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Madden NFL 15: Everything You Need to Know About Connected Franchise

EA SPORTS is excited to finally bring you news about the big changes we made in Connected Franchise Mode (CFM) this year. I hope you agree that we definitely saved the best for last!

This is the stuff you hardcore fans wait all year to hear about, so it's time to break down every major change we made this year.

Game Prep and Confidence
The biggest change to Madden NFL 15’s Connected Franchise are the additions of Game Prep and Confidence.

These new systems replaced two features from Madden NFL 25: practice and hot/cold streaks. Game Prep allows players to make sure their team is prepared every week, AND allows them to earn valuable XP for backups and young players.

Confidence
Every player now has a confidence rating between 1 and 99. That confidence rating is dynamic and will change based on what happens to the player and his team from week to week, and is is NOT an indication of how confident the player generally is in real life.

Among the things that can change a player’s confidence are losses, poor performances, trades, etc. How much confidence fluctuates is determined by several different factors: whether the player is a starter or backup, their consistency rating, and how big the game was. Get blown out by a rival at home? Confidence drops more than a one-point road loss.

Wondering how much each player’s confidence changed after a big win? There’s a screen that shows every player’s individual changes, allowing players to go back and track the changes in confidence.

So what does confidence do? Simple. If a player’s confidence is high, their key ratings temporarily increase. If it gets too low, those same key ratings drop.

This was done to represent players that outperform their expectations, as well as players that are struggling. Before last season, did anyone think that Josh Freeman would be a free agent at the start of October? That’s what Madden 15 is trying to capture with this new system.

Quick Tip: Every player starts Connected Franchise with a “normal” confidence rating of 50. Once confidence start dropping to below 25-30 or increasing to 75-80, that’s when ratings changes will occur. 

Game Prep
Game Prep replaces Madden 25’s practice mode, and was designed to allow you to make the ultimate choices in developing your team. Each week, players are given a set amount of time to prep each week.

This time fluctuates based on season schedule, so bye weeks or Monday night games will impact preparation for the following week, just like the real-world NFL.

Players have multiple activities to choose from each week, and each activity costs a specific amount of time per player.

There are two types of activities in Game Prep – one increases players’ confidence, while the other earns XP. If you’re trying to develop a young team like the Jaguars or Bucs, focus most on getting your players XP. If you’re a team like the Seahawks or 49ers, it’s better to focus on increasing confidence, so that the team is prepared each and every week.

CPU teams have extensive logic that determines what they work on every week. Bad teams will focus mostly on developing their players, while contenders will focus on confidence first and then earn XP if confidence isn’t an issue.

How much XP or confidence each player earns depends on factors such as coach traits and a player’s development trait. If a QB possesses the “Superstar” development trait and has Jim Harbaugh as a coach, that player will earn more XP or confidence than a player with an average coach/trait. NFL coaches like Andy Reid and Jim Harbaugh are known for developing QBs, and that is what the development team attempted to capture.

Players also have the choice to run in-game skill drills for XP or Confidence, with points rewarded based on success in the activity. We want to reward players for putting in the time with in-game skill drills, so those are more valuable than activities that do not occur in game.

Game Prep is not designed to be a grind. If players choose to ignore Game Prep on any given week, we’ll use the same logic that CPU teams use to automatically reward a player with XP or Confidence. It’s up to you when you want to jump in and control how players are developing.

Quick Tip: Check out the depth chart to see which key ratings have increased or decreased.Ratings that have increased will be green, while decreased ratings are red. This carries into games, as well.

Free Agency Redesign
Offseason Free Agency has undergone a redesign that adds several different factors when attempting to sign a player. When a player evaluates whether they want to sign with you, they no longer take only money into account. Now they evaluate your team’s needs, scheme, coaching ability, etc. All of those factors are displayed on the screen, which makes it easier to see why a player spurned an offer. The other team may have just been a better fit.

Random Draft Classes
For the first time in CFM, draft classes are entirely random. Every name, rating, trait, face, etc. is randomly generated every season. No two classes are alike or predictable. This is something we’ve wanted to do for the past few years. Our fans have been very passionate about random draft classes, and this addition adds unlimited replayability to Connected Franchise.

Random Branching Storylines
Rookie Branching Storylines are now completely random. This allows us to have more players change throughout the season, and also opens up the ability to have a lot more commentary during the NFL Draft. All storylines are based on the storylines we’ve added to the game over the last two years.

In-Game Overall Ratings
Another big change in Madden NFL 15 is seeing the same overall (OVR) ratings in game as the depth chart. If a QB is an 85 overall in your scheme in the front end, they’ll be an 85 OVR in game as well.

Completely ReDesigned Relocation Uniforms
The uniforms shipped with last year were not up to our team’s quality standards, so I took it upon myself this year to learn how to make uniforms in Madden and redesign every relocation uniform in CFM.

