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Old 10-18-2003, 02:34 AM   #51
3ric
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Join Date: Dec 2000
Location: Sweden
Will each player's playoff stats be saved just as the regular season stats?

Can you go back and look up past year's drafts?
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Old 10-18-2003, 06:11 AM   #52
pbot
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How will the FA 20 and 8 step process' function in multiplayer? Will leagues have the ability to run free agency "outside" of FOF and then just sign the players to the winning team at the end? (Ex. FOBL conducts free agency in our own third party program. Once the results of FA have been obtained, the league management then goes into OOTP and manually signs the players to the winning teams).

Or, will each team need to submit a bid file for each week of the FA process?
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Old 10-18-2003, 08:10 AM   #53
Balldog
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Didn't see it, may have missed it. Will the CPU be competitive in games vs. Human? Last version I played I could go undefeated with the worst team in the league if I called my own plays.

Thanks!
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Old 10-18-2003, 08:23 AM   #54
MizzouRah
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Quote:
Originally posted by Glengoyne
I like the suggestion from someone else that would allow the game to continue without you. Then in perhaps a season or two you can return to the game, and take over for any team that will hire you. Say like Bill Parcells.

I also like the idea about running the game without ownership, at the beginning of a dynasty. This just to build up statistics. I did this with my first FoF4 career, and boy when I came in after 10 years of AI management, I was ALREADY on pretty thin ice. Either of these two things would be wonderful icing on the cake.



I like that as well.


Todd
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Old 10-18-2003, 12:57 PM   #55
cthomer5000
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Will we be able to set our special teams lineups?
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Old 10-18-2003, 01:37 PM   #56
JeeberD
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In a players information will it list what number they were drafted at instead of just the round in which they were drafted?
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Old 10-18-2003, 01:42 PM   #57
Bonegavel
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Will you be able to allow the AI to run your team, but be able to flag players that you don't want them to trade/release? Because it is tedious to manage your roster 100% to make it "legal" I often let the AI do it, but then they release players that I wanted to keep. It would be nice to be able to "flag" them, forcing the AI to ignore them.

Of course, if the AI runs into problems (I've flagged too many, or the ones flagged are huge money whores) it would email me and I would take over and fix.

Actually, to extend this, it would be nice to have each section of the game allow me to FREEZE settings while allowing the AI to run my team (but not change things I set to FREEZE). This would allow me to make changes that I want, while allowing the AI to handle tasks I deem mundane.
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Old 10-18-2003, 01:51 PM   #58
Bonegavel
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It would be nice to see the college stats for draftees. The more information for the draft, the better. Hell, even if the game produces a giant excel file for each draft, I would love to pour over numbers for draft picks. In the past, the draft in FOF was a super YAWNfest.

Give me info like:
a) good/bad kid in college
b) awards garnered
c) team player/ loud mouth egomaniac
d) stats
e) arrest record (goes with -a-)
f) combine-like scores (i see that's in the game)
g) grades/academic achievements

IOW, the more info the better.
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Old 10-18-2003, 02:23 PM   #59
samifan24
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Quote:
Originally posted by cthomer5000
Will we be able to set our special teams lineups?


This would be awesome. I really hope we can do this.
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Old 10-18-2003, 03:42 PM   #60
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My mother in law just got me an autographed copy of Ball Four. I saw the name on your signature and it connected.
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Old 10-18-2003, 04:29 PM   #61
GMO
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Currently I can't offer someone a future contract.
For example, in year 2005 a player is in the last year of his contract. I want to offer him a contract starting in the year 2006. Currently I can't do that. If I offer the player a contract I have to revise the current year contract, and pay another bonus for the current year (2005). But I only want to negotiate a contract for the future i.e. starting in year 2006 in this example.

Will this be changed so that I can negotiate a future contract i.e. a contract starting next year without revising the current year contract and paying a bonus for the current year again?

Thanks.
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Old 10-18-2003, 04:45 PM   #62
samifan24
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Quote:
Originally posted by Senator
My mother in law just got me an autographed copy of Ball Four. I saw the name on your signature and it connected.


I've only read portions of Ball Four but I really like the quote.
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Old 10-18-2003, 07:37 PM   #63
illinifan999
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Did expansion make it in? Please let there be expansion.
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Old 10-18-2003, 09:34 PM   #64
MizzouRah
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If importing players from TCY, how do the combine numbers interact with the TCY players?

It would be neat if the stats from TCY players carried over to FOF2004, so in the draft you could see the players total stats for years played in college.

If you import players from TCY, do you NOT get the added draft info?


Todd
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Old 10-18-2003, 09:54 PM   #65
cthomer5000
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Will we have the ability to rename the champsionp game?

The conferences?

The divisions?
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This is like watching a car wreck. But one where, every so often, someone walks over and punches the driver in the face as he struggles to free himself from the wreckage.
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Old 10-19-2003, 05:44 AM   #66
Bad-example
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Will we have any input as to the length of contract for our draft picks?

On what OS was the game designed?

Will the game be released on a religious holiday?

