If you're really good at the game, these will probably be too easy. I'm no Madden expert
I'm seeking more realism than challenge. A good team should play well and whip a bad one more often than not. I'm hoping to get teams to play to their strengths/weaknesses and have the games come out how they come out.
Trying to minimize "wild stats", things like 90% completion or 7+ YPC.
Trying to keep the cheesy side of the game engine to a minimum. I know the limitations/flaws will rear their heads, but it shouldn't be constant if at all possible.
I know this isn't optimal, but I tested with the Ravens. Not only is it a team I know probably the best out of my teams, it's a middle-of-the-road team talent-wise with clear weaknesses and strengths.
I also have a fantasy draft roster of young players, and I certainly can feel the differences in the two.
Finally, I don't switch on defense and don't have any "money" offensive/defensive plays. So those who do, I don't know how these sliders will react.
Here's the sliders:
Game Options
Quarter Length: 15 minutes
Play Clock: On
Accel. Clock: On
Accel. Clock Runoff: 25 sec
Camera: Broadcast (changes the angles some and a little easier to see some things while a little harder to do deep passes and some routes - plus I like it the best LOL)
Injuries: 38 (was getting too many small injuries too often)
Fatigue: 65 (was 100, but I don't think defenses becoming exhausted during a drive in the 1st quarter is realistic)
Game Speed/Threshold: Very Slow/85 OR Slow/50
Motion Sensor Function: 0
Penalties
All set to 10. They are mostly animation creators and I never got many penalties anyway even with them turn to 100. So I put them at 10. May change a few of them later on.
Player Skill
Passing: 14
QB Accuracy: 30
Pass Blocking: 15
WR Catching: 40
(Harder to get separation and low QB Accuracy hopefully will keep the high percentages to the best QB/WR combos)
Rushing: 13
Broken Tackles: 15
Run Blocking: 35
Fumbles: 52
(Was seeing too many fumbles for some reason both for an against me. This is the most influx section as I look for more steady runs and fewer "insta-touch-tackles" against RBs without things getting crazy)
Pass Defense: 13
Reaction Time: 25
Interceptions: 0
Pass Rushing: 80
(The reaction time was 40, but I saw too much craziness and QBs with under 40% completion. Pass Rushing might seem high but it puts pressure on the AI QBs - like the AI will put you your line - and attempts to minimize plays where there's all day to throw)
Run Defense: 17
Reaction Time: 33
Block Shedding: 0
Tackling: 5
(Trying to allow true lanes and sealing edges while also allowing defenses to recognize and react to what's happening. Lower tackling tries to make position by the defender matter when attacking ball carriers.)
CPU Skill
Passing:
QB Accuracy: 30
Pass Blocking: 15
WR Catching: 40
Rushing:
Broken Tackles: 15
Run Blocking: 35
Fumbles: 52
Pass Defense:
Reaction Time: 25
Interceptions: 0
Pass Rushing: 80
Run Defense:
Reaction Time: 33
Block Shedding: 0
Tackling: 5
CPU and human sliders are the same right now, and hopefully, that can stay that way or pretty close.
Special Teams
FG Power: 55
FG Accuracy: 20
(I just can't miss FGs for some reason. I shouldn't be deadly accurate with Hauschka...)
Punt Power: 90
Punt Accuracy: 90
(Allows punters to change field position while also maybe allowing punt returns if the coverage is bad. I've seen the AI punters do better and actually shoot for the sidelines more...too bad they still aren't too accurate in placing inside the 20.)
Kickoff Power: 50
(I might drop this. My fantasy drive kickoff kicker can put the ball out of the endzone with and decent wind behind him. Makes Janikowski look rubber-legged.)
Sub Out/In
(listed as Out/In by position)
Offense
QB (50/65)
RB (76/80)
WR (71/76)
FB/TE (72/76)
OL (10/20)
Defense
DT (30/45)
DE (30/45)
LB (30/45)
CB (30/45)
S (15/20)
(I wanted the defenses to tend to wear down if they have to be on the field longer, making the TOP battle more meaningful. I might have to increase the in/outs on defense as these were set when I was using 100 fatigue and guys would get exhausted on the first drive of the game, and it doesn't account for teams that rotate either.)