You’ll no longer see the same uniform style for every team; each team has different styles that reflect what future uniforms might look like. We also were very excited to work with the community in the Uniform Design Contest, and incorporated several of the winners’ designs into the game.

Redesigned Buy Packages Screen
One of my favorite changes this year makes it easier to buy packages as a player, coach or owner. Players can now buy multiple packages at once and commit to changes with one press of a button instead of having to buy one package at a time like previous Madden games. We’re hoping this change makes it easier to upgrade players going forward. We’ve also added a filter to the coach buy package screen that should allow for easier navigation.

Owner Mode Financial Model Changes
Our team listened carefully to fans, and made big changes to Owner Mode. Every sellable item (concessions, merchandise) now has a sweet spot that determines the maximum amount of profit that can be earned. If prices stay at their default levels, you will always leave money on the table.

Owner Mode is now much more challenging when it comes to making a profit, and teams with older stadiums in smaller markets may be better off building new stadiums or relocating altogether.

As always, the best solution in Owner Mode is winning. Win and the fans will spend money. Our goal was to make Owner Mode much more challenging this year, and we feel like we’ve accomplished that.

Sim To
One of Madden 15’s late additions is very helpful to players that like to simulate multiple seasons at a time. Players can sim to a point in the future (the next draft, the offseason, next season), and the game will advance weeks until it reaches that point. We even added an option to simulate ten years into the future! In online leagues, only commissioners can simulate to a point in the future.

Removed FOURTH Down Watching
Last year, Madden kept you on the field on fourth down if you were a holder on extra points or blocker on a field goal. We’ve removed that, creating a more seamless experience.

Progression/Regression Recap
We’ve added a screen that tracks when players regress or progress in Connected Franchise. This should provide clarity as to why player regress in the offseason, whether it’s failing to reach season goals or losing a step because of old age. There are also news stories that talk about players “losing a step.”

Redesigned Weekly Goals
Weekly goals for players and coaches have been completely revamped with refreshed goals that, react to player status, team ratings, types of games, etc. Goals now take into account where you are in the depth chart. You will no longer be expected to rush for 100 yards as the third-string running back.

Multiple Commissioners
The team sat down early in the development cycle with our EA SPORTS Game Changers, and one of the things that came out of that meeting was a new commissioner tool. Online commissioners can now assign other league users as commissioners so that you always have someone who can advance the league if the primary commissioner is away.

Autopilot Control
Another suggestion that came out of our discussions with the Game Changers was allowing players to determine how long to put a team on autopilot. If you’re going on vacation for one week and want autopilot to turn off after one week, you have that ability.

Relocation Tuning and League Setting
Along with creating all new uniforms, we tuned CPU relocation so that it very rarely happens early in CFM. Teams still rebuild stadiums in their home city, but it’s pretty rare for a CPU team to up and move. At the request of the Game Changers, we also added an additional setting that allows you to prohibit CPU teams from relocating at all.

Injured Reserve (IR) Changes
Users can now remove an injured player from IR if they heal quickly. Use this functionality carefully, as it’s only allowed once per season.

Hire/Fire Staff During the Season
In order to give owners more control, it’s now possible to hire or fire staff members (head coach, trainer or scout) during the season.

Pro Bowl Update
The Pro Bowl now mimics real life, as conference affiliations have been removed in favor of two legends serving as captains.

CPU Uses Alternate Uniforms
CPU teams now have a chance to wear alternate uniforms in a regular season game. There’s also a news story that reacts to the team doing it.

Sim Engine Changes
The simulation engine now includes things like consistency, confidence and development. In Madden 15, young players with great development traits will have slightly better “simmed” stats than normal. This allows great young players to progress quickly and become stars in the league.

There you have it! We’ve made tons of changes to Connected Franchise Mode in Madden NFL, and we’re already at work on designing ideas for next year’s game!


Madden NFL 15 Videos
Member Comments
# 421 JaymeeAwesome @ 08/10/14 02:56 PM
Quote:
Originally Posted by Gg63286
sorry if this questions already been asked, i searched but didn't find anything... I havent bought madden in a couple years and a buddy of mine told me that you can no longer do fantasy drafts offline? Me and a couple buddies like to do offline fantasy draft franchise where we each get our own team. If anyone has any info or could point me in the right direction the help would be very appreciated.

Fantasy drafts are in. It was Madden 13 that half way through the year threw it into online play only.
 
# 422 Sheba2011 @ 08/10/14 03:10 PM
Quote:
Originally Posted by bucky60
Well, I found that players that didn't fit my scheme, fit my scheme. The game told me they didn't fit my scheme, but they were very productive. So I just don't see how scheme is really meaningful the way it is currently set up.

