Collection of House Rules

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  • Rollo
    Rookie
    • Aug 2013
    • 219

    #31
    Re: Franchise House Rules

    Originally posted by cal7_11
    Alright guys

    So I was just wondering what your favourite personal house rules were to keep your franchise fresh and realistic. Here are mine;

    Player Progression - in order to not have an OP team I enforce the following rules.
    No upgrading strength for O-line or D-line. Makes the combine results really matter!
    No upgrading speed, acceleration or agility for anyone
    No upgrading development trait for anyone - makes trading up into the top 10 for a 'normal' really heartbreaking.
    Only progress players after games on week 4, 8, 12 and 16 with all end of season XP being spent on week 1 of the next year - stops you having too strong a team in the playoffs

    End of season awards - I think this system best replicates a breakout year
    Now that we have the ability for full editing, I like to give the players who win awards a boost.
    MVP - if somehow the winner of this award is rated under 90 I will boost his overall up and give him superstar dev
    OPOY and DPOY - winners boosted up to superstar dev and 88 overall, 2-5 boosted up to quick dev and 85 overall
    OROY and DROY - winners boosted to superstar dev, 2-5 boosted to quick dev
    I really like these as well. I was also thinking about keeping some of the real NFL starters from becoming bench warmers for draftee's down the road. No reason Andrew Luck should become some random 3rd rounders backup if he's still decently rated. This might require me to have 32 team control and make sure some stalwarts stay on their team.

    I'm also considering a new house rule to limit the amount of superstars on my team. I'm considering two things here: #1 - randomly picking a number of players in the first few rounds to be dropped down from superstar to normal, or normal to slow (this would be for all teams), and #2 - only allowing one superstar at a position after contracts (and maybe limiting to 5 or 6 max superstars per side, or total). So in essence, if I have a superstar halfback, and then draft a late round superstar halfback, I can keep both players until one of them needs to resign, then I have to decide on either letting the higher overall player go (since his backup is superstar), or trade the backup in order to sign the better player. Lastly, if I draft a superstar QB, my current starter may 'ask' for a trade, or to be released.

    edit: I'm also going to be doing a mix of manual and auto progression at the end of seasons (and set the cpu to progress at the end of the season). I believe I got this from Armor's sim page, but I'm going to manually progress all starters to 80 awareness and backups to 70 awareness prior to auto spending elsewhere.

    edit #2: I'm a numbers guy and use a random number generator a lot. In years past, i'd set my resigning to ~60% (whether starter or 60 overall backup). So to clarify the superstar QB situation, I'm going to be using a generator to determine the actions. If I draft a superstar QB, I will roll 1-100 for my starter. 1-10 = trade, 11-20 = release, 21-100 = stay. If my starter is in a contract year, I'll again roll 1-100. 1-50 = no resign, 51-100 attempt to resign. If resigned, I will place my drafted superstar QB not he trade block and take the worst of the first offer (must be traded within 2 years). If no offers, I'll randomly trade him to a team for a 7th pick). If not in a contract year, the following offseason I'll again do the 10% trade, 10% release, 80% stay roll. If he remains, he will play out the rest of his contract and be set for a 10% resign when the time comes. Ex. If my starter is in his contract year and I draft a superstar QB. There is a 60% chance he is not on the team the following offseason (either traded, released, or not resigned). If my starter is not in his contract year, there is a 36% chance he is off the team by the end of the second offseason.

    I'm also adding another modifier to my offered contracts (I'm following a similar formula as the OP). I will add 25% total to the contract for Superstars, 10% total for Quicks, no modifier for Normals, and -10% for Slows.
    Last edited by Rollo; 09-08-2016, 01:18 PM.

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    • rich8682
      Banned
      • Aug 2016
      • 977

      #32
      Re: Collection of House Rules

      Any recommendations for how I should do player editing? I wanna edit a couple guys who are freaks and have crazy physical ability, like some guys above 96 speed, a couple strong TE's, some strong mobile QB's, a couple Vick types. Idk how to do it, should I just pick and choose?

      Sent from my SM-G386W using Tapatalk

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      • Rollo
        Rookie
        • Aug 2013
        • 219

        #33
        Re: Collection of House Rules

        Originally posted by rich8682
        Any recommendations for how I should do player editing? I wanna edit a couple guys who are freaks and have crazy physical ability, like some guys above 96 speed, a couple strong TE's, some strong mobile QB's, a couple Vick types. Idk how to do it, should I just pick and choose?

        Sent from my SM-G386W using Tapatalk
        Are you trying to edit drafted players up to freaks, or trying to bring some of the freaks down?

        I personally would randomly select some players in the scout screen to edit (just mark them down, see where they end up, and edit them). I personally would try and keep the overall around the same, so boosting some attributes while down ranking others. If you're gonna push for a Vick type, take an already mobile quarterback, increase his running abilities and throwing power, and maybe drop his awareness and accuracy ratings.

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        • rich8682
          Banned
          • Aug 2016
          • 977

          #34
          Re: Collection of House Rules

          Originally posted by Rollo
          Are you trying to edit drafted players up to freaks, or trying to bring some of the freaks down?

          I personally would randomly select some players in the scout screen to edit (just mark them down, see where they end up, and edit them). I personally would try and keep the overall around the same, so boosting some attributes while down ranking others. If you're gonna push for a Vick type, take an already mobile quarterback, increase his running abilities and throwing power, and maybe drop his awareness and accuracy ratings.
          I want some Vick types, some Gronk types, some Le'Veon Bell types, some AP types and some Cam Newton types. I don't see those generated at all. I want them to be really rare, as obviously those guys are all pretty uncommon, but I'd like to see a few.

          Sent from my SM-G386W using Tapatalk

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          • Rollo
            Rookie
            • Aug 2013
            • 219

            #35
            Re: Collection of House Rules

            Originally posted by rich8682
            I want some Vick types, some Gronk types, some Le'Veon Bell types, some AP types and some Cam Newton types. I don't see those generated at all. I want them to be really rare, as obviously those guys are all pretty uncommon, but I'd like to see a few.

            Sent from my SM-G386W using Tapatalk
            Definitely pick someone who closely fits the molds of what you want prior to drafting and then follow them and see where they end up. Small changes or positive and negative changes to keep balance consistent (increasing physical stats and decreasing some of the intangibles).

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            • rich8682
              Banned
              • Aug 2016
              • 977

              #36
              Re: Collection of House Rules

              Originally posted by Rollo
              Definitely pick someone who closely fits the molds of what you want prior to drafting and then follow them and see where they end up. Small changes or positive and negative changes to keep balance consistent (increasing physical stats and decreasing some of the intangibles).
              Yeah that's probably what imma do

              Sent from my SM-G386W using Tapatalk

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