I handled the draft/scouting...

          I viewed scouting as a global thing instead of as a per-team thing... I scouted the general attributes for every player, controlling 32 teams allows u to do this, granted it is very time consuming.

          In M25 I intend to scout: ITG, PHY, SIZE, PRD, DUR, SPD & STR
          In my opinion these are attributes that all teams "know" about draft prospects.

          And those are the only references I use to create a "big board", along with the madden projected draft order... then on the draft I mostly try to represent the best interest of the team picking.

          2 things I ALWAYS keep in mind during the draft:
          * Have a separate list or note on which teams have more picks than usual in the draft... these are the teams that usually move around the most.

          * Before making a pick, look at the upcoming 10 teams pick (to see if someone might be interested in trading up)

          This is kinda weird but as long as you manage to put yourself in the place of the picking team, it can be a really fun experience.

          ----

          With regards to FA's..... I'm not as big a fan of random probabilities for it; players don't always pick teams and/or teams don't always pursue players the same way. Every team is in a different mode (win now, rebuilding...) so this affects the "probabilities" of them signing or letting go of players.

          What I've done in the past is... heck, I'm already investing lots of time and imagination in this, why not just play the FA period myself. First find 3 or 4 teams interested in each player and then just "debate" with myself as if I was the player and choose the one that "suits best".

          Comment

          • DeuceDouglas
            Madden Dev Team
            • Apr 2010
            • 4297

            #6
            Re: 32-Team Control. Your methods to the madness.

            Yeah, the main reason I have that in mind for free agency is just to make things a little more interesting. I hate being able to have whoever I want and really even being in a position where I would decide whether or not I want a guy or to give him to another team. Makes things a little less tedious as well. Definitely not anywhere near realistic but I'm fairly certain I'll be happy with the results.

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            • Armor and Sword
              The Lama
              • Sep 2010
              • 21798

              #7
              Re: 32-Team Control. Your methods to the madness.

              I primarily do 32 team control for resigning purposes only. Also to manage the IR and in-season free agent pick ups.

              The rest I let the CPU handle except for my main squad.

              Free agency I let the CPU have at it. With me controlling resigns...it usually turns out good.

              I am going to give one team owner mode a shot this year. But if I have to go to 32 team control for resign logic...so be it.
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              • Lexicon
                Pro
                • Mar 2011
                • 759

                #8
                Re: 32-Team Control. Your methods to the madness.

                *Rubs hands together*

                This is the way I've played since Madden 2005. I look at it like I'm playing chess against myself. I have no favorite team, so I have no bias towards anyone. I want the bad teams to get better and I want the good teams to stay at that level. It takes a lot of time, but if you play Madden a lot anyway, that really doesn't matter. The biggest hurdle is how to make it fair. Sometimes you have to do some unrealistic things to get the best experience. Here's my method for everything:

                Re-Signings

                Most likely, I'll be using the random number method which was brought to my knowledge by Armor & Sword. I'll be taking the numbers from 1-100 and if the number falls in between 1-33, the player will not re-sign, if it falls between 33-100, the player re-signs. As for the franchise tag, it will be somewhat of a fail-safe for teams that have higher rated players fall into the 'won't re-sign' category. I haven't really decided on how to handle the length of the contracts other than just using logical sense and making sure guys like Tony Gonzalez or London Fletcher don't get long contracts. I'll probably take into consideration player performance to a certain extent. So if a guy like Mark Sanchez gets re-signed, it won't be for more than a year or two.
                Re-signings, to me, are rather pedestrian. Often times you'll be re-signing role players that are in good standing and backups that you'll at least want to give a shot to make the team come preseason time. Then come the big fish. I can't really say there's a science to it. Usually I'll offer a contract I think is fair, and if they decline I figure how important they are to the franchise and whether they're replaceable or not. For example, if there's an aging WR who still has a decent rating, but wants big money because of his sense of entitlement, I'll usually let him go. There was also an instance back in Madden 12 where Phillip Rivers refused any amount of money I threw at him to re-sign with the Chargers. At the time, I though this would send the Chargers to the depths of the league and give the Titans, who signed him to a fat contract, a good shot at the playoffs. As it turned out, the Chargers did decently with their new QB (Mike Vick) and Rivers failed to succeed in his first year with TEN. My point with that is that what we may see as unfair or something that would sink a franchise might not play out that way. Don't be afraid to cut a guy loose just because you think it might be unrealistic. Whatever's best for the team.

