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Franchise Mode: Badge Ideas

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Old 02-21-2017, 09:07 AM   #1
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Franchise Mode: Badge Ideas

I would love a badge system in Madden to build upon attributes and traits. I know it’s a contentious issue in 2K whether they can break the game and often relied upon too much instead of attributes but I feel Madden needs a way of differentiating players to give them more personality (other than assigning them a Personality rating :P ).

The following is a list of examples of badges I can think up right now, some would be tiered (Elite/Gold/Silver/Bronze), some just one off badges (both negative and positive). Some of these badges build upon “traits” which already exist, so possible keep the traits but build further with badges. Badges highlighted in Red are badges that would only exist if a more in depth Franchise mode was built similar to the vision of DeuceDouglas, which includes introducing Morale and Chemistry and reintroducing Potential but making it hidden.

So to work within the current Madden System (baring red badges) it would be that Traits decide the behaviour of a player, Attributes decide the outcome of that behaviour and Badges bring the traits and behaviour together to offer variations on play and outcome as well as influencing free agency, trading, injuries and draft value. They would likely be earned with a combination of attribute caps and situational stats (like Truck of 84 for a bronze badge that influences Trucking but also break 20 tackles in season).

Just think of how you would put together your favourite players! AP is a monster running back, but Madden currently doesn’t model his limitations as a 2 down back. Think about how taking a risk and getting that decent OVR veteran in your team for cheap as they have a history of injuries or locker room problems. Imagine thinking you’ve found your Franchise QB but only to find out they’re a Loner, Demanding and Sensitive.

I would love suggestions on Badges here or your own Badge ideas. Are there things here that need tweaking or likely to break the game? I can imagine the bonuses and penalties would be small fractions so they don’t accumulate too much.

http://www.operationsports.com/forum...e-rebuild.html

Any text in green is an update to a badge or new badge altogether.

Last edited by Mattanite; 02-22-2017 at 05:24 AM.
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Old 02-21-2017, 09:07 AM   #2
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Re: Franchise Mode: Badge Ideas

General/Morale
  • Disciplined – Rarely causes penalties
  • Undisciplined – More likely to cause penalties
  • Aggressive – Player more likely to be called for unsportsmanlike penalty
  • Friendly – Player less likely to be called for unsportsmanlike penalty
  • Handsey – Player more likely to be called for pass interference
  • Bearhugger – Player more likely to be called for holding
  • Jumpy – Player more likely to jump the snap or false start
  • Team Player – Player gives boost to overall Team Chemistry
  • Toxic – Player causes penalty to overall Team Chemistry
  • Tough Minded – Player morale less affected
  • Sensitive – Player morale more affected
  • Hometown Hero –Stat boost when playing at home
  • Road Monster – Less impact on player performance whilst playing on the road
  • Mentor – Player gives XP boost to other players in their position group
  • David vs Goliath – Player is considered undersized but steps up vs bigger players (attribute boost vs players +10% over their weight)
  • Showboat – Popular player with a custom celebration
  • Bust – Player is considered a bust and undervalued in FA and when trading.
  • Steal – Player is considered a steal and less likely to be traded.
  • FA Gem – Player considered the steal of Free Agency and boosts team morale for 1st year.
  • Future of the Franchise – Player is overvalued in trade discussions.
  • Franchise Player – Player is severely overvalued in trade discussions.
  • Generational Player – Player is considered a rare talent and overvalued plus never traded.
  • Undervalued – Player’s contract is significantly lower than performance/ratings, affects player morale (does not affect 1st year of contract or rookie contracts).
  • Wonder Years – Player entered FA coming off career year (final year of contract greater than 2 years) so is likely overvalued.
  • Demanding – Player was signed as an expectant starter, severe team & player morale hit if benched.
  • Locker Room leader – Player has low ego and no team or player morale hit if benched. Boosts position group morale and chemistry upon signing.
  • Early round pick – Player was selected in rounds 1-3 and is unlikely to be cut or traded in first 2 years of contract
  • 1st round pick – Player has high expectations therefore team will invest more Weekly Training in this player
  • Chip on the shoulder – Projected Rounds 1-5 in draft, UDFA gets attributes boost in rookie year.
  • Playoff Performer – Player is known to turn his game up in the postseason (AWR boost)
  • Game on the line – Defensive player really turns their game up if down within a touchdown in the final quarter (Attributes boost)
  • 4th Quarter Clutch – Offensive player turns their game up in the 4th quarter if score is within a touchdown (AWR boost)
  • Winners Wisdom – Player has been on a winning Superbowl team before and knows what it takes to win there (Positional group AWR bonus during Superbowl).
  • Winning Matters – Player is likely to favour signing with a team that had a previous winning record last season
  • Money Talks – Player is likely to sign with a team offering the most money irrelevant of winning record
  • Settled – Player likes being settled and therefore likely to resign with the current team at a slight discount
  • Fair Weather Player – Player prefers decent playing weather, attribute penalties when playing in adverse weather (heavy rain, snow, extreme cold)
  • Frozen Tundra – Player enjoys playing in adverse weather, no penalties apply to attributes when in adverse weather (heavy rain, snow, extreme cold)
  • Journeyman – Veteran player has played in the league on multiple teams, lower morale penalties and chemistry penalties when signing with a new team
  • Surplus Depth – Player has a younger, lower OVR but more valued player behind him in the depth chart, likely to be cut or traded but gains bonus XP/potential develops for 1 season.