Sorry, couldn't resist that last one heh.
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Old 10-19-2003, 05:49 AM   #67
Ben E Lou
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Quote:
Originally posted by Bad-example
Will the game be released on a religious holiday?
Refresh my memory on this joke. It sounds familiar. Was this one of the early indications of mrskippy's high-strung nature? I seem to remember that he (or someone with whom I was unfamiliar at the time) went off that a game was released on a Sunday morning. Can anyone recall the details?
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Old 10-19-2003, 08:57 AM   #68
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It was our old friend, the_classic.
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Old 10-19-2003, 08:58 AM   #69
Ben E Lou
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Originally posted by Buccaneer
It was our old friend, the_classic.
Dang....good memory for an old curmudgeon.
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Old 10-19-2003, 10:23 AM   #70
T-Storm
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About general gameplay:
Will height and weight finally matter?
For that matter, I hop I'm not mistaken, but in the new combine ratings before the draft, there's also a speed rating, will that matter?
As an example: two identically rated cornerbacks, one 6-5, 230 pounds, 4.3 speed (in the 40 yard), another one 5-7, 170 pounds, 5.0 speed. Will the physically better player also be the better player eventhough both players have the very same ratings? Or would it just be, as it has been that size just determines somewhat the probabilty of the player busting/getting injured more or less often/ switching positions more or less succesfully?

Will the computer controlled players be finally able to compete?
To compete they'd have to much more aggressively renew contracts, fire players that don't play up to their contract, fire players that lost their abilities due to busts or injuries etc.?
In fof4 players that are already on my roster can be resigned extremly more cheaply than their demands, by just slightly more signing bonus. but players in fa don't. This is one of the reasons why the cpu struggles so very much competing. so my question is: will players be more strict about their demands? and will fa players also accept an inferior overall offer with more signingbonus over an offer with less signingbonus but a good bit more overall value?
Will players demands finally be a bit more in line in that the salary doesn't escalate as extremly as it has in previous fof versions?


About drafts:
I'd like to just set it up the most rudimentary way like this:
50% roster filler
40% replacement starters
15% good starters
4% very good starters
0.5% elite starters
0.4% near superstars
0.1% absolute superstars
That means, I don't want to have to set up each players ratingand details individually, I just want to set the general player quality of the draft. Will this be possible? Or would it at least be possible to make a 3rd party program that made this possible?


PS:
Will we more regularly see certain TightEnds put up 1000+ yards seasons? As it is, it's very seldom to even see the best TEs with the worst WRs gain more than 700yards. I'd like to occasionally see a Tony Gonzales lookalike, putting up multiple seasons with 1000yards.

Will the quarterback numbers be slightly corrected downwards? there are imo too many qbs having carrers with a 90+ qbr.

Will the hall of fame criteria be changed? there are far too many mediocre quarterbacks, and by far too few defensive players or offensive linemen, tight ends or fullbacks (I don't remember seeing many if any fbs in the hof. special teams are with exception of the occasional kicker almost completly ignored.

Will there finally be return specialists in the draft? and will those at least get a job with cpu teams (meaning players that have almost no ablity anywhere but in returning kicks/punts)?

Will I be able to more directly set up in the game play what we do and not have it in coherence with the rest of the league? (example: I'd like to use a 2 te single back offense as the base offense with the two te heavily involved in the passing game. Or i'd like to almost constantly use the nickelback formation. or I'd like to rush the starting runningback 100% of the time, even after the game's outcome is long decided in my favor. or have the backup running back and 3rd string rb get a certain amount of carries? and have a certain runningback run into certain directiosn more often? like having the 3rd sting running back who jsut has great breakaway speed and great speed to outside almost only rush outside the tackles?

Last edited by T-Storm : 10-19-2003 at 10:45 AM.
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Old 10-19-2003, 10:36 AM   #71
Shepp
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Location: Atlanta, GA
The only thing I would like to see in the next version is to be able to see the career stats of active players when you look at the idividual stats during the off season. It had been in every version before FOF4 and I can't tell you how much I miss it.
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Old 10-19-2003, 11:28 AM   #72
cuervo72
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T-Storm, I think you need to check your addition....
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Old 10-19-2003, 11:31 AM   #73
Ben E Lou
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Quote:
Originally posted by cuervo72
T-Storm, I think you need to check your addition....
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Old 10-19-2003, 11:34 AM   #74
Bonegavel
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110%. Don't they always tell you to give that?
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Old 10-19-2003, 12:38 PM   #75
Taur
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What kind of Difficulty setting will there be?

Yes, I know the standard the harder the level the smarter the AI. But, I am also hoping there is a way to make the game hard enough to not have to enforce House rules. Some way to give your opponent an across the board player advantage.

House rules always have me taking away the very game features I originally bought the game for

Why did you buy this game? ---Contracts, trades, and free-agents
2-Weeks Later.
What house rules do you use? ---Cannot modify contract offers, No user proposed trades, and can't sign star UFAs
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Old 10-19-2003, 02:07 PM   #76
Doug5984
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I have not seen this asked but could have easily missed it...

