09-09-2023, 12:02 PM
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#1
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TrueSim Projects-Creator
OVR: 13
Join Date: May 2009
Location: Minneapolis, MN
Posts: 6,230
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(PS5) TrueSim Madden 24 Franchise Roster
Are you ready for some football?
We back baby! Yall know what time it is. The goal for this roster project is simple: make players feel and play different using a smart statistical modeling system. I'm going to leverage EA's archetypes to make sure each team and player have unique identities, clear strengths and clear weaknesses.
If you've used my work (in any game), you know what I'm saying and what to expect. If not, you might be saying that's vague and everyone says that. So, let me explain.
Let's discuss running backs, for example. In the modern NFL, running backs have unique skillsets, and many are specialists. There are a few three-down workhorse backs, but teams usually rotate in different players for different situations. You'll see that reflected in these rosters, both by looking at each back's archetype grade and their underlying attributes.
I'm also cross-referencing Pro Football Focus when necessary (already pulling data on each player from Pro Football Reference) and ensuring players fit into relevant tiers, depending on position.
I'm also looking forward to tweaking the XP, progression and regression sliders this year so we can take advantage of the new options gave us.
ROSTER IN PROGRESS
Postions Done: QB, RB, WR
Franchise Setup Instructions and Sliders
This is last year's info, so just a placeholder for now
Spoiler
If you've used these before, the setup is fairly similar to previous years.
1. Start your franchise in the preseason with these settings (if not listed, it's default):
Trade Type: Disabled (switch to Enable All when season starts)
Coach Firing: Off (I would rather handle coach firings myself)
Injury: Off (switch on when season starts)
Progressive Fatigue: Off
Practice Injury: Off (switch on when season starts)
Breakout Scenarios: Off (CPU doesn't get them)
2. Create character for all other teams.
3. Sim ahead one week at a time until cut day.
4. Make cuts for each team, one by one. I suggest moving as many players to the practice squad as you can. I tend to cut players under 70 OVR for the most part.
5. Advance to regular season.
Dev Trait Management
Superstar X Factor Players 50
Superstar Players 50
Star Players 400
XP Sliders
QB 80
HB 90
TE 100
WR 90
FB 90
T 95
G 105
C 105
DE 95
DT 70
MLB 80
OLB 80
CB 120
FS 120
SS 120
K 210
P 100
Gameplay Sliders and Settings
Difficulty: All Pro
Game Style: Simulation
Quarter Length: 11 Minutes, 18 Sec Runoff
Accel Clock: On
QB Accuracy 50
Pass Blocking 45
WR Catching 50
Run Blocking 75
Fumbles 50
Pass Defense Reaction Time 60
Interceptions 40
Pass Coverage 50
Tackling 25
FG Power 40
FG Accuracy 50
Punt Power 50
Punt Accuracy 50
Kickoff Power 50
Injuries 45
Fatigue 80
Min Player Speed Threshold 0
Panalties all at 50, for now
For the other games, I suggest super-simming for best results (stats, injuries). To do this, I usually go through the schedule one game at a time in order, create character for one team, start the game, fast supersim (unless I want to watch play by play), rinse and repeat.
When super-simming, reset sliders to default and raise injuries to 53 for realistic injury rates.
If you only want realistic injuries and don't want to super-sim all the guys, pick teams that have fewer than 3 injuries each week and super-sim their games.
Auto Subs
HB 95/85*
WR 75/70
FB/TE 85/80
DT 95/85
DE 95/85
*I prefer setting up formation subs for running backs for my team and my opponents to get best results. If you like to use formation subs too, leave at the 80/60 default.
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Last edited by Cycloniac; 09-15-2023 at 03:21 PM.
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