Post your personal CFM House Rules

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • seanstephans
    Rookie
    • Jan 2019
    • 238

    #1

    Post your personal CFM House Rules

    This was a topic a couple of years ago and I searched to see if there was also a topic for it now. If my search was incorrect and this has already been covered, I apologize in advance.

    Anyway, these are my House Rules:

    I use the auto-subs and audio settings from Flazko. I love the stadium feel of the audio settings and I think he’s nailed the auto-subs even better than EA.

    I use the gameplay settings/penalties and gameplay sliders from Matt10. I am a believer in his animation-driven gameplay. It forces me to play thoughtfully.

    I use TDawg’s XP sliders. These are the gold standard of player progression and his thread gives you the research right there.

    I absolutely encourage everyone to use the defensive perspective camera angle to play their D. Your preference for whatever offensive camera angle you like is fine because I don’t think that changes gameplay outside of being just a personal preference. Having said that, the defensive perspective camera is critical to having changed how I call plays on defense and make pre-snap adjustments. If I call the wrong play or make the wrong adjustment, I will get burned—and rightfully so.

    Now, here are my actual rules I follow (and, in a couple of instances, the research attached to support them):

    Personal House Rules:

    1. You are limited to twenty player signings/off-season, which includes bringing on new draft signings and UDFAs. This can include three realistic trades. You cannot trade for players with less than two years experience.

    (The cap of twenty player signings is based on https://www.google.com/amp/s/www.the...ce-inevitable/)

    2. Prior to your first season, you are capped at signing three free agents and one realistic trade. You must follow the trade rules described in #1.

    3. Sign free agents to a reasonable length of contract. If a player wants a three-year deal, don’t try to sign him to a one-year deal or a five-year deal. You can sign him to a deal from two-to-four years. If a player wants a one-year deal, sign him to a one-year contract.

    (This is based on https://www.google.com/amp/s/www.cnb...-a-season.html)

    4. You must keep at least five draft picks from your latest draft for at least one season. You must keep at least three draft picks from each draft for at least three seasons. Teams try to make their draft picks work. They don’t like to move on from bad selections.

    5. You are allowed one in-season trade. This does not count towards the off-season limit of twenty moves or trade cap of three off-season trades. You must follow the trade rules described in #1.

    6. Because contracts on Madden will put teams in cap Hell by year two, fix salaries for no more than five players on each team to move money into the current year (only for players with three or more years remaining on their contract because high-dollar players with only two years left on their deal are likely targets for realistic cap cuts). This will help teams be able to keep key players while still being forced to consider their cap situation at the end of the season. To do this, go into the “edit menu” for each player on the “salaries menu” under the “My Team” tab. When you are on the “edit salary section”, move the year of the contract over one year (either direction) and then immediately move it back to to the correct year. Do not hit save until you have moved the contract back to the correct year. This has the effect of keeping the salary the same for the player but moves the money around to even it out over the contract, while also transferring money into the current year.

    7. You can only sign players with zero or one year of experience to the Practice Squad. You can have no more than two players of any position on the PS. While some teams will try to hide a player on their Practice Squad who is in his third season, if he’s not good enough to be on your roster, don’t do it. This will save your PS slots for developmental players.

    8. You can sign players off your Practice Squad if: they were on your PS at the start of the regular season; or they have been on your PS for at least four weeks; or you are replacing a 1:1 positional injury.

    9. Your player focus for weekly training must be the same players all season. It must also be three of the top four rookies you drafted in the latest draft. While teams obviously try to build up their entire team, they typically focus on making their best rookies into first-year starters.

    10. Always sim the weekly training to ensure you’re not progressing faster than the CPU.

    11. Use player progression every week for you and the CPU. Players in the NFL sometimes develop quickly from week-to-week, especially young players.

    12. You must call plays for offense and defense from coach suggestions. This is similar to having an OC and DC. They would give you a series of plays for the situation and you would have to choose from what they gave you.

    13. This one is personal for me and may be meaningless to you. Don’t let players wear the numbers that have been retired by your organization. I don’t want to see anyone wearing Len Dawson’s #16 on my Chiefs squad.

    I’d love to hear what your House Rules are that keep this game fun and challenging for you!

    Edited #6 based on discovering that editing all player salaries for all teams had the effect that no teams had serious cap considerations for starters. I want teams to be able to keep their key players. I also want teams to be forced to make realistic cap choices for starters—especially those with only one or two years left on their deals.


    Sent from my iPhone using Operation Sports
    Last edited by seanstephans; 09-30-2019, 07:59 PM.
  • ripcandlestickpark
    MVP
    • Aug 2014
    • 1175

    #2
    Re: Post your personal CFM House Rules

    I haven't started testing gameplay sliders yet, but I usually roll with Armor and Sword's set. I always use TDawg's XP sliders (no need for deviation or experimentation there). I'll have to check out Flazko's auto-sub and audio settings.

