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M20: Generated Player Only CFM

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Old 11-21-2019, 01:43 AM   #1
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M20: Generated Player Only CFM

In a nutshell, you “Scrub” all front end NFL players from your CFM by simming them out and start playing with 100% Generated Players.

SETUP:
1) Scrub as an Owner, then select your team as an Owner after the Scrub
- getting fired will be a pressure put upon the User due to this setup
- can play as an Owner if the Scenario aspect is not a big deal

2)***Lower XP Sliders to 25 or under before Sim
- this allows “some” ratings increase, but removes ballooning players back outside of what this Scrub will do

3) Set all Team Management to “Auto” etc...
- keep in mind it’s possible your selected team could start off with a poor roster, balanced roster, or a good roster but with serious CAP issues, so be prepared!!!


These are some of the impacts when you play your CFM this way...

(See pic)
1) Balanced Spectrum of Positional Ratings Distribution that are in-line with the Poor-Elite levels
- Positional Ratings are distributed on a 55-79 range
- lower XP minimizes the need for the game to account or those “extreme” levels beyond this range, as it pertains to win-chance/Animation triggering
- this opens up the Library of available Animations to chose from, where higher ratings force a select few to constantly trigger

(See pic)
2) What you “Draft”, is what you get!!!
- No XP to bail you out from your poor draft selections with easy XP Boost
- you’re stuck with the “Bonus” of that Draft contract, even if you cut or trade the player before contract is up
- you have to Scout and get the player to fit what your Play Style is and not just based Drafting on the higher OVR (remember Scheme Fit helps improve players ratings, esp since the XP Boost is greatly minimized)
- Drafting a 78 OVR player really means something because of #5 below, which puts him closer to hitting that magical 80 OVR threshold to trigger the SS Ability if/when it happens (again no easy XP boost to make it easy)

(See pic)
3) Player Archetypes
- Generated Players ratings fall in-line and highlight the Archetype they are
- very few players are rated in a way that allows easy Archetype crossing

4) True Player Differentiation (ratings alone)
- a good Pass Blocking OL usually will not be serviceably rated for Run Blocking (can sometimes be in with Low 50’s Run Blk ratings)
- the other positions follow the same structure
- Player Speed and Acceleration provide a tangible gameplay difference between “fast” guys and “quick” with how these ratings are distributed/generated
- you’ll clearly see/feel the difference between an 80’s THP QB and one in the 90’s (different from what the front end QB provides)

5) SS/X-Factor Abilities
- (SS Abilities) QB min OVR=60, other positions min OVR=80
- Players can progress to a SS Dev Trait but still not hit the targeted OVR threshold to trigger the SS Ability (ie 72 OVR Man CB)
- (X-Factor Ability) any Player OVR can have it, but with lower/balanced positional ratings across the board, triggering will be harder to activate

(See pic)
6) OVR’s vs CAP $$$
- Contract demands will be crazy, even for a 60’s OVR Player
- No bailouts in FA that will allow you to be cheap and get Plug-n-Play players
- Contracts of bad OVR Draft selections will hurt a teams Cap
- Signing aging Vets with higher OVR’s demanding high contracts because of Market Setting will kill your CAP if done wrong (AI will suffer from this also)

7) Increased User Challenge
- **you WILL NOT be able to sign high rated players across every position, which means some positions will take a hit so you can sign a few high profile players
(Example) a 63 OVR QB means “very low” Positional Ratings putting greater pressure on the User needing to Pass with such a QB due to...
>poor Drafting
>Injuries
>no easy fix in FA
>CAP $$$ issues
- in Coach CFM, pressure of remaining employed as high rated players providing easy wins is greatly minimized

8) Animations
- can’t explain why, but the animations are better
- even different QB Throw Styles is visibility noticeable
- as mentioned before, Animation Library is opened up.

***This may not be something for everyone, esp gameplay wise because it removes a lot of the training wheels that high Positional ratings provide to the User.

***finishing up an XB1 roster to help minimize the needed Sim years to Scrub out all non-Generated players
- normal roster requires 15 years thanks to Mahomes being rated so high, but changing him and other high rated younger players positions will force Scrub faster due to their very low OVR’s

Give it a try!!!
***remember to lower XP Slider to prevent/limit extreme player boosting above Generated OVR (don’t want a bunch of 80’s OVR’s, a few but not too many)

Any questions or further clarification needed, just ask.

Last edited by khaliib; 11-24-2019 at 08:47 PM.
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Old 11-21-2019, 01:44 AM   #2
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Re: M20: Generated Player Only CFM

Additional pics for above reference.

***for those wanting some additional kicking challenge, check out the rating levels for generated kickers and kick w/out aiming the LS
Attached Images
File Type: jpg D6676B5E-F1EC-430D-ADF2-9BBE7F13B1FA.jpg (609.6 KB, 642 views)
File Type: jpg 2551FBD7-93B3-4256-813D-5D174F42F525.jpg (608.2 KB, 638 views)
File Type: jpg B614CBFC-2684-4444-8BBB-63B28E13C963.jpg (573.0 KB, 636 views)

Last edited by khaliib; 11-21-2019 at 01:49 AM.
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Old 11-21-2019, 07:10 AM   #3
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Re: M20: Generated Player Only CFM

Looks fun man. Post that Xbox One Roster Name when you get a chance to finish it up!
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Old 11-21-2019, 11:46 AM   #4
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Re: M20: Generated Player Only CFM

Gonna look at trying this out tonight.

How do you set this up to make sure you aren't getting fired? As simple as turning firing off and then creating another coach after the simming?

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Old 11-21-2019, 12:25 PM   #5
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Re: M20: Generated Player Only CFM

Quote:
Originally Posted by TheShizNo1
Gonna look at trying this out tonight.

How do you set this up to make sure you aren't getting fired? As simple as turning firing off and then creating another coach after the simming?

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I usually do the latter when doing long sims....oftentimes, I won't pick my team until after the sim completes.

One other thing....make sure you turn all of the roster management and progression stuff to auto (or off) so the CPU does all of that during the simulation.
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Old 11-21-2019, 12:31 PM   #6
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Re: M20: Generated Player Only CFM

I thought you have to pick a team right away?

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Old 11-21-2019, 03:25 PM   #7
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Re: M20: Generated Player Only CFM

Quote:
Originally Posted by TheShizNo1
I thought you have to pick a team right away?

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You do....what I mean is that you select any team at the start, do your sim, and then once the sim is done, then you can take control of whatever team you want....you don't HAVE to stick with the team you run the sim with (assuming offline since this is better suited for a single person league).
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Old 11-21-2019, 06:24 PM   #8
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Re: M20: Generated Player Only CFM

I’ve did 0 XP before a few years ago and really loved it. Love the draft what you get philosophy. Great stuff as usual, Khalib.
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