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Collection of House Rules

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Old 08-29-2016, 08:59 AM   #25
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Re: Collection of House Rules

I usually try to sign my low rated players to long contracts with no bonuses. I can then cut them without penalty in preseason or any other time without taking a hit.
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Old 08-29-2016, 10:13 AM   #26
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Re: Collection of House Rules

Quick question how do you get to that number? Do you get some situation were you have to cut players to leave space cap? What I don't like is that with game space cap we almost can sign every player we want. Way to much space. Most teams irl are battling to free space.


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Old 09-06-2016, 05:44 PM   #27
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Franchise House Rules

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
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Old 09-06-2016, 06:24 PM   #28
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Re: Franchise House Rules

http://www.operationsports.com/forum...e-rules-2.html

It was buried on page 10, but here's a collection.
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Old 09-06-2016, 08:36 PM   #29
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Re: Franchise House Rules

Quote:
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 the rule where you can't increase the speed, agility, acceleration, never thought about it until now. It makes sense because grown men in the nfl are very unlikely to develop those attributes because you are born being fast or slow or in between, with training you can make a slight difference but not much...where as you can improve catching, route running, intelligence much more so.
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Old 09-06-2016, 11:06 PM   #30
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Re: Franchise House Rules

For my franchises, I must always keep one dedicated long-snapper on the roster at all times and the punter, not the backup quarterback, is the holder on all field goal/extra point attempts.
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Old 09-08-2016, 01:32 PM   #31
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Re: Franchise House Rules

Quote:
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 at 02:18 PM.
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Old 09-08-2016, 01:45 PM   #32
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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?

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