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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
# 81 trey2k198003 @ 08/06/14 01:53 PM
FINALLYYYYYYYY THANK YOU PREORDERED!!!!!
 
# 82 Hooe @ 08/06/14 01:58 PM
Quote:
Originally Posted by Zeffy
It looks like the CPU logic is still pretty bad in FA. Why would the Ravens, typically a team to build through good drafts (Ozzie Newsome), pursue such a back in FA when they have Ray Rice locked up and rookies behind him developing? Not to mention why the Cowboys let Murray walk, though I suspect that it has something to do with their ability to screw up their cap situation every year.
1 - how can you interpret the quality of the CPU free agency logic from a screenshot without any other context available? For all we know, the Ravens could be controlled by a different user from a different console in this screen. In which case there's no CPU logic involved whatsoever.

2 - From the ratings reveal, Ray Rice is rated an 82 in Madden 15, whereas DeMarco Murray is an 89. Not even factoring in scheme settings here, which could change how the CPU values either player (if in fact the CPU is even making the roster decisions, again it could be a user). It's within the realm of possibility that the hypothetical CPU decided to upgrade at RB by bringing in Murray, a younger and (in the game) better player.

3 - With how fungible the RB position is in the NFL, I wouldn't be but so surprised if the Cowboys let Murray walk. Speaking as a Cowboys fan. And again, if the Cowboys are controlled by a user here, that user could have let Murray walk.
 
# 83 bad_philanthropy @ 08/06/14 01:59 PM
The Ravens did sign a 35 year old Steve Smith.
 
# 84 RogueHominid @ 08/06/14 02:00 PM
Man, I didn't expect to be this pleased by the CFM announcements.

A refrain that I'm hearing across the various interviews, streams, blogs, etc., is "we listened to our hardcore fans." I really like that.

More customization would be nice, but I think there's enough here to warrant a day-one purchase.

In addition to the content, I'm also feeling the menu screens we've seen so far. The UI looks very clean and crisp.

Can't wait for the 26th!
 
# 85 Aggies7 @ 08/06/14 02:00 PM
Quote:
Originally Posted by mmorg
It says right below it that the money sign means highest bidder.

Good eye. I completely missed that. Excited about it either way.
 
# 86 NY4Life @ 08/06/14 02:00 PM
I know that it all has to work well (In addition to play well), but to me, these changes are enough to get excited. The key for me is enough content to keep me busy between games. Glad I Pre-ordered my Madden/Xbox1 bundle. Cannot wait for the 26th.
 
# 87 Sheba2011 @ 08/06/14 02:03 PM
Quote:
Originally Posted by jmurphy31
I like this addition ,but I wish you had the ability to toggle the amount of time. 10 is pretty far away.
You could always just keep hitting "sim to the next season" for as many seasons as you want.
 
# 88 sticks323 @ 08/06/14 02:08 PM
Quote:
Originally Posted by PatsSB2015
For user controlled teams, are we going to be forced to game prep/practice? If so, I'm down for for that. I'd rather skip it.
You can skip it and it uses the CPU logic and automatically updates your players
 
# 89 slingblade73 @ 08/06/14 02:10 PM
Quote:
Originally Posted by EASPORTS_AJ
You'll notice from this screen, that FA's take more into account than just money. They also take into consideration:
  • Coach Ability
  • Scheme Fit
  • Team Need
  • Contract Length
  • Salary Amount
  • Signing Bonus
  • Location

The only thing missing from this screen is player type.
 
# 90 Sheba2011 @ 08/06/14 02:10 PM
Quote:
Originally Posted by Zeffy
It looks like the CPU logic is still pretty bad in FA. Why would the Ravens, typically a team to build through good drafts (Ozzie Newsome), pursue such a back in FA when they have Ray Rice locked up and rookies behind him developing? Not to mention why the Cowboys let Murray walk, though I suspect that it has something to do with their ability to screw up their cap situation every year.

I really hope that this is not the case, and especially in the draft. It bothered me so much that teams like the Colts, Saints, etc. would draft amazing QBs every year seemingly, only to have them sit on the bench behind their durable star and never do anything. Then they'd get to be like 4 year pros and cut, still at like 76 OVR, pretty much where they started at. If a team has an older QB like the Pats, Saints, Broncos; fine, let them draft a QB. But not every frickin' year, let them pick a successor and move on. If they picked a bad one, maybe they try again, but not year-after-year. The Patriots went with Ryan Mallett and now Jimmy Garapollo (sp?). They didn't take one every year high in the draft.
We don't know what year they are in or what happened during the season so we really can't judge the CPU logic based on one screen shot. Rice could have had a horrible year, he could have been traded or they could have a new coach who likes to use multiple RB's. Look at San Diego they had Ryan Matthews and Danny Woodhead but they still brought in Donald Brown, drafted Marion Grice and signed Brandon Oliver as a UDFA.
 
# 91 sir psycho @ 08/06/14 02:12 PM
I'm way more excited than I thought I would be...so happy they brought back random draft classes.
 
# 92 Sheba2011 @ 08/06/14 02:13 PM
Quote:
Originally Posted by Jakeness23
They should try to make relocation jerseys fully customizable next year. Along with being able to create an expansion and new jerseys for current NFL teams.
They may one day allow you to customize your own jersey for your relocation team (like in the past) but they will probably never allow you to customize real NFL team jerseys. The NFL and it's sponsors won't allow it due to licensing reasons.
 
# 93 DeuceDouglas @ 08/06/14 02:14 PM
I liked a lot of what I read and saw but that interface has to go. Unless things have been changed I imagine it to still be extremely slow and clunky. And looking at the Free Agency screenshot they have all that stuff and space on the screen but no attributes. My guess is that you have to click through every guy like you're making an offer to him just to see his attributes which is completely ridiculous. Hopefully I'm wrong on that. The older Maddens had such quick and simple UI's that were easy to navigate which I'd like to see them go back to.