    I use the "Normal" camera setting for both offense and defense. I wasn't a fan of the defensive perspective camera the first time I tried it, but I'd like to give it another shot one of these days for the sake of challenge/realism.

    As for my house rules:

    1. I must keep one dedicated long-snapper on the roster at all times.

    2. The punter must be the holder on all field goal and PAT attempts, not the backup QB which is default.

    3. After the draft, I can only sign undrafted free agents I spent scouting points on. This prevents me from simply cherry-picking the best ones.

    4. The use of Old Man Nathy's Trade Value Calculator

    5. Armor and Sword's no-switch rule on defense.

    I also share your stance on retired numbers. I wish Madden made real-life retired numbers off-limits in Franchise (with the option to enable them when using classic rosters).
    MLB: San Francisco Giants, Oakland Athletics (Sell The Damn Team, Fisher!)
    NFL: San Francisco 49ers
    NHL: San Jose Sharks
    MLS: San Jose Earthquakes
    EPL: Brentford FC

    RIP San Francisco Deltas | 2017 NASL Champions

    Comment

    • garry1221
      Rookie
      • Jul 2017
      • 152

      #3
      Re: Post your personal CFM House Rules

      Owner mode player here. This year my rules have morphed slightly.

      1. In season I must pay starters at minimum an avg starters wage. I'll typically use the "player is in top x%" number to modify my offer to better reflect their worth to my team. A few years back, I found a chart with avg salaries, I think somewhere here on OS.

      2. I must let at least 1 80+ OVR test FA per year.

      3. Formerly, I'd only resign starters. However this year, with the new scouting system, I will resign anyone whose contract will end at 28 years old. Or that won't let them regress past 75 OVR by end of contract. For 2nd stringers, I offer the market value once. If they try to negotiate, I'll withdraw and try to resign them in the offseason.

      4. I limit myself to 2 total trades in season. Offseason is unlimited.

      I've got more written down somewhere, just not in front of me currently. These are the main ones.

      Comment

      • seanstephans
        Rookie
        • Jan 2019
        • 238

        #4
        Re: Post your personal CFM House Rules

        Originally posted by garry1221
        In season I must pay starters at minimum an avg starters wage. I'll typically use the "player is in top x%" number to modify my offer to better reflect their worth to my team. A few years back, I found a chart with avg salaries, I think somewhere here on OS.

        I really like this one. I do something similar. It’s not a hard rule for me, but I want guys to want to play for me so I do it.



        Sent from my iPhone using Operation Sports

        Comment

        • timhere1970
          MVP
          • Sep 2013
          • 1810

          #5
          Re: Post your personal CFM House Rules

          1. I demote all xfactors to superstar and reroll any enforcers.
          2. 3 highest overall 24 or younger are trained.
          3. Do each training drill once and live with the results for entire franchise.
          4. For 3 to matter always use recommended training.
          5. I stick my positional list on spending development points.
          6. Don't re sign players over 76 unless they are starters or they are over 30 and are lifers with my team. I am loyal that way. I pay them on their way down and that keeps the cap challenging.
          7. The most important. Throw the damn ball to JuJu a lot. We are chasing Jerry Rice.

          Comment

          • seanstephans
            Rookie
            • Jan 2019
            • 238

            #6
            Re: Post your personal CFM House Rules

            Originally posted by timhere1970
            1. I demote all xfactors to superstar and reroll any enforcers.

            2. 3 highest overall 24 or younger are trained.

            3. Do each training drill once and live with the results for entire franchise.

            4. For 3 to matter always use recommended training.

            5. I stick my positional list on spending development points.

            6. Don't re sign players over 76 unless they are starters or they are over 30 and are lifers with my team. I am loyal that way. I pay them on their way down and that keeps the cap challenging.

            7. The most important. Throw the damn ball to JuJu a lot. We are chasing Jerry Rice.


            I really like #s 3, 4, and 6. I want to think about those.


            Sent from my iPhone using Operation Sports

            Comment

            • The Black Redneck
              Rookie
              • Apr 2019
              • 140

              #7
              Re: Post your personal CFM House Rules

              Originally posted by seanstephans
              This was a topic a couple of years ago and I searched to see if there was also a topic for it now. If my search was incorrect and this has already been covered, I apologize in advance.

              Anyway, these are my House Rules:

              I use the auto-subs and audio settings from Flazko. I love the stadium feel of the audio settings and I think he’s nailed the auto-subs even better than EA.

              I use the gameplay settings/penalties and gameplay sliders from Matt10. I am a believer in his animation-driven gameplay. It forces me to play thoughtfully.