Last edited by Mattanite; 02-21-2017 at 09:14 AM.
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Old 02-21-2017, 09:08 AM   #3
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Re: Franchise Mode: Badge Ideas

Development/Injuries
  • Slow Learner – Player earns less XP/slow to develop up to Potential (4+ seasons)
  • Normal Learner – This isn’t a badge, but if dev is scrapped normal development up to potential should take 3-4 seasons.
  • Quick Learner – Player earns more XP/quick to develop up to Potential (2-3 seasons)
  • Potential Superstar – Player has high potential and could develop up to max Potential quickly (1-2 seasons)
  • Superstar – Player has high OVR and (almost) reached potential/ Earns even more XP. Suffers less regression due to low stats or injuries.
  • One Year Wonder – Player develops quickly for one year but at a risk of dropping dev/plummeting potential the following year
  • Contract Year – Player is in a contract year (3+ years only) and receives attribute and XP/potential boost this year at a risk of attribute penalty and slow XP next season
  • Dotted Line – Player was previously in Contract Year and suffers attribute and XP penalty for one more season after being signed
  • Prove em wrong – Player was previously in Contract Year and continues XP boost for one more season after being signed
  • High floor, low ceiling – Player has higher OVR but likely lower potential/dev trait (a scouting tool badge)
  • Low floor, high ceiling – Player has lower OVR but likely higher potential/dev trait (a scouting tool badge)
  • Workout Warrior – Player with amazing draft workout, likely to have high Physical rating. Less likely to suffer Physical rating drop when regressing or injured
  • Blue Collar Worker – Player receives XP discount on Catch in Traffic, Trucking, Power Moves , Tackling and Toughness/ develops these attributes faster
  • Country Strong – Player receives XP discount on Strength/develops strength faster
  • Looks like Tarzan… – Prototype player with high Physical rating and low intangible & durability rating. Undervalued in trades and FA and more likely to get Bust Badge
  • Talented Ego – Player is known for not studying film, XP cost increase on AWR/slow to develop AWR
  • Eats Film – Player is known for studying dedication, XP cost decrease on AWR/ quick to develop AWR
  • Fooling Father time – Player that avoids regression longer with age
  • Wheels Fall Off – Player that regresses earlier than most others. (Severe injury >8 weeks, 2 consecutive seasons)
  • Iron Man – Player suits up every week despite any nagging injury. (Returns from 1-2 week injuries straight away, always returns early and always suits up if listed as Probable/questionable)
  • Nagging Injuries – Player generally heals slowly so isn’t usually offered early return (unlikely to suit up if listed as questionable, 3+ 1-4 week injuries in a season).
  • Career’s End – Age, performance and injuries make it likely this player will retire soon
  • HoF Career – Player is close to a HoF career and will likely hold off retirement until they can guarantee a place
  • Break the record – Player wants to break a career statistical record and is likely to hold off retirement until then

