Showtime Football - A True Simulation

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  • YaBarber
    Rookie
    • Dec 2017
    • 351

    #1

    Showtime Football - A True Simulation

    3545533.jpg












    Of all the clichés in football, the one that has always resonated with me most is that it’s truly a game of inches. That philosophy has guided me since I began creating slider sets for simulation leagues—and it continues to evolve with each new release of College Football and Madden.

    Across forums and Discord servers, you'll find leagues that claim to be simulation-focused. Yet many of their rulebooks and slider sets allow for gameplay that is overly loose—specifically on offense—further tilting the balance in a game that already favors offensive play. While it’s true that college football is often viewed as “wide open,” that doesn’t mean defense should disappear from the equation.

    If you look at the most dominant teams in NCAA history, they weren’t just fast—they were smart, physical, and disciplined. Many of them fielded defensive units that overwhelmed their opponents through superior execution and toughness. That’s what this slider set is built to reflect: a balanced experience where defense can be just as dominant as offense.

    With these sliders, ratings matter. Penalties are enforced. Proper pursuit angles help contain speed (though they won’t always stop it). Your defense will read and react in a realistic, timely manner. Poor players will still perform below expectations, but they won't act completely inept for the sake of artificial difficulty—after all, these are Division I athletes, not junior varsity backups.

    The goal is to make every game feel like real football. You'll be challenged to play to your team’s strengths and exploit your opponent’s weaknesses. This means targeting mismatches, making smart adjustments, and leaning into your roster’s skill set.

    Fatigue and wear & tear also play a meaningful role. You’ll need to manage your depth and make strategic substitutions. Rest assured, nothing in this set is over-the-top once you experience it in action—but if you only judge the sliders by the numbers, they may seem extreme at first glance. 806x1695.png











    Game Settings:
    These sliders work for any of the following -
    V.1
    Spoiler

    Can still adjust how you feel it fits your style.

    V.2
    Spoiler


    V.3
    SFL official clock is set at:
    14 minute quarters
    14 acceleration clock

    Heisman
    Injuries, Fatigue, Wear & Tear ON
    V.1
    Spoiler


    V.2
    Spoiler


    V.3
    All wear and tear hit impact = 65, sacks=35
    Per-play recovery = 55
    Per-timeout recovery = 65
    Between Quarter recovery = 70
    Halftime recovery = 80
    Week-to-week recovery = 40
    In-game healing reserve = 30

    For V.3, I have found that wear & tear shouldn't be keeping players out of the game so quickly, every single game. While I do think that injuries in EA Football games as a whole is handled very poorly, I believe that there is a certain way to handle the system. At the beginning of the season, you shouldn't have drastic wear & tear on your players since they are fresh. That should hold true for each individual game as well. I have these settings now to hopefully simulate that. Injuries can happen at any time, but the literal definition of wear & tear is to have gradual impacts to a players' body over time. In-game healing is low because when you get hurt, it is going to linger. Week-to-week recovery still simulates rehabbing your players and if you keep putting them in harm's way over the course of the season, that wear & tear will build up.


    The goal for wear & tear is to give a real risk factor for putting your players in harm's way while still allowing for proper recovery if you give your players time to sit and heal up. If your QB gets blasted in his leg and has to come out of the game with a severe tag on the injury, it shouldn't take only a few plays for him to come back. Week-to-week recovery is high to simulate your players getting rest and rehab if needed.
    image.png
    User/CPU
    V.1
    Spoiler


    V.2
    Spoiler


    V.4
    QB Accuracy 34/16
    Pass Blocking 52/40
    WR Catching 49/36
    Run Blocking 55/63
    Fumbles 23/23
    Pass Reaction (Zone coverage) 91/90
    Interceptions 21/22
    Pass coverage (Man coverage) 89/90
    Tackling 93/93

    Special Teams
    FG Power - 37
    FG Accuracy - 40
    Punt Power - 52
    Punt Accuracy - 47
    Kickoff Power - 47

    Game Options
    V.1
    Spoiler


    V.2
    Injuries - 35
    Fatigue - 65
    Speed Threshold - 98

    Precipitation Scaling
    Catch - 55
    Pass accuracy - 53
    Pass strength - 51
    Broken tackle - 57
    Kick accuracy - 54
    Kick strength - 55
    Movement - 58


    Penalties
    Offside - 65
    False Start - 85
    Holding - 65
    Facemask - 80
    DPI - 50
    Block in the back - 60
    Roughing the Passer - 25

    One of the most interesting things I’ve learned over the years while working with sliders is that many of them influence far more than their label suggests. Take the tackling slider, for instance—it significantly affects not just how tackles are made, but also how well defenders shed blocks and even how they pursue the ball.

