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Rebuilding the Off-season
This is a discussion on Rebuilding the Off-season within the Madden NFL Football forums.
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07-20-2014, 04:18 PM | #65 |
Madden Dev Team
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Re: Rebuilding the Off-season
This is going to be all over the place and lengthy but I just want to go into something that I feel like should be expanded upon and that's player contracts. Obviously, it'd be great if contracts we're to the dot exact in Madden but with so many factors involved, I don't know if that will ever be possible. What I'll try to do is "Maddenize" them with how they could potentially work within the game and making them intricate yet still straightforward enough to not make them cumbersome.
The three main factors I want to focus on are base salary, guaranteed money, and bonuses/incentives. Base Salary - The main thing here is options. Currently, every players contract just escalates year over year with the early years being the cheapest and the late years being the most expensive. Allow the user to choose from options like escalating (back loaded), de-escalating (front loaded) , flucuating, and static. Like I said before, the key things is options. Things like this are realistic and allow you to manuever around the cap a little bit easier. Guaranteed Money - The biggest thing when it comes to contracts these days. You don't ever pay attention to the total number but the guaranteed number. The idea here being that the user can choose how much guaranteed money a player receives and it isn't necessarily limited to the bonus. Basically, when negoatiating, you'd have the year-by-year contract laid out in front of the user and you could choose whether or not you wanted to make a players base salary for a certain year or years be guaranteed to increase the amount of guaranteed money in the contract in addition to the bonus. This would obviously take some sort of player negotiation trait that dictates what the player values most whether it be money, winning, playing, etc. Bonuses - This is where things could get really interesting. There's a lot of potential for this in negotiating but it would have to come with other things obviously. If the offseason were laid out as I have it here, you could offer players workout bonuses as well as roster bonuses that they were to receive if they meet those credentials. This is something that could increase the potential value of the contract but not necessarily be guaranteed money. Keep the traditional signing bonus in as it stands. I won't get into incentive bonuses just because I think the only way to do them would be have them be team oriented rather than player just because of the potential issues within an online CFM it could cause. All of this is hypothetical at this point but I'm just looking at things as if the off-season were handled this way or in a similar fashion. Basically how I would imagine things would change is that players would come into an off-season with some sort of number of years, total money, and guaranteed money in mind and it would be the users responsibility to negotiate around that or simply let the player go. Other things that I won't get into but I think are needed to go along with this are some sort of player happiness a la MVP Baseball as well as some sort of player personality traits that factor in whether a player is looking for more money, more playing time, a winning team, etc. Improved player contract demands. What I mean by that is that pretty much every player that isn't on the downside of his career should be looking to make more money than his previous contract. Maybe not every single player but for the most part, if you've got two guys that aren't far apart in ratings, they should generally be looking for the same amount. If you have something like that you could even throw in situations where a guy who doesn't care as much about money may be willing to take a pay cut if needed in the off-season. Same goes for QB's. We've seen that in today's NFL, you don't have to be a top-level QB to get that monster contract. I'd like to see more factors taken into account so that there are off-seasons where you really have to struggle to keep your guys and make moves so that it makes your good players that you're able to keep feel like commodities. I realized this isn't fleshed out at all, I'm just throwing ideas out there. Hopefully this will be something that gets some much needed attention but we'll find out in the coming weeks. As far as things to improve in CFM I would definitely say this is lower on the totem pole but it's still something that needs work, thus it being brought up. Things like this would just make CFM feel more alive than it currently does.
LorenzoDC likes this.
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07-21-2014, 11:03 AM | #66 |
MVP
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Re: Rebuilding the Off-season
penultimate draft comment was Jimmy Ward?
i want to be able to make up my draft board, and position needs i nominate not that the game comes up with |
07-21-2014, 11:24 AM | #67 |
Pro
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Re: Rebuilding the Off-season
Hopefully Looman and Co. come through with a lot of fix's/changes to CFM and the offseason. I just fired up Madden 25 for the first time in a couple weeks, downloaded new rosters, and started a Jags franchise....but I didn't use 32 team control (big mistake). Now I'm thinking about scraping it and starting over ..... with 32 team control to prevent this from happening.
After year one, here are a few of the players that were not resigned by their teams. And made it through FA without being signed! I get that sometimes teams have to let players go for cap reasons, but for them to go unsigned during FA? What a major fail. SMH QB - Cam Newton 99, Colin Kapernick 92, Josh Freeman 84, Jake Locker 84 Ryan Mallet 81 RB - Vereen 91, Gore 87 (he is 31), Murray 84 FB - Sherman 94 WR - Dez Bryant 99, J Nelson 95, J. Jones 95, B Marshall 95, D Thomas 94 T Smith 92, J Maclin 92 TE - J Thomas 92, Finley 86 (currently out anyway), F Davis 86 LT - Solder 94, Smith 92 LG - Lupati 91 C - Pouncey 91 RT - Smith 85 DT - D Suh 96, Harrison 87, Knighton 87, Fairly 86, Raji 85 RE - Hughes 95, Avril 91 LOLB - Houston 95, Wright 87, MLB - Spikes 94, and a 90 ROLB - Erakpo 92, Bishop 88 CB - Peterson 97, Flowers 93, a 93, and a 88
LorenzoDC likes this.