Last edited by Mattanite; 02-21-2017 at 09:14 AM.
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Old 02-21-2017, 09:08 AM   #4
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Re: Franchise Mode: Badge Ideas

Throwing Badges
  • Cerebral – QB allowed to call unlimited route audibles (say standard limit is 2)
  • Limited – QB not allowed to call route audible
  • High IQ – QB sees all/part of playcall playart in 4th Quarter if play used earlier in game
  • Playmaker QB – Excels at scrambling in the pocket to extend a play and pass
  • Scrambling QB – Excels at scrambling outside of the pocket to extend the play and pass
  • Rocket arm – Player throws very hard, lower interception chance but higher drop rate
  • Touch throw – Player throws touch throws more often, more interception chance but lower drop rate
  • Gunslinger – Player throws into tight windows and double coverage, especially to a high rated receiver.
  • Checkdown – Player is overly safe with their throws, will check down more often
  • West Coast QB - Player has very quick release on short throws
  • Pitcher – Players has slow wind up and release
  • Centre QB - Player plays better under centre but worse in shotgun/spread
  • Spread QB - Player plays better in shotgun but worse under centre
  • Freak QB – This QB is incredibly athletic and very hard to bring down
  • Hardcount – QB has a great hard-count, defence will jump more often
  • Clockwork – QB has great time management skills and stat boost in the no huddle
  • Steady hand – QB prefers to get in the huddle and has attribute penalty in the no huddle
  • Magician – QB has amazing play-action skills, defence will bite often
  • Read-Option – QB looks to scramble often and more likely to run first over pass
  • Goalkeeper – QB has great hands and doesn’t mishandle the snap and saves bad snaps
  • Bossy QB – QB will berate receivers for drops, resulting in lower morale
  • QB School - QB will be understanding of receiver drops, resulting in morale boost
  • Loner – QB is a loner won’t gain The Guy or Connection badges.
  • The Guy – QB is loved by his OL and they gain a pass block boost when the QB is on the field.
  • Connection – QB connects well with receivers and if they have matching scheme get route running boost.
  • Game Manager – QB is considered a Game Manager, bonus to short accuracy and play action during the season but penalties apply in the postseason
  • Clipboard Holder – QB is considered a stand in for a Future of the Franchise QB or 1st Round QB. Will be benched if playing poorly or poor winning record during season without morale/chemistry hit.

Last edited by Mattanite; 02-21-2017 at 09:15 AM.
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Old 02-21-2017, 09:09 AM   #5
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Re: Franchise Mode: Badge Ideas

Running Badges
  • Bruiser – Player has better truck moves
  • Gunshow - Player has better stiff arm moves
  • Scatback – Player has better juke moves
  • Whirlwind – Player has better spin moves
  • Long game – Player starts slow but gets better through the game
  • Centre HB – Player plays better under centre but worse in shotgun
  • Spread HB – Player plays better in shotgun but worse under centre
  • Receiving HB – Player is a good at getting open as checkdown option when QB under pressure
  • Inside Runner – Player gets boost to tackle breaking attributes on inside gap runs.
  • Outside Runner – Player gets boost to tackle breaking attributes on outside runs and toss plays.
  • Saving Grace – Player is a good pass blocker and great at spotting blitzers / Chip blocking
  • Two Down Back – Player is poor checkdown option and bad at picking up blitzes
  • Dancer – Player shifts more behind the OL trying to find a hole
  • Straight Line – Player locks onto the gap and doesn’t shift to find the hole
  • Runs High – Player generally runs upright when not performing a move, bonus to vision, penalty to carrying
  • Runs Low – Player generally runs with a low pad level when not performing a move, bonus to truck, penalty to vision
  • Plodder – Player is slow to hit the hole but receives truck and stiff arm bonus when at full speed
  • Two Hands – Player is cautious handling the ball, uses cover ball more but penalty to break tackles
  • Loose Hands – Player is less cautious with the ball, bonus to break tackle but more susceptible to strip ball and big hits
  • Bumper Car – Player is barely affected by bumping into a teammate
  • Goal in Sight – Player burns less stamina when sprinting for the endzone after beating the last defender
  • Gassed – Player burns more stamina when sprinting after 20 yards or breaking tackles
  • Bowling Bowl – Player loses less stamina when breaking tackles