                Free Agency

                This is the one that I'm probably most up in the air about so far. I know I'm going to be using the random number method. I just haven't determined exactly how yet. What I do know is that I'm going to essentially have every player 'up for bid' and any team that I feel wants or needs that player will be in on the bid. One method I'm thinking of involves giving every team in on the player a range of numbers and then generating a number and which ever team has the range of numbers that it falls in essentially wins the player. The other method I have is just using the 1-100 model and assigning a random number to each team using the generator and whoever gets the highest number is awarded the player. I'll create a list of team needs for each team that will change based on the players that they acquire and miss out on so if a team is looking for a QB in free agency but loses out too much and can't get anything great, it will become a higher priority for them in the draft. I'll definitely be keeping scheme in mind but I'll be willing to stretch a little bit if the player type still fits and/or it's a great player.

                This is the one I'm most excited for because it will really make free agency interesting as my user team will not be guaranteed anything and in many cases I will have to settle for a far lesser player than I wanted because I will have probably lost out on multiple players.
                Free Agency is tough, especially with how they switched everything to a timed bidding system. However, to be fair and to create interesting match-ups going forward, I run Free Agency like a draft. I take that years draft order and each team will sign a Free Agent when their pick comes up. No team can bid on a player that has already been picked. In the older games, there was an interest meter, and if the meter was any color but green, I would make that player ineligible to sign with that team. Not sure if Madden 25 will have that, but there's a possibility they could outright refuse to sign, in which case that team would be out of that pick. So it behooves you to try to line a Free Agent up with a team that would make sense, as to not lose a FA pick. This is also a way to make those bad teams a bit more competitive and you'll dread playing them less (from a boredom standpoint).

                The Draft

                This is another one I'm excited for although I'm not entirely sure how to handle this one yet. I know that I want to draft for every team and my first thought has been to use every team to scout one position to the point of a letter grade and build an entire draft board exclusively based on that from which I draft. This way, there is still some room for mystery behind the letter grades and by knowing the letter grades for every player in the draft it will allow me to give each team what would be considered the best player available for their needs but still leave some boom vs. bust wiggle room.
                The actual Draft is my favorite thing to do, and I find it helpful to keep a notebook of every pick in the draft for reference. Unfortunately, scouting is one of my least favorite things to do, and I've skipped it numerous times before or let the CPU handle it. I like there to be total mystery behind the picks. However, if you're using rosters from NCAA, it's much easier to pull this off. Since I play and NCAA Dynasty where I play a bunch of different games and teams, I have a pretty good idea what the top guys play like. I like just going off their combine stats and what their build is. This creates true surprise picks and busts. As for trades... I usually draft for need. So say the Browns are on the clock with the 6th overall pick, but there's nothing they need high on their board: I take my notebook with the team needs I've written down and go down the list. Say I see that NYJ need a QB and their two spots behind CLE. I then go down below NYJ to try and find another team that needs a QB, and see if making a trade for that team to jump NYJ would work out. Often times, it does. Whether that be trading back for more picks or CLE picking up a team need, it feels very rewarding to pull one of these trades off. Sometimes very few trades happen, and sometimes there are many trades to be made. The draft usually takes me a couple of days to complete, but it puts a nice gap between seasons.

                Player Cuts

                Not quite sure how I'll handle this either. The only way I'm thinking is to just do what makes the most sense for each team and essentially control the team how I would control them if they were the only team I was using.
                Bingo. That's all you can do with player cuts. But also pay attention to who you're cutting and if they would make sense on another squad. One teams trash is another's treasure, and there's always fat to trim.

                Trades

                I have no clue how to deal with this one. I don't really want the CPU making trades but at the same time I don't really know how I would make trades between teams with controlling both sides. I may create my own trade block that has mainly bad scheme fits on it and only allow trades among those players and use the number generator to determine whether a trade is accepted or denied. Any suggestions on this would be greatly appreciated.
                This is actually pretty simple, and all it takes is awareness. If you have a guy on your team that is not a starter, but you think he could start elsewhere, you go to that teams roster and see if there's anything you would need for the team with the extra. You might be able to, in theory, better both teams. If no players would looks like an upgrade to the team trading the extra, you could always trade for picks.