If my non scheme guys are performing just as well as the players that fit the scheme, what difference does it really make the way it's currently implemented.
We all get it by now you hate everything about CFM especially schemes and the XP.
 
# 423 chargerfan4life21 @ 08/10/14 03:17 PM
Have they said anything about fixing the sim stats for qb's? I don't want to see Tom Brady finishing the season with a 65 quarterback rating with 17 td's and 23 int's again
 
# 424 ryan36 @ 08/10/14 03:19 PM
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.
 
# 425 ggsimmonds @ 08/10/14 03:58 PM
Quote:
Originally Posted by ryan36
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.

Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
 
# 426 oneamongthefence @ 08/10/14 04:18 PM
Quote:
Originally Posted by ryan36
I'm with Bucky on this. Schemes that change OVR drastically , but have little impact on how the player does on the field just confuse me. I know it's a video game, just tell me how good the players are in a neutral environment.
The point of schemes for the user is so you can see what players you want. If you prefer pass rush defensive ends they filter to the top. If you prefer run stopping though you can change it to that too. You wouldn't want most 3-4 ends to rush. So you want those guys lower down on the FA list. Its just based on personal preference. On defense it definitely matters more mostly with the d-line and linebackers since 3-4 are completely different than 4-3 defenses. And having the wrong personnel will definitely affect your performance or at least it should.
 
# 427 Grey_Osprey @ 08/10/14 04:19 PM
As far as schemes go, I like the concept, but I think it needs some work as far as the players and scheme settings are concerned. Is it possible there are bugs in it that they never worked out?

I have had players with a certain scheme that when I change my scheme to match theirs, their OVR went down. That's a little confusing to me. And in my current Chargers franchise, they are listed as a 4-3 defense. I have a 4-3 defense selected, but I STILL have 2 MLB's in the scheme settings. ?

And my biggest frustration with schemes is the CPU not changing their schemes to match their personnel, or change their player positions to better suit the player. Their was a player in my Chargers franchise that was listed as a DE, but changing him to any DT saw his OVR jump into upper 70's or low 80's.
 
# 428 Skyboxer @ 08/10/14 04:21 PM
Quote:
Originally Posted by bucky60
I don't like XP, but I like the idea of incorporating schemes if they are somewhat realistic and have a meaningful purpose.
Ditto.
Personally I hate XP as well as ratings.
My wish is to one day have a game where there are no visible ratings other than the ones that are measurable from physical motions.
Strength, speed, accel etc...

The other things like catch in traffic, fumbling, awareness etc... I want to come from what we see on the field through a robust combine, training camp and pre season.
Give us that and I'd venture to say anyone would think preseason is a waste.

Let me and my coaching staff earn our money.

#HideTheRatings
 
# 429 oneamongthefence @ 08/10/14 04:44 PM
Quote:
Originally Posted by ggsimmonds
Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
Then that's a ratings issue I would think.
 
# 430 Sheba2011 @ 08/10/14 04:45 PM
Quote:
Originally Posted by Skyboxer
Ditto.
Personally I hate XP as well as ratings.
My wish is to one day have a game where there are no visible ratings other than the ones that are measurable from physical motions.
Strength, speed, accel etc...

The other things like catch in traffic, fumbling, awareness etc... I want to come from what we see on the field through a robust combine, training camp and pre season.
Give us that and I'd venture to say anyone would think preseason is a waste.

Let me and my couching staff earn our money.

#HideTheRatings
I think ratings have run their course, it's a feature that hasn't changed since some of the first sports games were released nearly 3 decades ago. You would need more than just a combine though, you would need scouting reports on players both pro and college to fill in some of the gaps.
 
# 431 charter04 @ 08/10/14 05:10 PM
Quote:
Originally Posted by bucky60
You would need some way to quantify the non physical attributes. I like to think of them as actual hidden ratings vs perceived shown ratings. However you display the non physical attributes, it should have some degree of error. I would incorporate a coaching staff, GM and scouts with evaluation ratings. The better they are at evaluating the more accurate the perceived shown ratings are. It could be a range, or a letter grade from the accumulation of scouting reports or whatever. But I'm with you that the only true accurate ratings should be the physical ratings. And those can be shown as 40 times, cone drills etc.

But I really like where you are going with this sky.

I would love this too. I know there would still be ratings of some sort but, they would be hidden. Even AP2k08 had hidden ratings but, I would love if our coaches and scouts gave us scouting reports. Even they use ratings but it's 0-5 scale. That way we would know the physical attributes like 40 time, 10 yard splits and whatever but also have how or coaching staff and scouts grade a player in our system. We could give them things we value like FB IQ or raw physical skill that are the things we value most.

