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Your House Rules for XP (Offline Franchise)

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  • gnastygnorc
    Rookie
    • Dec 2013
    • 109

    #1

    Your House Rules for XP (Offline Franchise)

    What are your offline franchise player/coach progression house rules?

    For example, no practicing, only practicing during the preseason, only progressing after an X amount of weeks, only progressing certain attributes, etc.

    I want to have the most realistic and fair coach mode experience possible. I want to turn the Jags into a Super Bowl winning team, but I don't want to do it by shortcutting or being unfair to the CPU in any way. Anyone have any suggestions?
  • DropkickCleary
    Rookie
    • Dec 2013
    • 54

    #2
    Re: Your House Rules for XP (Offline Franchise)

    Originally posted by gnastygnorc
    What are your offline franchise player/coach progression house rules?

    For example, no practicing, only practicing during the preseason, only progressing after an X amount of weeks, only progressing certain attributes, etc.

    I want to have the most realistic and fair coach mode experience possible. I want to turn the Jags into a Super Bowl winning team, but I don't want to do it by shortcutting or being unfair to the CPU in any way. Anyone have any suggestions?
    My rules; note that this is for Owner and Coach CFMs... Players simply aren't compatible (in-game Supersim is broken, XP costs and earnings don't match up... play franchise with either a coach or an owner, or "superstar" mode, not both).

    1. No practice. CPU does not practice.

    2. No attribute may be raised that costs more than raising AWR. AWR must be raised until it is more expensive than the wanted attribute. For example, you want to increase Play Recognition for a linebacker, which costs 600XP, but AWR costs 550... you have to spend to increase AWR until it costs more than 600 first. (this ensures that AWR is actually increased, otherwise, for a user controlled team, you'd just ignore it for QBs and HBs). Note that this does not apply to traits, those can be purchased at any time (think of it as focusing the position coach's energy on one overarching issue rather than general development).

    3. THA must equal at least the average of SAC, MAC, and DAC. The attribute is only of use in simming, but the CPU buys it, so to keep things even, so must I. If at the start of play, THA is not at least that average, it must be solely concentrated on before anything else (excepting rule #2).

    4. XP may only be spent at the start of the preseason (to simulate training camp).

    One further thing I do for single player CFM- I scale the CPU INT slider depending on my starting QBs AWR rating. If my QB has a 75 AWR, I set CPU INT to 30, if it's 99, I set it to 5. If the starter goes down for multiple games, it changes for the backups AWR for the games he starts.
    Last edited by DropkickCleary; 01-15-2014, 11:56 PM.

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    • vusa92troy
      Rookie
      • Jul 2009
      • 465

      #3
      Re: Your House Rules for XP (Offline Franchise)

      DC,


      #1 I get
      #2 I get
      #3 I get
      #4 Don't you think that players progress during the year? Do you set CPU to once a year as well? Coach spend XP points once a year as well?

      Comment

      • DropkickCleary
        Rookie
        • Dec 2013
        • 54

        #4
        Re: Your House Rules for XP (Offline Franchise)

        Originally posted by vusa92troy
        DC,


        #1 I get
        #2 I get
        #3 I get
        #4 Don't you think that players progress during the year? Do you set CPU to once a year as well? Coach spend XP points once a year as well?
        I set CPU to end of year and don't really have any rules for coach progression.

        Yes, I believe NFL players progress as the year goes on, but I just prefer to save up the points and focus my efforts all at once so I can do it with a plan without having to write things down.

        Comment

        • roll2tide
          3-4 Defense
          • Aug 2006
          • 231

          #5
          Re: Your House Rules for XP (Offline Franchise)

          Originally posted by DropkickCleary
          My rules; note that this is for Owner and Coach CFMs... Players simply aren't compatible (in-game Supersim is broken, XP costs and earnings don't match up... play franchise with either a coach or an owner, or "superstar" mode, not both).