                I'd say judgement is the best way to go, instead of a random number method. As long as you know what a team may or may not do, then you're golden. And even then, it's a video game, so it's ok for a little zaniness to happen. Some of my fondest memories are from trades or pick ups that wouldn't necessarily happen in real life. However, I'm saying to trade a whole years worth of draft picks for one stud RB... oh wait...
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                • DeuceDouglas
                  Madden Dev Team
                  • Apr 2010
                  • 4297

                  #9
                  Re: 32-Team Control. Your methods to the madness.

                  Thanks for the detailed response, I love it. I really like the draft idea for free agency and I used to do something similar on last gen when I was controlling all the teams.

                  One thing that just crossed my mind is having the ability to essentially give teams compensatory picks in the draft based on who they lose & gain in free agency. I'll have to do some testing with it but that could add another interesting wrinkle into things. The only thing I worry about is the player disappearing in the transition after the draft but I remember last year the vast majority of the guys that weren't drafted going into the free agent pool so I'm hoping it will work out the same.

                  What I would do is award the picks before the draft and then at the end of the rounds where there are compensatory picks, pause the draft, make those selections, and then those guys are essentially off the board for the rest of the draft and then after the draft sign those players to the corresponding teams.

                  Comment

                  • DeuceDouglas
                    Madden Dev Team
                    • Apr 2010
                    • 4297

                    #10
                    Re: 32-Team Control. Your methods to the madness.

                    Originally posted by Armor & Sword
                    I primarily do 32 team control for resigning purposes only. Also to manage the IR and in-season free agent pick ups.

                    The rest I let the CPU handle except for my main squad.

                    Free agency I let the CPU have at it. With me controlling resigns...it usually turns out good.

                    I am going to give one team owner mode a shot this year. But if I have to go to 32 team control for resign logic...so be it.
                    I've been wanting to do some total 32-team control for the last couple years but just never ended up doing it. I'm going to give it a shot this year and hope that it doesn't become too tedious but I love doing offseason stuff so I don't think it will be too much of an issue. I think it will be cool battling it out with all the other teams I've built and what not.

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                    • SA1NT401
                      Banned
                      • Sep 2007
                      • 3498

                      #11
                      Re: 32-Team Control. Your methods to the madness.

                      I actively control 3.... The rest I just supervise for stupidity. So pretty much weekly I have to fix something on the other teams. But it pretty much eliminates the bonehead AI of the CPU which is just completely stupid in every facet of team msnagement

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                      • glenzariczny
                        MVP
                        • Apr 2011
                        • 2879

                        #12
                        Re: 32-Team Control. Your methods to the madness.

                        I was also tossing around 32 team control this season, and after reading this I think it's definitely going to be the way to go. Another cool thing you can do with this is if you want you can bench guys who arent going to be playing right away. I.E. bench Von Miller for the first 6 games, Bury Percy Harvin until Week 10-12. Take the guys off depth charts who are out for the year. (pitta, keller, maclin, etc.)...
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                        • DeuceDouglas
                          Madden Dev Team
                          • Apr 2010
                          • 4297

                          #13
                          Re: 32-Team Control. Your methods to the madness.

                          Originally posted by glenzariczny
                          I was also tossing around 32 team control this season, and after reading this I think it's definitely going to be the way to go. Another cool thing you can do with this is if you want you can bench guys who arent going to be playing right away. I.E. bench Von Miller for the first 6 games, Bury Percy Harvin until Week 10-12. Take the guys off depth charts who are out for the year. (pitta, keller, maclin, etc.)...
                          That's true, I never even thought of that. I think I'll definitely have to implement that. I wonder if it would be possible to even come up with a way to randomly select one or two guys a year to randomly stick with a four game suspension or something just to make things interesting after season one.

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                          • friscob
                            Rookie
                            • Jun 2013
                            • 0

                            #14
                            Re: 32-Team Control. Your methods to the madness.

                            Awesome thread Duece. Have never controlled more than 1 team in a franchise mode and was very interested in how those who have usually go about doing it.
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                            • SA1NT401
                              Banned
                              • Sep 2007
                              • 3498

                              #15
                              Re: 32-Team Control. Your methods to the madness.

                              Been controlling 32 for as long as I can remember. Hence why I hated 13 do much

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