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07-21-2014, 01:18 PM | #68 | ||||||||||||||||||||||||
Rookie
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Re: Rebuilding the Off-season
Holy **** those are some kickass ideas. When you make a football game let me know!!!
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07-21-2014, 02:58 PM | #69 | ||||||||||||||||||||||||
Madden Dev Team
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Re: Rebuilding the Off-season
But yeah, I definitely hope there is improved logic on teams doing as much as they can to keep their top level players, especially QB's.
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07-21-2014, 03:00 PM | #70 | ||||||||||||||||||||||||
Madden Dev Team
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Re: Rebuilding the Off-season
And I'd be all for being able to make up your own draft board. That's something I've mentioned before and would just be something that the User would be able to choose to do in addition to the others or just simply rely on the others if they so choose. More options the better.
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07-23-2014, 06:17 AM | #71 |
Madden Dev Team
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Re: Rebuilding the Off-season
This is more just a general thing but it's something that would add to the draft as well as possibly free agency and that is a revamped injury system. Probably will be a lengthy post so if that's not your type of thing, skip to the pictures and you should get the basic idea.
The basic idea being that the overall injury rating is tweaked and spread out among body parts and areas which would include the head/neck, shoulders, elbows, hands, back, knees, and ankles. The idea being each area would have a injury and durability rating. The durability rating would have no affect in play now games and would be something strictly tied to CFM and would be something that could degrade over the years depending on factors like workload, injury history, etc. The injury rating would determine the likelihood of the player suffering an injury to that specific portion of the body. Obviously, there are times where it doesn't matter what your injury or how durable anything is, freak things happen and players get injured and that would definitely be something that would have to be accounted for. The basic gist is to try and make injury history and injury prone players, as well as health, factor more into the CFM world. You've got guys like Percy Harvin and Darren McFadden who just can't seem to stay on the field at all while you've got iron men like Joe Thomas and D'Brickashaw Ferguson who play every game. This would have to come with some sort of enhanced injury system as well. Otherwise guys like Harvin and McFadden would just constantly be going down with broken legs and dislocated hips. Those types of injuries should be more rare and fall more into the freak type things. Guys with lower durability and injuring ratings should be more susceptible to nagging injuries and injuries in things like training camp and practice. Pulls, strains, sprains, that type of thing. And the toughness rating should dictate how they handle those type of injuries. Maybe Big Ben can play with a severely sprained ankle while a guy like Jay Cutler is out for two weeks. I'd like to see that kind of variation between players to force you to make decisions on players where it's like, "Damn, every season this guy is missing 3/4th's of the season with injuries", and you have to decide whether it's worth it. Also with the durability rating you could see the big drop offs you see in real life, mainly with the running backs. Guys carry that big workload and just break down from it. Or maybe it's a situation like Steve Breaston where he just has bad knee's and at some point just disappears from football completely because nobody feels it's worth it to sign him. Or where a rookie comes in with a ton of talent but medical issues keep his career from ever taking off. I'll get into the draft part now to try to break up the wall of text with some pictures! Basically, with each prospect after the combine you would get a medical report back on the player with their injury history and ratings. What you see below is just a couple mock ups of what a potential draft prospect would look like in-game. One is a guy with an extensive injury history and is very injury prone while the second is a guy that is pretty much the exact opposite. Now, with anything, it doesn't mean that Player A will or has to get injured and that Player B won't or can't get injured either just that the likelihood for one is greater and thus less of a risk. This could cause some interesting moments as it would force a decision upon maybe choosing a guy with less talent but is more reliable than a guy with more talent but is always injured. You could even go a step further with this and have medical staffs that you hire that may have certain traits to them. Maybe an excellent training staff returns very accurate ratings while a not so excellent ones vary more. Another step in that could be hiring a Strength & Conditioning coach and having that have a minimal affect on certain aspects of a players durability and what not. Even further than that could require a physical when you sign and draft players and maybe these medical staffs have more or less strict requirements for what represents a passed physical depending on which one you have. Anyways, just spit-balling ideas. Obviously as with anything else this isn't the most perfect or realistic representation of something like this but I think it is something that would make CFM more intriguing and more importantly add more life to it which is the main thing that is trying to be accomplished.
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