          2. No attribute may be raised that costs more than raising AWR. AWR must be raised until it is more expensive than the wanted attribute. For example, you want to increase Play Recognition for a linebacker, which costs 600XP, but AWR costs 550... you have to spend to increase AWR until it costs more than 600 first. (this ensures that AWR is actually increased, otherwise, for a user controlled team, you'd just ignore it for QBs and HBs). Note that this does not apply to traits, those can be purchased at any time (think of it as focusing the position coach's energy on one overarching issue rather than general development).


          I would change this to PRC for defensive players if it was me.
          GT EarAssassin



          Originally posted by ggsimmonds
          You're doing it wrong EA

          Comment

          • DropkickCleary
            Rookie
            • Dec 2013
            • 54

            #6
            Re: Your House Rules for XP (Offline Franchise)

            Originally posted by roll2tide
            I would change this to PRC for defensive players if it was me.
            I can only control 1 defensive player, and it varies which I control, thus PRC already has value without me having to put a rule into it.

            Comment

            • gausec
              MVP
              • Aug 2011
              • 1034

              #7
              Re: Your House Rules for XP (Offline Franchise)

              Nice stuff fellas I believe in my franchise though it is too late starting my 5th season and have some straight studs granted I only did practice 8 times through those 4 seasons. But it seemed to give me an advantage even if it was small as I let most backups go..
              Cal is turning more guys into millionaires than wall-street.

              Everyone went pro from the 2012 Kentucky team even the ball boy!

              Comment

              • vusa92troy
                Rookie
                • Jul 2009
                • 465

                #8
                Re: Your House Rules for XP (Offline Franchise)

                Dropkick,


                How do you deal with DBs or others who have low skill levels on things that you don't think that they need upgrading on, when their AWR is already high. Example; WR with low 'Stiff Arm' skill levels, but relatively high AWR or DBs with low 'Kick Return' or 'Carry' skill levels, but good AWR?


                I have had a veteran Safety with good AWR, but the lowest skill is KR and I have no intent on putting him into the rotation to return kicks.


                TM

                Comment

                • DropkickCleary
                  Rookie
                  • Dec 2013
                  • 54

                  #9
                  Re: Your House Rules for XP (Offline Franchise)

                  Originally posted by vusa92troy
                  Dropkick,


                  How do you deal with DBs or others who have low skill levels on things that you don't think that they need upgrading on, when their AWR is already high. Example; WR with low 'Stiff Arm' skill levels, but relatively high AWR or DBs with low 'Kick Return' or 'Carry' skill levels, but good AWR?


                  I have had a veteran Safety with good AWR, but the lowest skill is KR and I have no intent on putting him into the rotation to return kicks.


                  TM
                  If he's not going to be a kick returner, I don't touch kick return.

                  The rule is you cannot upgrade a rating that costs more than AWR... beyond that, it's totally up to you how you develop him. With a corner, I'm personally going to concentrate on zone coverage because I rarely run man.

                  I didn't say "raise the lowest cost rating", only "don't raise anything that costs more than AWR".

                  Comment

                  • kotlarbia
                    Just started!
                    • Jan 2014
                    • 4

                    #10
                    Re: Your House Rules for XP (Offline Franchise)

                    I have no intent on putting him into the rotation to return kicks.

                    Comment

                    • kpkpkp
                      Banned
                      • Mar 2007
                      • 1733

                      #11
                      Re: Your House Rules for XP (Offline Franchise)

                      I basically do exactly the same thing as mentioned above.

                      I do however throw in one extra practice for myself during my "BYE" week. No particular reason... it just gives me something out do that week.

                      Comment

                      • tdawg3782
                        I hate you Norv
                        • Nov 2003
                        • 4803

                        #12
                        Re: Your House Rules for XP (Offline Franchise)

                        Originally posted by DropkickCleary
                        My rules; note that this is for Owner and Coach CFMs... Players simply aren't compatible (in-game Supersim is broken, XP costs and earnings don't match up... play franchise with either a coach or an owner, or "superstar" mode, not both).