              I use TDawg’s XP sliders. These are the gold standard of player progression and his thread gives you the research right there.

              I absolutely encourage everyone to use the defensive perspective camera angle to play their D. Your preference for whatever offensive camera angle you like is fine because I don’t think that changes gameplay outside of being just a personal preference. Having said that, the defensive perspective camera is critical to having changed how I call plays on defense and make pre-snap adjustments. If I call the wrong play or make the wrong adjustment, I will get burned—and rightfully so.

              Now, here are my actual rules I follow (and, in a couple of instances, the research attached to support them):

              Personal House Rules:

              1. You are limited to twenty player signings/off-season, which includes bringing on new draft signings and UDFAs. This can include three realistic trades. You cannot trade for players with less than two years experience.

              (The cap of twenty player signings is based on https://www.google.com/amp/s/www.the...ce-inevitable/)

              2. Prior to your first season, you are capped at signing three free agents and one realistic trade. You must follow the trade rules described in #1.

              3. Sign free agents to a reasonable length of contract. If a player wants a three-year deal, don’t try to sign him to a one-year deal or a five-year deal. You can sign him to a deal from two-to-four years. If a player wants a one-year deal, sign him to a one-year contract.

              (This is based on https://www.google.com/amp/s/www.cnb...-a-season.html)

              4. You must keep at least five draft picks from your latest draft for at least one season. You must keep at least three draft picks from each draft for at least three seasons. Teams try to make their draft picks work. They don’t like to move on from bad selections.

              5. You are allowed one in-season trade. This does not count towards the off-season limit of twenty moves or trade cap of three off-season trades. You must follow the trade rules described in #1.

              6. Because contracts on Madden will put teams in cap Hell by year two, fix salaries for as many players as possible on all teams to move money into the current year. To do this, go into the “edit menu” for each player on the “salaries menu” under the “My Team” tab. When you are on the “edit salary section”, move the year of the contract over one year (either direction) and then immediately move it back to to the correct year. Do not hit save until you have moved the contract back to the correct year. This has the effect of keeping the salary the same for the player but moves the money around to even it out over the contract, while also transferring money into the current year. For some teams, you can only do this for a few players because of the team’s cap space. For other teams, you can adjust every player. This adjustment will keep teams from having to cut key players at the start of the second season.

              7. You can only sign players with zero or one year of experience to the Practice Squad. You can have no more than two players of any position on the PS. While some teams will try to hide a player on their Practice Squad who is in his third season, if he’s not good enough to be on your roster, don’t do it. This will save your PS slots for developmental players.

              8. You can sign players off your Practice Squad if: they were on your PS at the start of the regular season; or they have been on your PS for at least four weeks; or you are replacing a 1:1 positional injury.

              9. Your player focus for weekly training must be the same players all season. It must also be 3 of the top 4 rookies you drafted in the latest draft. While teams obviously try to build up their entire team, they typically focus on making their best rookies into first-year starters.

              10. Always sim the weekly training to ensure you’re not progressing faster than the CPU.

              11. Use player progression every week for you and the CPU. Players in the NFL sometimes develop quickly from week-to-week, especially young players.

              12. You must call plays for offense and defense from coach suggestions. This is similar to having an OC and DC. They would give you a series of plays for the situation and you would have to choose from what they gave you.

              13. This one is personal for me and may be meaningless to you. Don’t let players wear the numbers that have been retired by your organization. I don’t want to see anyone wearing Len Dawson’s #16 on my Chiefs squad.

              I’d love to hear what your House Rules are that keep this game fun and challenging for you!



              Sent from my iPhone using Operation Sports
              I been looking for ways to bring some new life to my franchise so I think I will try this.
              Always do sober what you said you would do drunk. That will teach you to keep your mouth shut

              Comment

              • seanstephans
                Rookie
                • Jan 2019
                • 238

                #8
                Re: Post your personal CFM House Rules

                Originally posted by The Black Redneck
                I been looking for ways to bring some new life to my franchise so I think I will try this.


                Let us know how it goes!


                Sent from my iPhone using Operation Sports

                Comment

                • Sheba2011
                  MVP
                  • Oct 2013
                  • 2353

                  #9
                  Re: Post your personal CFM House Rules

                  My main house rules are:

                  1. Letting go an equal number of 75+ rated players as I re-sign. In years where there's an odd number I release more. Punters, Kickers and FB's don't count towards this.

                  2. All trades involving draft picks have to add up in the Trade Value Chart. When players are involved I use a numerical value based on their rating/age. The top value I use for players is equal to the #15 overall pick and I go down from there. They have improved trades with draft pick a lot but it's still too easy too fleece the computer.