Last edited by Mattanite; 02-21-2017 at 09:15 AM.
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Old 02-21-2017, 09:10 AM   #6
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Re: Franchise Mode: Badge Ideas

Catching Badges
  • Circus Catch – Player has better spectacular catch moves
  • Traffic Cop – Player has better catch in traffic moves
  • Sideshow – Player has better sideline catch moves
  • RAC monster – Player has great RAC catch
  • Absent minded – Player sometimes slow to develop routes (unhilighted receiver longer)
  • Case of the drops – Player prone to dropping catchable passes, worse in clutch moments
  • Warming up – Player starts slow but gets better with more catches.
  • Favourite target – Player overly targeted by QB, even if well covered.
  • Safety blanket – Player is QBs safety net and gets targeted often on 3rd down
  • Hearing Footsteps – Player does poorly catching passes over the middle
  • Clifford Franklin – Player has high speed but low catch, QB will only target if wide open.
  • QB Chemistry – Player has played 2+ seasons with QB, gains route running bonus
  • Poor Chemistry – Player previously had QB chemistry and then changed teams, penalty to route running for 1 season.
  • Out Router – Player has an exceptional out routes, bonus to route running and catch
  • In Router – Player has exceptional medium in routes, bonus to route running and catch
  • Go Long! – Player is known as a deep threat, bonus to spectacular catch and catch on go and post routes
  • YAC Attack – Player is known for screen, short hitch and drag routes, bonus to catch and acceleration on these routes
  • Bang 8 – Player is known for deep middle field routes, bonus to catch and catch in traffic
  • Green Zone – Player is known for their redzone routes, bonus spectacular catch and catch in traffic on redzone fade and backshoulder throw routes
  • Double Move – Player has exceptional head fake and double move on routes, will fake out defender more often
  • Call them out – Player prides themselves on being assigned their best DB, boost to AWR and catch when assigned a player
  • Crumble – Player does not do well in the spotlight of being assigned their best DB, penalty to AWR and catch when assigned a player
  • Offensive Defender – Player does a good job of ripping the interception out of a DBs hands

Last edited by Mattanite; 02-21-2017 at 09:15 AM.
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Old 02-21-2017, 09:10 AM   #7
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Re: Franchise Mode: Badge Ideas

Blocking Badges
  • Road Grader – Player is a powerful run blocker and gets good initial push
  • Dancing bear – Player is a nimble pass blocker and gets boost against finesse moves
  • First Step – Player is long and nimble and gets first step speed boost against speed rush
  • Standing Stone – Player is a powerful pass blocker and gets boost against power rush
  • Heavy Feet – Player has a slow first step and is often beat by the speed rush
  • Underpowered – Player is considered low strength and often beat by the power rush
  • Bully Blocker – Player has increased pancake chance when going against smaller players (boost vs players -20% under their weight)
  • Mauler – Player gets boost to power run plays and increased chance of big highlight pancake
  • Zone Expert – Player gets a boost to zone plays and increased acceleration to 2nd level
  • Pulling their Weight – Player gets a boost on screens and pulling plays
  • Missile – Player locks on as lead blocker and gets boost through the hole
  • Downfield Blocker – Player gets boost to run blocking when 5 yards beyond the LOS
  • Rub Blocker – Player is great at rubbing the pass rusher before entering their route
  • Sure Snap – Player rarely has poor snaps
  • Centre Snapper – Player prefers snapping under centre, bonus under centre, penalty in shotgun for bad snaps
  • Shotgun Snapper – Player prefers snapping in shotgun, bonus under centre, penalty under centre for bad snaps
  • Blitz Read – Player has great line calls, positional group AWR boost against blitz
  • QB Chemistry – Player has played 2+ seasons with QB, gains pass blocking bonus
  • RB Chemistry – Player has played 2+ seasons with RB, gains run blocking bonus