    What makes this particularly compelling is that even with adjustments to tackling, broken tackles still happen—but in a far more natural, believable way. So don't worry—ball carriers can still execute moves and break free; it just looks and feels much more like real football.

    I’ve also become a strong advocate for speed having the correct impact on gameplay. Speed isn’t everything, nor should it be. Football is just as much about pursuit angles and containment as it is about raw speed. In fact, a tighter speed gap between players actually makes the elite speedsters stand out more—because their quickness feels earned and realistic, not exaggerated.

    Raising the speed threshold (in this case, to 99) enhances the game in a number of subtle ways. Defenders behave more confidently in pursuit—they no longer overcompensate by taking unrealistic, overly conservative angles. On default settings, it often feels like defenders are preparing to chase a ball carrier for 400 yards. With a higher threshold, they attack the ball more aggressively and accurately. And yet, if the offense creates the right angle or opens up space, the fastest players still have the burst to get around the edge and make a big play.

    Just the other day I played a fellow league member with these sliders in CFB25, and this is how the box score looked:

    24-17 game
    Colorado
    412yds offense
    34attempts 105yds rushing 3.1ypc
    19/32 307yds passing 9.6ypc 6sacks 2TDs 1INT
    5/15 3rd down
    20 1st downs
    3 penalties

    Utah
    381yds offense
    22attempts 69yds rushing 3.1ypc 3 fumbles (2 lost)
    28/50 312yds passing 6.2ypc 0TDs 1INT
    5/17 3rd down
    1/2 4th down
    18 1st downs
    4 penalties

    For reference, this is what the game in real life looked like:

    49-24 game
    Colorado
    405yds offense
    20attempts 65yds rushing 3.3ypc 2 fumbles lost
    30/41 340yds passing 9.3ypc 3sacks 3TDs 1INT
    3/11 3rd down
    2/2 4th down
    17 1st downs
    5 penalties

    Utah
    272yds offense
    30attempts 31yds rushing 1.0ypc 1 fumble lost
    22/41 241yds passing 5.9ypc 4 sacks 2TDs 3INTs
    7/17 3rd down
    0/1 4th down
    15 1st downs
    3 penalties

    I'm confident that for CFB26, this slider set is the best one out for those who wish to play football as it's played on Saturdays. Also, for those who are interested, we do have spots to fill for our league so feel free to ask!


    Update - 7/11/2025:

    Hey everyone, here are some notes for the updated sliders. The more we test the better feel we get for the game. I will always want tight and challenging sliders with every opportunity to create big plays on either side of the ball.:
    • QB accuracy went a couple ticks down to separate elite from mid QBs.
      • To balance that, pass blocking went up to 50. I don't like to make one thing more challenging without evening the game out in similar areas. If you have a good QB and good OL, you can buy some time to make the correct read. However, you will feel more accuracy effects even in clean pockets. With pressure, the lower accuracy slider will be more harmful for lower rated QBs and forces elite QBs to make their reads on time or else they too will have higher pressure effects when throwing.
      • Defenses also will not be able to just send 4 and be fine. If you want pressure and your front 4 aren't getting there, design some blitzes or utilize stunts.
    • Run blocking goes up with a slight decrease in tackling as well. Wanted to open up the run game more because I think if the game is a little too tight in the run, users will give up on it too quickly. A slightly more open run game also will get users to respect the run more, which should give way to more creative defenses and also help open up the play action game.
    • Wear & Tear changes:
      • While I do like the extreme nature of my original set, I don't want players to not be able to finish a half of football just cause they got hit a lot. Using some of Matt10s set and tweaking it, I think we can get proper W&T that you can manage, with long term season effects still being present.
    • Precipitation effects
      • Nothing crazy, but bad weather should be a thought in every coach's head and gameplan.
    • CPU changes:
      • Too low of Qb accuracy and blocking led to extremely silly decision making by the CPU both in the pass and run game. Opening up the game for the CPU creates a little more balance and challenge. Elite teams will feel elite again.

