Yes, there definitely is. Just to name a few, there are draft generators based around Harold Carmichael, Dante Hall, and Mike Alstott.
Still in the process of tuning this but teams will value assets differently based on the contention phase they're in. So a rebuilding team is going to have an increased value on their draft picks while a team in Win Now won't value their picks as much. We don't really have a lot of logic for the CPU to make certain moves like that but they will value things differently based on where they are as a team.
Yeah, the CPU sims the mini-games. There's a weighted chance that they can get Gold, Silver or Bronze so they won't just get one. Silver is weighted the heaviest with Bronze next and Gold the least likely.
Yeah, it's something that we're aware of and have been looking into recently.
The trade difficulty slider won't affect CPU/CPU trades. The way it works is that the harder the setting, the more your trade package is devalued and on the easier settings, the value of your trade package is increased making trades easier.
There aren't any plans that I'm aware of to have the FOTF editor in franchise.
Yeah, so the player for player swaps is something that I tried to find a balance for. Definitely understand that most trades involve a player for picks and player for player swaps aren't as common but I also think they aren't as enjoyable or satisfying. We do have logic and tunables available to determine how many players the CPU will offer depending on the amount of players in the package. We really wanted to limit the amount of offers that included multiple players for a single player and have picks more involved than they were last year.
We do have importance logic that factors in a players position into their overall trade value. It's just one of many pieces but for example, running backs have the least importance of all starters and QB's have by far the highest. We also have age modifiers that will devalue players as they get older based on their position as well.
1. This is something I've been looking into more recently. Right now, there isn't much changed in this area from previous years and the major challenge has just been around untangling the web of trade logic and trying to get the base logic to a good point before starting to expand out to things like CPU-CPU trades and things like this.
2. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn't take much to trigger the boosts and they were a bit more heavy handed. Now, the "neutral" area of morale is a bit wider so it'll take more significant morale increases to see boosts and those boosts will be more gradual than previously.
3. This is definitely in the ongoing list of commissioner tools that we'd like to do.
1. Yeah, we added more ability slots to match what was possible in the front end. So QB's can have five abilities, Superstar QB's can have three abilities. Non-QB X-Factors (and SS Offensive linemen) can have four abilities and superstar non-QB's can have three abilities. For morale, we tuned the amount of the boosts you could get from morale as well as the levels at which it could take place. Last year it didn't take much to trigger the boosts and they were a bit more heavy handed. Now, the "neutral" area of morale is a bit wider so it'll take more significant morale increases to see boosts and those boosts will be more gradual than previously. And lastly, when you're in a prospects scouting card, you can now toggle between players without having to back out and go into each individual player.
2. Yeah, so these only apply to a couple positions QB, RB, WR, MLB and CB and basically their injury rating can be anywhere from the 40's to the upper 60's. The injury rating can go up when using skill points but it's not likely to go up very much over the course of their career.