                  3. No switch on defense. I play as the DL only and I never try to get user picks when the ball is thrown. My DB's and LB's play based on their skill not my input.

                  4. Manufactured story-lines. This one takes a bit of imagination but I randomly pick players who are "holding out" in training camp or refusing to play. I have one every 2-3 years for my team and it is always a star player. This forces me to play a rookie or backup.

                  5. Only drafting players/signing UDFA's I actually scouted. This is more for realism than anything else.

                  6. Adjusting CPU rosters for players who have monster/breakout seasons as well as those who have down years. Progression/regression still isn't right in the game.

                  Comment

                  • seanstephans
                    Rookie
                    • Jan 2019
                    • 238

                    #10
                    Re: Post your personal CFM House Rules

                    Originally posted by Sheba2011
                    My main house rules are:

                    1. Letting go an equal number of 75+ rated players as I re-sign. In years where there's an odd number I release more. Punters, Kickers and FB's don't count towards this.

                    2. All trades involving draft picks have to add up in the Trade Value Chart. When players are involved I use a numerical value based on their rating/age. The top value I use for players is equal to the #15 overall pick and I go down from there. They have improved trades with draft pick a lot but it's still too easy too fleece the computer.

                    3. No switch on defense. I play as the DL only and I never try to get user picks when the ball is thrown. My DB's and LB's play based on their skill not my input.

                    4. Manufactured story-lines. This one takes a bit of imagination but I randomly pick players who are "holding out" in training camp or refusing to play. I have one every 2-3 years for my team and it is always a star player. This forces me to play a rookie or backup.

                    5. Only drafting players/signing UDFA's I actually scouted. This is more for realism than anything else.

                    6. Adjusting CPU rosters for players who have monster/breakout seasons as well as those who have down years. Progression/regression still isn't right in the game.


                    I love #2. Do you have a chart you use?

                    I do #s 3 and 5 as a matter of principle. I specifically play as a DT each defensive snap. I have a big board for my drafting. I scout all position players who fit my system. If I know I’m letting a positional player go the next season, I scout that one heavy. For example, I’m letting Sausage test FA for the Chiefs, so I’m scouting FBs, even though I won’t draft one.


                    Sent from my iPhone using Operation Sports

                    Comment

                    • Billwalshwco
                      Rookie
                      • Sep 2016
                      • 21

                      #11
                      Re: Post your personal CFM House Rules

                      I’m confused about how you can change the salary cap number for all the back loaded contracts. Can you please explain it again with an example of a real madden contract. This work around sounds amazing because I like to keep my real team rosters for as long as possible. Thank you for posting these amazing house rules

                      Comment

                      • seanstephans
                        Rookie
                        • Jan 2019
                        • 238

                        #12
                        Re: Post your personal CFM House Rules

                        Originally posted by Billwalshwco
                        I’m confused about how you can change the salary cap number for all the back loaded contracts. Can you please explain it again with an example of a real madden contract. This work around sounds amazing because I like to keep my real team rosters for as long as possible. Thank you for posting these amazing house rules


                        I appreciate the kind words. I’m not in front of my computer tonight so I’ll post an example and then I’ll post an edit tomorrow with an example from the game. Anyway, here goes:

                        Let’s say we’re talking about Tyreek Hill for the Chiefs. If you are using the updated EA rosters, it has his contract extension included. That extensions starts in 2020. So, he now has a contract for 2019, 2020, 2021, and 2022. Let’s say his 2019 number is $2.19M, and his 2020 - 2022 years average $17M. This would mean he is owed just under $54M over 4 years. Rather than pay him $2.19 this season and sitting with a huge team available cap space (that doesn’t carry over in Madden, unlike real life), you can go into the edit and tell the game he is suddenly in year two (in this case 2020) of his 4-year deal. Before you save that edit, immediately switch it back to the correct year one of his new deal (in this case 2019) and the salaries will be adjusted over the four years of the contract. His “new” contract after this adjustment will entail the same amount of money (just under $54M) but it will even out the salaries to roughly $13.5M for each of the four years from 2019 - 2022. The actual numbers may look like this:

                        2019: $12.5M
                        2020: $13M
                        2021: $14M
                        2022: $14.5M

                        This allows you to have a realistic chance of keeping your key players because they have numbers that fit under the “Madden Cap.”

                        I can tell you that the single best example of this is Jared Goff on the updates EA roster. The updated roster has his extension listed and if you were to try and play as the Rams, you wouldn’t be able to afford him in 2020 if you didn’t do this contract adjustment.

                        Let me know if this example helps. When I get off work tomorrow, I’ll update this post with a specific real example from the game if need be.


                        Sent from my iPhone using Operation Sports

                        Comment

                        Working...