    Update - 7/17/2025:
    • Wear and tear updated
    • Run blocking up a tick
    • Tackling is back up to 94
    • Special Teams is modified
    • Precipitation effects are modified

    Final Preseason Update - 7/18/2025
    • Adjusted run blocking to 55 and tackling to 94
      • This will get your OL to properly do their assignments better while higher tackling generates better gap integrity and pursuit by defenders. It will create a more organic run game where your vision and ratings matter.
    • Pass blocking at 51
      • With the ability to send realistic pressure that can create havoc, I wanted the pocket to form better as well. If you have a good OL, it will show. If you have a good DL, it still will show. If you send pressure then your opponent needs to have protections set properly, or add more blockers to help.
    Thank you all for sticking around while we test everything to get ready for the cycle. Please feel free to follow along with our CFB26 cycle by following me on Twitch Bak2Business and if you want to follow in depth then DM me for an invite to our server! Hope everyone who uses these sliders has a fun time!


    Mid-Season Update - 8/11/2025:
    • Minor tweaks due to the latest patch
      • CPU will always be the hardest part of sliders to get correct with the tools EA gives us. We really need like 1,000+ more sliders than what we have + CPU vs CPU, User vs User, and User vs CPU designations to differentiate each version of the game.
        • CPU QB Accuracy goes down to help alleviate some RoboQB nonsense.
        • CPU Pass Blocking up to 40 because QBs were turning into pansies and taking 15 sacks a game with any miniscule presence of pressure.
        • CPU Run Blocking up because they have no clue how to run the ball unless you give them better lanes
      • Slight user tweaks to compliment the patch updates
        • QB Accuracy down -1
        • Pass Blocking up +1
        • Zone coverage bump +1
        • Man coverage drop -1
    Will keep y'all posted for any changes throughout the cycle!
    Last edited by YaBarber; 08-31-2025, 02:29 AM.
    Go Colts
  • Chadillac110
    Rookie
    • Jan 2011
    • 68

    #2
    Can you DM/link me the Discord to join? Been looking for a true sim league like this!
    San Diego State Aztecs
    Angels
    Lakers
    Colts
    Ducks

    Comment


    • YaBarber
      YaBarber commented
      Editing a comment
      Yes for sure. I sent the link!
  • Flex on them
    Rookie
    • May 2024
    • 262

    #3
    Color me intrigued. I will give these sliders a shot and provide some feedback.
    The Journey of Coach Flex

    https://forums.operationsports.com/f...post2050929298

    Youtube Channel:

    https://youtube.com/@coach_flex?si=BS-QQaLdU1BF2hJD

    Comment


    • YaBarber
      YaBarber commented
      Editing a comment
      Sounds great let me know how it feels!

    • YaBarber
      YaBarber commented
      Editing a comment
      Also, if you ever want to scrim or even join the league just let me know

    • Flex on them
      Flex on them commented
      Editing a comment
      Will definitely let you know!
  • TarHeelPhenom
    All Star
    • Jul 2002
    • 7102

    #4
    I'll give these a shot for sure once I get my hands on 26. Also, would love to join discord and possibly interested in joining your league.
    "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

    Comment

    • YaBarber
      Rookie
      • Dec 2017
      • 351

      #5
      SFL - Quick Rule Summary.pdf

      Hey I appreciate you for wanting to join! Your private message inbox said it’s full but I’ll just post here. I attached a link to the server and then a quick summary of the rules so you can get acclimated. When 26’ comes out just let me know if/when you want to scrim and myself or one of the admin will play.
      Last edited by YaBarber; 06-19-2025, 06:14 AM.
      Go Colts

      Comment


      • Flex on them
        Flex on them commented
        Editing a comment
        Agreed. 26 is around the corner. I might be on some mad scientist **** and mess around with sliders myself.
    • Flex on them
      Rookie
      • May 2024
      • 262

