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View Full Version : A good set of rules for solo career?


ZootMurph
03-05-2008, 03:52 PM
This is my idea for limitation on a solo career, such as to make it challenging to play.

Begin with a Preference Draft with Yes to everything (use alternate player file, use random generated player file, etc.) No changes to the draft preferences. Set cap increase to 20-50 yearly and injury to 150.

Between reading here and my own observations, I think the 3 things that make solo boring are:
1) AI sucks in FA.
2) AI is a sucker in trading.. especially with draft picks.
3) Overall, there is no real competition.

So, I've tried to reduce the AI weaknesses to 'fair' levels. I will also rate myself at 5 year intervals, and every time I try another solo career, my competition will be my best 'rating' from previous careers.

The rules seem to be pretty simple:

-To counter the AI's very badness in FA, I can sign only one free agent before each draft, and one free agent after each draft. Free agent deals can be for any length contract. I am only allowed to make one offer... I cannot counter offer against the AI. If I fail to win the free agent in question, I can try again with another free agent, but I can never have more than 1 offer on the table at a time (otherwise, I may be able to get more than one free agent, which against this rule). These 2 yearly free agents can be signed again, but only during free agency periods, NOT in renegotiations.
-I CANNOT sign a free agent if it puts my roster over 53 players. So if I have 53 players after the draft, I can't sign a post draft free agent that year.
-I can sign any number of players that I currently have rights to and that I drafted. I must make a deal of the larger of: 3 years or the amount of years the player is asking for.
-I CANNOT release players, UNLESS I am over 53 players as a result of the draft (the only way I could get over 53 players). I MUST release players as soon as I am over 53 signed players.
-I CANNOT trade... at all. Period.
-If I don't sign a rookie by training camp, I can never ever sign that player.
-I may sign a free agent during the season if a player goes on IR, BUT it can only be a one year deal, the player must be a rookie, and I cannot resign that player ever again.
-I can only renegotiate contracts with my draftees, never with free agents.
-If I'm ever below the minimum allowable players (at a position or total), I am allowed to sign rookie FAs to one year contracts to fill out my roster. As always, these are never again allowed to be signed.
-I am not allowed to negotiate with terrorists... or holdouts :)

I think this will help me learn to draft more efficiently (I am a terrible interviewer, and need to have some kind of interviewing plan). I also hope this will force me to adapt my game plans a lot, thereby teaching me more about gameplanning within this game. I'm hoping this will be somewhat difficult and continue to be interesting. However, I'm looking for input and advice from the veteran players out there...

JetsIn06
03-05-2008, 06:15 PM
Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Here are the house rules I've been using for my latest SP career. It makes thinks interesting but also keeps it pretty realistic.

Here is a post straight from my dynasty page:

http://www.operationsports.com/fofc/showthread.php?t=60303 (http://www.operationsports.com/fofc/showthread.php?t=60303)

Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Set-Up

I'm gonna start off by running a preference draft for the first season. I changed only a few sliders, hoping to get the worst possible team I can without having to cut the whole team or anything. I slid my QB slider all the way to the left, and then slid the K slider all the way to the right. I also moved the Pot/Exp slider to the right a little, just so I don't get any young guys that look promising.

Then I'll just quick sim the 2006 season with the AI handling everything, then I will take over at the end of the season.

House Rules

I haven't ever really played with house rules. This time, I'm going to be as strict as I possibly can and make myself follow them. It's gonna take a little while to get used to, but I got sick of having a winning season twenty straight times. Hopefully this will be a little more challenging. I've taken a few of these rules from others, so thank you if you were the one who came up with it!

Injuries: 200

Cap Increase: Thanks to yabanci and SkyDog, it seems that a 60-90 cap range will allow the AI teams to keep more players and not let an abundance of talent into the F/A pool. So, 60 to 90 it is.

Coaches/Scouts: I can only hire new coaches/scouts if the previous coach or scout's contract has ended (or retired).

Summer League: I can only send a player picked in the 4th round or later to summer camp.

Franchise Tag: I can only use the tag one time on any specific player.

Re-Negotiation: The player has to be in his last year, or a franchise player, in order to re-negotiate, and there can only be two re-negotiations per year. A little twist is that if I have a losing season the previous year, I can't re-negotiate with any player with a want winner rating over 70.

Free Agency: Hopefully the cap increase will help here as well, but I'm adopting the "want winner" rating rule here too. If I have a losing season, I can't offer a deal to any player with a want winner rating over 70, 80 if the player was on my team the previous year. Only two offers per week to players on a different team the previous year, as well as two offers each week to players that were on my team the previous year. I can also only make one offer to a player. If I get outbid, then I can't adjust my offer. Lastly, I can only make one offer to a RFA each stage.

I think that's about it. If I think of any others, I will update here. </td> </tr> </tbody></table>

The "want winner" rule is really cool. You have to make sure you pay attention though. I forget who created that one, I think it was on the FOF2004 strategy board. It helps to make it challenging when your not on top, and then lets you stay somewhat more "on top" when you win.

Also, the two offers per week of players not previously on your team really helps because you have to really think strategically about who you think is most important to your team. Hope this helps. It keeps things realistic but still adds a pretty decent challenge. </td> </tr> </tbody></table>

This is a post I made a while ago that, I think, would still work with 3 people. Obviously some things (the preference start) won't make sense. Some ideas, at least.

This is the 4th time I've posted these, I think. :) I still like em.

wishbone
03-25-2008, 01:52 PM
Anytime there is a qb in the draft with the last name of Manning you must trade up to #1 and draft him. Although it may make the game too easy :)

flair1234
03-25-2008, 04:41 PM
I have some house rules that I follow.

But I have always thought that if you want a huge challenge; then you could achieve it by doing two things.

1. Maxing injuries.
2. Obligating yourself to signing players at a premium above their asking price. For instance is a player wants 100,000 3 seasons in a row; then you would have to sign him to 115,000 or 120,000 three seasons in a row or let him go.

These two rules would put you in a position, where you could not just depend on your base 22, because you would frequently have injuries. Also having to sign players at a 15-20% premium would run you up against the cap more frequently.

Granted the AI would have a tough time with the injuries as well; but would have more resources to deal with the problem... because they would not be paying the premium on contracts that you would.