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Havok
10-20-2003, 10:19 PM
Not sure if this as been mentioned in this thread because im to dam lazy to read the whole thing. :)

But i hope that we can adjust the amount of injuries in the new FOF2004. Customazation is the key to Sports sims i think. I always thought there were to many injuries in all the FOF games. Nothing frustrated me more then having 5-7 guys out at a time at some point in every season. And i always hated the fact that i couldn't do anything about it (like lower the amount of injuries).

Anyone else agree??? or is it just me???

Ben E Lou
10-20-2003, 10:34 PM
Originally posted by Havok
Not sure if this as been mentioned in this thread because im to dam lazy to read the whole thing. :)

But i hope that we can adjust the amount of injuries in the new FOF2004. Customazation is the key to Sports sims i think. I always thought there were to many injuries in all the FOF games. Nothing frustrated me more then having 5-7 guys out at a time at some point in every season. And i always hated the fact that i couldn't do anything about it (like lower the amount of injuries).

Anyone else agree??? or is it just me??? Injuries were rather realistic.

Deattribution
10-20-2003, 10:38 PM
Originally posted by SkyDog
Injuries were rather realistic.

Never purchased FOF4, but I know all the past games anytime you got particularly stacked at one position, IE 3 good corners, or 2 good backs... ect ect... the chances of your starter getting injured seemed to be about 80% or higher...

It'd get on my nerves to have two good WR an pick up a third in the draft only to have one go out almost all year or half.... in every career it seemed.

Havok
10-20-2003, 11:51 PM
Originally posted by SkyDog
Injuries were rather realistic.

Reguardless of weather you felt they were realistic or not. It doesn't matter....What matters is flexability. If i wanna play a league with no injuries at all i should be able to. Thats one thing that makes OOTP series so great.


You wanna play a 10 team league??? well, you can.

You wanna play with no injuries at all??? go for it!

You wanna have very low trading in your league??? do it!!!

You'll appeal to many more gamers this way IMO.

maximus
10-21-2003, 06:17 PM
Ya, i agree that injuries were realistic but I always had a prolem with to many ties in the game. Even after the patch (4c I believe) I still had to many ties in the game. However, I can not say that this is really a complait because I consider that *my* universe so things like that can hppen.

Ben E Lou
10-22-2003, 05:11 PM
Originally posted by Havok
You wanna play a 10 team league??? well, you can.

You wanna play with no injuries at all??? go for it!

You wanna have very low trading in your league??? do it!!!

You'll appeal to many more gamers this way IMO. ...and you wanna have AI that is even weaker than normal because it has to adjust to a whole bunch of different options when it tries to construct a team??? Go for it.

;)

8DaleJr8
10-24-2003, 10:21 PM
Is anyone here taking applications for an online league? If so, please email me ([email protected])

Thanks,

Todd

sabotai
10-25-2003, 02:17 AM
I would agree that there are too many ties in the game, but it's still only 1 or 2 per season, at most (that I have seen), so it doesn't really bother me at all. Of course, I'd rather there not be too many ties...

McNabb82
10-25-2003, 09:54 PM
Does anyone know if we will be able to import our players from TCY into the new game?

mckerney
10-25-2003, 09:58 PM
You will after Jim releases a TCY patch.

FBPro
10-25-2003, 10:03 PM
Has any change been made to the financial system that we know of? I mean, I enjoy playing the game till you get about 10 seasons into the future and then you are paying like 10M per for a backup center......sure a bit over blown but still. It would be nice to have "inflation" as an option or have a sliding scale.

sianews
10-25-2003, 10:35 PM
Originally posted by FBPro
Has any change been made to the financial system that we know of? I mean, I enjoy playing the game till you get about 10 seasons into the future and then you are paying like 10M per for a backup center......sure a bit over blown but still. It would be nice to have "inflation" as an option or have a sliding scale.


I believe Jim said he'd look into this in the online chat. This feature really is a make or break it thing for me,. How is a player expected to compete after the inital 10 years when he has no perspective on the financials??

FBPro
10-25-2003, 10:46 PM
Exactly......there is no "point of reference" for us.

sabotai
10-25-2003, 11:29 PM
The "Franchise Salary" screen has always helped me gain a "point of reference". It shows a summery of the top salary for each position, the top 5 average per position and the top 20 average per position. That knowing what the min. salary is gives me a good idea of what a player should be making.

wbonnell
10-26-2003, 01:54 PM
I'm very excited about this new release, especially multiplayer. So much so, that I've actually dusted off FOF 2001 and started another dynasty. I actually haven't watched a game of football in years, but since, growing up, I constantly played tabletop sports sims, I have a strong tie to FOF and sports sims in general. Thus, even though I really don't like the game of football, I enjoy the macro-strategy of a game like FOF (same can be said for OOTP).

I'm not sure I'll have the time (school monopolizes most of my free time), but I think I might be interested in a multiplayer league. Unfortunately, looks like the first league was filled by invite-only. Any fledlging leagues looking for GMs?

Bonegavel
10-26-2003, 04:59 PM
As far as the finances, I don't see any value-add by making things increase. If, by raising things year after year, the top salary in year 10 is $55 mil, and that is the same as a year 1 top salary of 16 mil, what is the benefit of making us readjust our thinking with the numbers?