      #6
      I know these sliders are intended for CFB '26, but I plugged them in on '25 and I like them. The game does feel a lot more authentic. I am having a lot of fun with these. My only gripe with them is the amount of holding penalties that occur. Just finished a game where I had 17 penalties..thankfully it was against an FCS team but the amount of holding got annoying after a while lol. Might just lower the holding slider.
      The Journey of Coach Flex

      https://forums.operationsports.com/f...post2050929298

      Youtube Channel:

      https://youtube.com/@coach_flex?si=BS-QQaLdU1BF2hJD

      Comment


      • YaBarber
        YaBarber commented
        Editing a comment
        Thank you! I am also pretty sure FCS teams are still bugged and get penalties called at a way higher tick, try a game vs a FBS team and let me know how it plays out. I did have holding at 60 before but I wanted some more penalties and put it up to 65, so if you're still frustrated with the amount then 60 works pretty well too

      • Flex on them
        Flex on them commented
        Editing a comment
        I played other FBS teams. The penalties were high (holding) primarily on zone/outside running plays. It feels randomized, but throughout the game I can guarantee I will get a holding call on that play. It balances out since the CPU gets holding/penalties as well. Definitely feels realistic and it keeps the scores in check for me.

      • YaBarber
        YaBarber commented
        Editing a comment
        Yeah I might put it back down to 60, just still gonna wait and see when CFB26 comes out
    • Flex on them
      Rookie
      • May 2024
      • 262

      #7
      I am enjoying these sliders now that 26 is out. How often does the CPU QB take shots down field?
      The Journey of Coach Flex

      https://forums.operationsports.com/f...post2050929298

      Youtube Channel:

      https://youtube.com/@coach_flex?si=BS-QQaLdU1BF2hJD

      Comment


      • YaBarber
        YaBarber commented
        Editing a comment
        I appreciate you! I did update the CPU sliders because it seemed as if they would make fairly silly decisions a high majority of the game. You should see a more decisive CPU now, still with good differentiation between good teams and bad.
    • glenzariczny
      MVP
      • Apr 2011
      • 2877

      #8
      I know you’re still testing the wear and tear stuff, but it seemed like way way way too many injuries in the game I played.
      NFL: Seattle Seahawks
      MLB: Seattle Mariners
      NBA: Seattle Supersonics (R.I.P. 1967-2008); Miami Heat
      MLS: Seattle Sounders FC
      EPL: Manchester City FC
      NHL: Dallas Stars

      Follow along with all my franchises on Twitch!: https://www.twitch.tv/whiskeygamer27





      Comment


      • YaBarber
        YaBarber commented
        Editing a comment
        Yeah for sure, I edited the post but those original sliders were definitely way too extreme. It is my intention to always start extreme and dial it back to a happy medium rather than start default and get to "reasonable" spots. Let me know how the new set works for you!
    • archicec
      Just started!
      • Aug 2023
      • 3

      #9
      Originally posted by YaBarber
      3545533.jpg

      Of all the clichés in football, the one that has always resonated with me most is that it’s truly a game of inches. That philosophy has guided me since I began creating slider sets for simulation leagues—and it continues to evolve with each new release of College Football and Madden.

      Across forums and Discord servers, you'll find leagues that claim to be simulation-focused. Yet many of their rulebooks and slider sets allow for gameplay that is overly loose—specifically on offense—further tilting the balance in a game that already favors offensive play. While it’s true that college football is often viewed as “wide open,” that doesn’t mean defense should disappear from the equation.

      If you look at the most dominant teams in NCAA history, they weren’t just fast—they were smart, physical, and disciplined. Many of them fielded defensive units that overwhelmed their opponents through superior execution and toughness. That’s what this slider set is built to reflect: a balanced experience where defense can be just as dominant as offense.

      With these sliders, ratings matter. Penalties are enforced. Proper pursuit angles help contain speed (though they won’t always stop it). Your defense will read and react in a realistic, timely manner. Poor players will still perform below expectations, but they won't act completely inept for the sake of artificial difficulty—after all, these are Division I athletes, not junior varsity backups.