Last edited by Mattanite; 02-21-2017 at 09:16 AM.
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Old 02-21-2017, 09:11 AM   #8
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Re: Franchise Mode: Badge Ideas

Defensive Badges
  • Sure Tackler – Player is a solid and consistent tackler and wraps up well
  • Stand Ground – Player is a strong tackler who doesn’t get pushed back easily
  • Shoelace Tackler – Player is adept at diving tackle over longer distances
  • Road Block – Player is very strong/heavy and not moved easily by blocker
  • Lightning hands – Player has speedy hands for rip moves and hand fighting
  • Good Length – Player has strong hands and good length when shedding run blocks
  • Spin Cycle – Player has great spin move and fakeout spin move
  • Easy Bite – Player bites on counters, playaction and set running lanes to easy
  • Undersized – Player is easily pushed around by blocker
  • Over9000 – Player has powerful bull rush move and can throw OL
  • Peanut Punch – Player has good punch, rip and chop move to strip ball
  • Never Give up –Player gets boost to pursuit when chasing ballcarrier from behind
  • Safety Valve – Player gets boost to tackling when playing single high safety
  • Rub’a’dub – Player is adept at rubbing the receiver as they enter their route
  • Ex-Wrestler – Player understands staying on your feet, gets back up quickly when pancaked
  • Island DB – Player is considered one of the best in Man coverage and gains coverage boost when asked to man cover with no overtop zone help
  • Half Field DB – Player is used to playing their side, bonus to playing field side but penalty to following assigned receiver, undervalued in FA
  • Mano-e-Mano – Player is used to following their assigned receiver, boost when matched up in alignments, overvalued in FA
  • Psychic – Player is barely fooled by play action, trick plays and double moves
  • Enforcer – Player is known for their hard hits, receivers more likely to drop catches on hits, more likely to be called for unsportsmanlike hit
  • Missile Defence – Player is exceptional at shedding the lead blocker to stuff the run
  • Fiery Defender – Player is a leader on the field, morale boost after big play (3rd down stop, failed catch, big hit)
  • Field General – Player is smart, sees all/part of playcall playart in 4th Quarter if play used earlier in game
  • Business Decision – Player is adept at recovering fumbles
  • For 6! – Player known for returning defensive touchdowns, boost to running moves
  • Man Blitz – Player very quick at reading their man staying in to block so blitzes quickly
  • Quick Read – Player very quick at reading their man staying in to block drops into additional cover zone/contains QB/HB
  • Screen Read – Player exceptional at sniffing out screens, bonus PRC on screens
  • Head Down Tackler – Player prone to precision run moves
  • Heads Up Tackler – Player gains bonus against precision run moves
  • Do Your Job – Player has +10 higher intangible rating than physical rating, bonus to intangibles but decreased fumble and interception chance
  • Mean Reputation – Player gets XP discount on Hit Power/develops Hit Power quicker
  • Line in the Sand – Player receives attributes bonus when defending their own redzone
  • 3rd Down Turnaround – Player receives attributes boost on 3rd Down and Medium/Long
  • Goalline Defender – Player receives attributes boost in goal line situations and 3rd and short
  • 2 Down Defender – Player receives bonus to tackle and block shed on 1st and 2nd down but penalty to coverage and pass rush attributes on 3rd and 4th down and medium/long
  • Nickelback – Player gains bonus to coverage abilities when lined up in the nickel CB position (can apply to FS>CB3 or SS>MLB2 playbooks too)

Last edited by Mattanite; 02-22-2017 at 12:49 PM.
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