There is so much potential with a better system. I'm afraid EA wants to keep it simple though. Have you heard how a typical Madden fan talks about the game. All this real stuff might confuse the heck out of them. Lol
 
# 432 Skyboxer @ 08/10/14 05:20 PM
Quote:
Originally Posted by bucky60
You would need some way to quantify the non physical attributes. I like to think of them as actual hidden ratings vs perceived shown ratings. However you display the non physical attributes, it should have some degree of error. I would incorporate a coaching staff, GM and scouts with evaluation ratings. The better they are at evaluating the more accurate the perceived shown ratings are. It could be a range, or a letter grade from the accumulation of scouting reports or whatever. But I'm with you that the only true accurate ratings should be the physical ratings. And those can be shown as 40 times, cone drills etc.

But I really like where you are going with this sky.
Yeah I'm saying hide them at the least.
 
# 433 Cowboy008 @ 08/10/14 06:06 PM
I figured I would ask this in here. When I get the game I plan on putting it to where only human controlled teams are allowed to relocate. If I do that will CPU teams still rebuild their stadiums?
 
# 434 lopey986 @ 08/10/14 10:51 PM
Quote:
Originally Posted by ggsimmonds
Because it is not that simple. Suggs is a outside linebacker. So how good of a outside linebacker is he? Well that depends, if the defense is a 3-4 he is one of the best. But if you were running a 4-3 Tampa 2 defense he would be terrible.
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
 
# 435 ggsimmonds @ 08/11/14 12:03 AM
Quote:
Originally Posted by lopey986
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
Addressing Suggs, I've watched the all-22 footage of him in coverage and trust me if anyone were to try to convert him to a Tampa 2 linebacker it would end horribly. A different skillset is required.

To the issue of JJ, my guess is that if you set your player type to speed rusher his overall would take a healthy dip. I understand that because he is not a speed rusher. But I also know that no GM would pass on Watt because they have to have a pure speed rusher.

You are right about Hester. If scheme overall does affect the simulation engine EA needs to make it so that it does not. That is my only gripe.

But once again they should not drop guys for playing out of scheme. That is ridiculous. Lets say I have my scheme set to West Coast offense. Lets also assume I struggle in the red zone so I go out and find me a decent Red Zone Threat WR who has their scheme set to Power Run. I think Anquan Boldin fits those parameters. Well if I sign Q he would be playing out of scheme. You think he should suffer a ratings hit?

Actually I would go the other way and say remove the scheme from player and just go with player type.
 
# 436 Sheba2011 @ 08/11/14 03:13 AM
Quote:
Originally Posted by lopey986
See, I'm not sure I really buy this. He might struggle at first with adapting to a different scheme, but I don't buy that he'd be terrible. On top of that, a ton of teams basically run hybrid defenses anyway where they sub personnel so much to fit what they want to do in a certain situation.

I'm fine if you want to ding guys a bit for playing out of scheme, especially some of those borderline starters who are 70 overall and might be good in one scheme and bad in another. I just don't see why JJ Watt should drop 25 overall based on scheme, the guy is good enough he would adapt. And I don't want to see **** guys like Devin Hester jumping 20 overall because of a scheme and leading the NFL in receiving during simulation.
I don't know if he would be terrible but he wouldn't be one of the best at his position. Let's look at it from another position. Kyle Arrington for the Patriots is a very good slot CB, when he plays on the inside he is shut down, when they move him to the outside and he plays out of position he is one of the worst CB's in the NFL due to lack of his speed. Madden schemes should have something to reflect guys playing out of position but often times it doesn't. Just like I can line Wes Welker up at X receiver and he plays the same. That was the main problem with schemes, while they did help you to organize your roster and find free agents they had no real effect on the game.
 
# 437 Dbsmith22 @ 08/11/14 12:55 PM
Wondering if you all have any rules for your CFM leagues such a limiting trades or not allowing trading for picks. I'm a new commish looking for some rules to implant in our 2nd year CFM to prevent cpu teams from being terrible after 2 years
 
# 438 Bull_Dozer @ 08/11/14 01:11 PM
Quote:
Originally Posted by Cre8
Never had my question answered on the broadcast. Does anyone know if the game prep/training of players will have different point gains depending on your difficulty settings?
Basically, why bother playing the training sessions on All Madden if you can do it on Rookie for the same amount of XP?
Because that's just cheating yourself.

You could ask why bother playing CFM with default rosters when you can do custom rosters and have all your players 99 overall? You can do that, but who would find that fun?
 
# 439 ColtsFan86 @ 08/11/14 03:51 PM
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion make the game better because u cant change a rating. Someone please help me understand .
 
# 440 ColtsFan86 @ 08/11/14 03:54 PM
Im not understanding some ppls reasons for wanting to edit players ratings. Because i feel if your raising the ratings your cheating yourself out of a challenge,an besides maybe beating the computer in CFM this in no way makes u a better Madden player nor in my opinion does it make the game better because u can change a rating. Someone please help me understand .
 


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