      The goal is to make every game feel like real football. You'll be challenged to play to your team’s strengths and exploit your opponent’s weaknesses. This means targeting mismatches, making smart adjustments, and leaning into your roster’s skill set.

      Fatigue and wear & tear also play a meaningful role. You’ll need to manage your depth and make strategic substitutions. Rest assured, nothing in this set is over-the-top once you experience it in action—but if you only judge the sliders by the numbers, they may seem extreme at first glance.
      806x1695.png
      Game Settings:
      These sliders work for any of the following -
      15 min / 14 acc
      14 min / 15 acc
      13 min / 16 acc
      12 min / 20 acc
      Can still adjust how you feel it fits your style.

      Heisman
      Injuries, Fatigue, Wear & Tear ON
      All wear and tear hit impact = 100, except tackling=75 and sacks=35
      Per-play recovery = 25
      Per-timeout recovery = 45
      Between Quarter recovery = 55
      Halftime recovery = 65
      Week-to-week recovery = 85
      In-game healing reserve = 10
      (still need to test these to make sure)

      The goal for wear & tear is to give a real risk factor for putting your players in harm's way while still allowing for proper recovery if you give your players time to sit and heal up. If your QB gets blasted in his leg and has to come out of the game with a severe tag on the injury, it shouldn't take only a few plays for him to come back. Week-to-week recovery is high to simulate your players getting rest and rehab if needed.
      image.png
      User/CPU
      QB Accuracy 38/6
      Pass Blocking 46/21
      WR Catching 51/38
      Run Blocking 52/54
      Fumbles 25/25
      Pass Reaction (Zone coverage) 90/87
      Interceptions 12/12
      Pass coverage (Man coverage) 90/86
      Tackling 100/100

      Special Teams
      FG Power - 38
      FG Accuracy - 45
      Punt Power - 52
      Punt Accuracy - 47
      Kickoff Power - 51

      Game Options
      Injuries - 35
      Fatigue - 95
      Speed Threshold - 99

      Penalties
      Offside - 65
      False Start - 85
      Holding - 65
      Facemask - 80
      DPI - 50
      Block in the back - 60
      Roughing the Passer - 25

      One of the most interesting things I’ve learned over the years while working with sliders is that many of them influence far more than their label suggests. Take the tackling slider, for instance—it significantly affects not just how tackles are made, but also how well defenders shed blocks and even how they pursue the ball.

      What makes this particularly compelling is that even with adjustments to tackling, broken tackles still happen—but in a far more natural, believable way. So don't worry—ball carriers can still execute moves and break free; it just looks and feels much more like real football.

      I’ve also become a strong advocate for speed having the correct impact on gameplay. Speed isn’t everything, nor should it be. Football is just as much about pursuit angles and containment as it is about raw speed. In fact, a tighter speed gap between players actually makes the elite speedsters stand out more—because their quickness feels earned and realistic, not exaggerated.

      Raising the speed threshold (in this case, to 99) enhances the game in a number of subtle ways. Defenders behave more confidently in pursuit—they no longer overcompensate by taking unrealistic, overly conservative angles. On default settings, it often feels like defenders are preparing to chase a ball carrier for 400 yards. With a higher threshold, they attack the ball more aggressively and accurately. And yet, if the offense creates the right angle or opens up space, the fastest players still have the burst to get around the edge and make a big play.

      Just the other day I played a fellow league member with these sliders in CFB25, and this is how the box score looked:

      24-17 game
      Colorado
      412yds offense
      34attempts 105yds rushing 3.1ypc
      19/32 307yds passing 9.6ypc 6sacks 2TDs 1INT
      5/15 3rd down
      20 1st downs
      3 penalties

      Utah
      381yds offense
      22attempts 69yds rushing 3.1ypc 3 fumbles (2 lost)
      28/50 312yds passing 6.2ypc 0TDs 1INT
      5/17 3rd down
      1/2 4th down
      18 1st downs
      4 penalties

      For reference, this is what the game in real life looked like:

      49-24 game
      Colorado
      405yds offense
      20attempts 65yds rushing 3.3ypc 2 fumbles lost
      30/41 340yds passing 9.3ypc 3sacks 3TDs 1INT
      3/11 3rd down
      2/2 4th down
      17 1st downs
      5 penalties

      Utah
      272yds offense
      30attempts 31yds rushing 1.0ypc 1 fumble lost
      22/41 241yds passing 5.9ypc 4 sacks 2TDs 3INTs
      7/17 3rd down
      0/1 4th down
      15 1st downs
      3 penalties

      I'm confident that for CFB26, this slider set is the best one out for those who wish to play football as it's played on Saturdays. Also, for those who are interested, we do have spots to fill for our league so feel free to ask!
      Have you tested these in CFB26 or are they just a projection? You lasted edited the post a month ago so I’m not sure how they can actually be tested.