IMHO, keeping the finaces as is year after year would be best, as it just distracts. Not to bust on the engine, but other things don't change. Year 10 sees the same number of QBs throwing over 4000 as year1. Same with rushing and everything else, so why are finances the only thing that does?

Bee
10-26-2003, 05:10 PM
I like the increasing salary cap because I think it adds more to the thought process, especially concerning long term contracts that increase over time. That being said, it should be adjustable to where you can turn it off for those of you who dislike dealing with it.

Fritz
10-26-2003, 05:18 PM
Originally posted by Bonegavel
As far as the finances, I don't see any value-add by making things increase. If, by raising things year after year, the top salary in year 10 is $55 mil, and that is the same as a year 1 top salary of 16 mil, what is the benefit of making us readjust our thinking with the numbers?

IMHO, keeping the finaces as is year after year would be best, as it just distracts. Not to bust on the engine, but other things don't change. Year 10 sees the same number of QBs throwing over 4000 as year1. Same with rushing and everything else, so why are finances the only thing that does?

Because inflation/ revenue projection is an important part of capology. The cap is set as % of revenue, which generally increases. If your cap for a year is 63 mil you may be able to guess that next season it will be 65.5. That 2.5 mil may be projected into future contract consideration.

No, I don't really do this, but I bet the capologists among us do.

One would think a "front office" should have more things like this, not fewer.

Buccaneer
10-26-2003, 05:22 PM
Fritz, I agree with you. I think the reason you aren't a capologist is that you spend way too much time on details that really don't matter. :D

Fritz
10-26-2003, 05:28 PM
Originally posted by Buccaneer
Fritz, I agree with you. I think the reason you aren't a capologist is that you spend way too much time on details that really don't matter.

I wonder if the GT3 members would agree with your assesment. I feel reasonably good that my gameplans had a direct effect on the performance of the O. I bet AML feels the same about the D.

Hey, try buying the game and check out the new game features that may interest a player like you. The Open and Save routines are rock solid. http://www.buffworks.com/s/JAGGER/duh1.gif

Bonegavel
10-26-2003, 05:34 PM
Originally posted by Fritz
Because inflation/ revenue projection is an important part of capology. The cap is set as % of revenue, which generally increases. If your cap for a year is 63 mil you may be able to guess that next season it will be 65.5. That 2.5 mil may be projected into future contract consideration.

No, I don't really do this, but I bet the capologists among us do.

One would think a "front office" should have more things like this, not fewer.

So again, what does this do for you? Players are just going to ask for more and more so it gains you nothing. It is a zero sum game aspect.

Fritz
10-26-2003, 05:41 PM
Originally posted by Bonegavel
So again, what does this do for you? Players are just going to ask for more and more so it gains you nothing. It is a zero sum game aspect.

Not exactly. IRL teams hedge contracts into the future based on what they think the cap (revenue) will be. But if you project a 5% growth, and you end up with none, then you have some extra player management to do. I know this happens in FOF. IRL the cap can shrink, which I think has happened twice in the last 10 years.

Also, I am not sure that minsal increases at the same rate the Cap does. Actually, I am pretty sure it does not. I am not even sure if the rookie pool grows at the same rate.

I can understand if such things do not interest a player, but they are part of the dynamic of Pro Football financial management.

Ben E Lou
10-26-2003, 05:46 PM
Originally posted by Bonegavel
So again, what does this do for you? Players are just going to ask for more and more so it gains you nothing. It is a zero sum game aspect. Not really. In FOF, from time to time you can get a guy to sign three-year contract for the same amount each year, which in effect means that you have LESS of a cap hit every year. It adds more strategy.

Fritz
10-26-2003, 05:55 PM
I think the cap will have more impact as Jim adds complexity to the contracting/financial model.

I myself would love it the game replicated NFL contracting/finance rules more closely. If that happened I may get more like Bucc and just focus on the Front Office.

Bonegavel
10-26-2003, 06:06 PM
Well, well, well. Looks like I have some more to look forward to with the new version (I won't dive too deeply back into FOF4 with the new game on the horizon). I've pretty much ignored that stuff thinking it was just an effort to "simulate" (imagine that) the real model where it only went up because player's salaries increase every year. I didn't know there was that much behind it.

Anyone up to writing a post based on the CAP? I looked through the article list from the sticky and I don't see one.

thanks fritz and SD.

Buccaneer
10-26-2003, 06:51 PM
All this talk about caps, salaries, contracting/finance rules is making my di.....ummm, nevermind...

Frederick, if that would be true, then you and I would have to get married.

Fritz
10-26-2003, 06:53 PM
Originally posted by Buccaneer
Frederick, if that would be true, then you and I would have to get married.

Seeing my proper first name in print just makes me want to screw like a lab rat in a phermone experiment.

Bonegavel
10-26-2003, 09:11 PM
Always the bridegroom, never the... wait. Oh, forget it.

I would settle for a Bucc salary cap thread instead. :D

beatle
11-01-2003, 12:45 PM
Will this game be out on CD and will there be an editor in FOF 2004 like FOF4?

Ben E Lou
11-01-2003, 12:49 PM
Originally posted by beatle
Will this game be out on CD and will there be an editor in FOF 2004 like FOF4? 1. Download only.
2. I think so.

Ben E Lou
11-02-2003, 01:53 PM
Originally posted by Fritz
Seeing my proper first name in print just makes me want to screw like a lab rat in a phermone experiment. Ewwwwwwwwwwww