Outside of that I liked seeing the coaches in there but the fact that they weren't mentioned at all leads me to believe they're simply cosmetic and not fireable or hireable and have zero affect on anything in-game.

Another thing just off the top of my head, I'd like to see players who just join your team have their confidence be at 0 from the start. If you trade for a guy or pick up a free agent put his confidence at 0 to start and make him build it up. This way you can't just pick up anybody off the street and plug them in on the Saturday before the game and have them perform like they've been there the whole time.

Still would like to see more though. 90 man rosters need to happen. Practice squads. I thought the way they talked about IR was stupid. You can just take one guy off IR a year if they heal quickly? Why not just represent the real NFL IR that goes 8 weeks into the season before you make your decision on whether they go onto the full IR? Or add the PUP? And they didn't say anything about IR guys not counting towards your roster which has been a problem again and makes the IR completely useless.
 
# 94 VinnyVegas28 @ 08/06/14 02:14 PM
Quick question regarding the Pro Bowl, will it be playable?
 
# 95 DeuceDouglas @ 08/06/14 02:16 PM
Quote:
Originally Posted by Sheba2011
They may one day allow you to customize your own jersey for your relocation team (like in the past) but they will probably never allow you to customize real NFL team jerseys. The NFL and it's sponsors won't allow it due to licensing reasons.
They never will. Even back in Madden 2004 when they were more lenient and let you make custom uniforms the colors were off and you couldn't put logos anywhere on the uniform.
 
# 96 Sheba2011 @ 08/06/14 02:20 PM
Quote:
Originally Posted by DeuceDouglas


Another thing just off the top of my head, I'd like to see players who just join your team have their confidence be at 0 from the start. If you trade for a guy or pick up a free agent put his confidence at 0 to start and make him build it up. This way you can't just pick up anybody off the street and plug them in on the Saturday before the game and have them perform like they've been there the whole time.
A player who is just signed of the street his confidence is going to neutral to start. He wasn't on your team for any of the positive or negative stuff, all he knows is he has a new team and a new shot at playing football. Having 0 confidence means he is at a disadvantage to start the year even though he didn't really do anything to warrant that. A player who is traded is a different story as he could be happy or mad that he was traded. If he was traded from say Seattle to Jax I would think that would be a negative confidence going from a contender to a rebuild.
 
# 97 yardz23 @ 08/06/14 02:21 PM
Anyone have the YouTube link to the trailer? It won't load on my tablet...
 
# 98 DeuceDouglas @ 08/06/14 02:25 PM
Quote:
Originally Posted by Sheba2011
A player who is just signed of the street his confidence is going to neutral to start. He wasn't on your team for any of the positive or negative stuff, all he knows is he has a new team and a new shot at playing football. Having 0 confidence means he is at a disadvantage to start the year even though he didn't really do anything to warrant that. A player who is traded is a different story as he could be happy or mad that he was traded. If he was traded from say Seattle to Jax I would think that would be a negative confidence going from a contender to a rebuild.
I'm just talking about guys acquired during the season. Any guys acquired in the off-season should be fine. I'm just talking about going out and signing a QB (or any player) off the street prior to your week whatever game. If you just go and sign guys during the season there should be some sort of penalty that comes along with it so you can't just plug guys in immediately off the street and immediately get their full potential.
 
# 99 charter04 @ 08/06/14 02:27 PM
Quote:
Originally Posted by DeuceDouglas
I liked a lot of what I read and saw but that interface has to go. Unless things have been changed I imagine it to still be extremely slow and clunky. And looking at the Free Agency screenshot they have all that stuff and space on the screen but no attributes. My guess is that you have to click through every guy like you're making an offer to him just to see his attributes which is completely ridiculous. Hopefully I'm wrong on that. The older Maddens had such quick and simple UI's that were easy to navigate which I'd like to see them go back to.



Outside of that I liked seeing the coaches in there but the fact that they weren't mentioned at all leads me to believe they're simply cosmetic and not fireable or hireable and have zero affect on anything in-game.



Another thing just off the top of my head, I'd like to see players who just join your team have their confidence be at 0 from the start. If you trade for a guy or pick up a free agent put his confidence at 0 to start and make him build it up. This way you can't just pick up anybody off the street and plug them in on the Saturday before the game and have them perform like they've been there the whole time.



Still would like to see more though. 90 man rosters need to happen. Practice squads. I thought the way they talked about IR was stupid. You can just take one guy off IR a year if they heal quickly? Why not just represent the real NFL IR that goes 8 weeks into the season before you make your decision on whether they go onto the full IR? Or add the PUP? And they didn't say anything about IR guys not counting towards your roster which has been a problem again and makes the IR completely useless.

IR already worked as far as having a roster spot open in online CFM. I thought it didn't but, I put a couple of guys on IR in the online CFM and I was able to sign a guy. I always had 53 players so it wasn't that I had 52.

I'm not sure about offline CFM
 
# 100 RogueHominid @ 08/06/14 02:27 PM
Quote:
Originally Posted by DeuceDouglas
Another thing just off the top of my head, I'd like to see players who just join your team have their confidence be at 0 from the start. If you trade for a guy or pick up a free agent put his confidence at 0 to start and make him build it up. This way you can't just pick up anybody off the street and plug them in on the Saturday before the game and have them perform like they've been there the whole time.
I see your point, but I think having a hit to confidence for players who get traded is a really good starting point, as it seems to reward roster stability. That will be especially important for online leagues, where trades can go crazy.
 


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