      I like your vision in your write up and would like to test them.

      Comment

      • YaBarber
        Rookie
        • Dec 2017
        • 351

        #10
        Hey everyone, sorry for not updating sooner. We have been grinding out testing since early release and I feel like we're very close to a good final set soon. I am going to edit the main post with the updates!

        Shoutout to various users including Matt10 from OS for wear & tear.
        Go Colts

        Comment

        • DozenScahves89
          Just started!
          • Feb 2020
          • 1

          #11
          Been helping test out these sliders since cfb 26 came out. Definitely feels realistic. Good mix of defensive battles and high-scoring games, as well as noticing the differences between the good teams and the bad.

          Comment

          • YaBarber
            Rookie
            • Dec 2017
            • 351

            #12
            Testing out pass blocking at 51, tackling at 93 and speed threshold at 98. Will update within the next day or so if we are keeping that.
            Go Colts

            Comment

            • YaBarber
              Rookie
              • Dec 2017
              • 351

              #13
              I think we are extremely close to a final set.

              Run blocking at 55, Pass blocking at 51, Tackling at 94, and Speed Threshold at 98.

              I have the sliders shared on CFB26 fileshare under ShowtimeUser and ShowtimeCPU !
              Go Colts

              Comment


              • JNorth1989
                JNorth1989 commented
                Editing a comment
                Dumb question but which is the "latest" update to use? Is it the ones showing on your original post or the hidden ones. Appreciate it! Looking for some solid sliders for my dynasty with my buddies as we have a good mix of new players and old.

              • YaBarber
                YaBarber commented
                Editing a comment
                The old sliders will be under the hidden spoilers and the new are showing normally! I am going to update the latest version right now to adjust for this post and keep that until any gameplay update breaks it haha
            • tall.canadian
              Rookie
              • Jun 2014
              • 65

              #14
              Loving the set, curious if you’ve got an update coming soon?


              Sent from my iPhone using Tapatalk

              Comment


              • YaBarber
                YaBarber commented
                Editing a comment
                Hey yeah I edited the original post a few days ago for our final update!
            • YaBarber
              Rookie
              • Dec 2017
              • 351

              #15
              Our final slider set is posted in the original post but I will post again here just to have another location for it:

              Wear & Tear

              Normal Tackle Impact - 65
              Catch Tackle Impact - 65
              Hit stick - 65
              Cut stick - 65
              Tackle advantage - 65
              Sack - 35
              Block - 65
              Impact block - 65
              Per-play recovery - 55
              Per-timeout - 65
              Between Quarter - 70
              Halftime - 80
              Week to week - 40
              In-game Healing Pool - 30

              User/CPU

              QB Accuracy - 36/20
              Pass Blocking - 51/30
              WR Catching - 49/37
              Run Blocking - 55/58
              Fumbles - 23
              Zone Coverage - 90
              Interceptions - 18
              Man Coverage - 90
              Tackling - 94

              Special Teams

              FG Power - 37
              FG Accuracy - 40
              Punt Power - 52
              Punt Accuracy - 47
              Kickoff Power - 47

              Game Options

              Injuries - 35
              Fatigue - 65
              Speed Threshold - 98

              Precipitation Scaling

              Catch - 55
              Pass accuracy - 53
              Pass strength - 51
              Broken tackle - 57
              Kick accuracy - 54
              Kick strength - 55
              Movement - 58

              Penalties

              Offside - 65
              False Start - 85
              Holding - 65
              Facemask - 80
              DPI - 50
              Block in the back - 60
              Roughing the Passer - 25​
              Go Colts

              Comment

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