                        1. No practice. CPU does not practice.

                        2. No attribute may be raised that costs more than raising AWR. AWR must be raised until it is more expensive than the wanted attribute. For example, you want to increase Play Recognition for a linebacker, which costs 600XP, but AWR costs 550... you have to spend to increase AWR until it costs more than 600 first. (this ensures that AWR is actually increased, otherwise, for a user controlled team, you'd just ignore it for QBs and HBs). Note that this does not apply to traits, those can be purchased at any time (think of it as focusing the position coach's energy on one overarching issue rather than general development).

                        3. THA must equal at least the average of SAC, MAC, and DAC. The attribute is only of use in simming, but the CPU buys it, so to keep things even, so must I. If at the start of play, THA is not at least that average, it must be solely concentrated on before anything else (excepting rule #2).

                        4. XP may only be spent at the start of the preseason (to simulate training camp).

                        One further thing I do for single player CFM- I scale the CPU INT slider depending on my starting QBs AWR rating. If my QB has a 75 AWR, I set CPU INT to 30, if it's 99, I set it to 5. If the starter goes down for multiple games, it changes for the backups AWR for the games he starts.
                        These are some really solid ideas and if you want to have some control of how your players get better this is the way to go to make it as fair as possible.

                        No practice. Ever. You will have a stacked team from top to bottom. It's just not fair. If you have a lower rated guy you want to get better then play him.

                        The other option is to just let the cpu auto progress your players. While you won't have any control it kind of makes it a little more random and does it the same way as the cpu teams. It does seem to progress them towards what you have your scheme set to. This may be placebo on my part but it does feel like it.

                        End of season progression is a must for me because they can really get some points. If it's each week the cpu will never save up enough xp to get a trait. Same with every 4 weeks. End of season seems to work pretty well.

                        Comment

                        • tdogg097
                          Pro
                          • Jun 2012
                          • 860

                          #13
                          Re: Your House Rules for XP (Offline Franchise)

                          I like your rules dropkick. I would add one though. Increase stamina for OL until other ratings are less expensive. My entire offensive line, including backups, get minimum 25k XP every year. You can make your o-line stacked after 2 years. It's almost like practicing. I don't know if the o-line XP is a glitch or what.

                          Comment

                          • BullsBearsSox
                            Rookie
                            • Jun 2013
                            • 26

                            #14
                            Re: Your House Rules for XP (Offline Franchise)

                            Me and my friends play each other in league and have rules like:



                            1. Users aren't allowed to run down the clock except after the two minute warnings of the 2nd and 4th quarters.

                            2. Fake punts, fake field goals, and going for it on fourth is kept to a minimum for realistic purposes. Going for it on fourth is usually preserved for moments of necessity. There were 48 fourth down attempts this season combined, in 96 total league games that were played.

                            3. You cannot deliberately edit a player to raise his attributes in any circumstance.

                            4. Users can only use the playbook of their team.

                            5. Created players are now outlawed in League Play and have been since 2010 because of their effect on the outcome of League games. They also take stats away from real players.

                            6. Users who win the annual Super Bowl are crowned the champ, but must also share their credit with the team/franchise who won the SB. For instance, if Bob wins the SB with the 49ers, then Bob is crowned the champ but the San Francisco 49ers who have won 7 total Super Bowls in our league are credited with another SB even if other users BESIDES Bob won the SB in the past with the 49ers. Therefore, franchises have "legacies" beyond the individual user, and users play to enhance franchise legacies.

                            7. Roman numerals differ from the real Super Bowl, there have been 29 Super Bowl winners in the league, now we're on Super Bowl XXX (30). The SB winner of the year goes by a different Numeral than the real life Super Bowl. We cant claim to be Super Bowl 48 champs when there haven't been 47 league champions.
                            49ers have 7 (IV, V, VI, VII, IX, XIV, XVI), Cowboys have 4 (VIII, XII, XV, XXVII), Broncos have 3 (III, XIII, XVIII) in order of top 3 franchises.
                            Last edited by BullsBearsSox; 01-21-2014, 08:56 AM.

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