In previous versions of FOF (before FOF4) when a player was drafted in the first round it would say his draft position on his player card. It would say 1(12) for the 12th pick in the draft. Will this be brought back for this version of FOF? The difference between the # 1 pick and the # 32 pick is a huge difference and it would be nice if this feature was brought back
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Old 10-19-2003, 02:11 PM   #77
JeeberD
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Quote:
Originally posted by Doug5984
I have not seen this asked but could have easily missed it...

In previous versions of FOF (before FOF4) when a player was drafted in the first round it would say his draft position on his player card. It would say 1(12) for the 12th pick in the draft. Will this be brought back for this version of FOF? The difference between the # 1 pick and the # 32 pick is a huge difference and it would be nice if this feature was brought back


You actually phrased it much better than I did...

Quote:
Originally posted by JeeberD
In a players information will it list what number they were drafted at instead of just the round in which they were drafted?
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Old 10-19-2003, 03:23 PM   #78
Vegas Vic
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Any chance of getting the same type of Personnel screens for defensive formations that we now have for offensive formations? I'd love to be able to set up specific personnel packages for nickel and dime situations.

Last edited by Vegas Vic : 10-19-2003 at 03:25 PM.
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Old 10-19-2003, 03:35 PM   #79
HornedFrog Purple
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Forgot a couple..

Did the team Hall of Fame make it back in?

Was offensive linemen and more defensive players being eligible for the league Hall of Fame tweaked?
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Old 10-19-2003, 05:36 PM   #80
MizzouRah
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Making my question a little bit clearer.

Taken from the FOF 2004 features list:

Revised Amateur Draft. Rookies will be tested in a league scouting combine, including the 40-yard dash, an agility drill, a strength test and an intelligence test. Scouts will know a little less about the rookies, so you'll have to learn to read these numbers and separate the workout warriors from the true players

How will this relate to TCY players imported? Will these players still be rated in the combine? Will their career stats be imported as well to look at?

I would REALLY like these two games to be intertwined a little more as far as importing players into FOF 2004. As it stands, importing has been a waste for me with FOF4 and I've gone back to the game generated players.


Todd
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Old 10-19-2003, 08:05 PM   #81
T-Storm
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Quote:
Originally posted by BoneGavel
110%. Don't they always tell you to give that?

ahem... right... that was... uhm... just what I... eh... thought... *clearsthroat*

P.S.:
another question: There seems to be a bug with the cpu teams drafting kickers and punters in the 4th draft, after starting a game.
I'm not certain whether this is just a speciality of playing with a rather empty -not quite- one -but not that many more- player universe, or a bug that occures no matter whichever roster one uses to start the game. So, the question would be: has this bug been removed?

Last edited by T-Storm : 10-19-2003 at 08:17 PM.
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Old 10-20-2003, 09:12 AM   #82
cthomer5000
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Will mid-season signees be payed a prorated portion of their contract, rather than an entire seasons salary?

I believe as is, if you sign a player in week 15, he immediately receives 15 weeks of pay against your salary cap, rather than 1. This one has been bothering me for a while, and could probably qualify as a bug as it is.
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This is like watching a car wreck. But one where, every so often, someone walks over and punches the driver in the face as he struggles to free himself from the wreckage.
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Old 10-20-2003, 09:20 AM   #83
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Quote:
Originally posted by cthomer5000
Will mid-season signees be payed a prorated portion of their contract, rather than an entire seasons salary?

I believe as is, if you sign a player in week 15, he immediately receives 15 weeks of pay against your salary cap, rather than 1. This one has been bothering me for a while, and could probably qualify as a bug as it is.


I don't think this is a bug - I think it is absolutely as it should be.

Sign a player to a contract worth the minimum salary of $640,000 million for the whole season - he counts as $640,000 against the salary cap, and makes $40,000 per game week.

If you're halfway through the season, and you sign a minsal player - his salary lists as $640,000. But your expenses really just accumulate at $40,000 per week. (Evidenced by the message you get if/when you cut him - you save a pro-rated portion of his remaining salary)

The mid-season plaer ought to count against the salary cap in exactly the same way as the full-season player - he's making the same amount per week. The translation of the salary terms into a full-year amount is purely cosmetic. If you're paying that guy $40,000 a week to play or you, then your salcap figure for him is a full year worth of that amount - or $640,000.
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Old 10-20-2003, 09:37 AM   #84
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Can coordinators get promoted to head coaches (possibly leaving your team to head another team)?
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Old 10-20-2003, 09:38 AM   #85
cthomer5000
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Quote:
Originally posted by QuikSand
I don't think this is a bug - I think it is absolutely as it should be.

Sign a player to a contract worth the minimum salary of $640,000 million for the whole season - he counts as $640,000 against the salary cap, and makes $40,000 per game week.

If you're halfway through the season, and you sign a minsal player - his salary lists as $640,000. But your expenses really just accumulate at $40,000 per week. (Evidenced by the message you get if/when you cut him - you save a pro-rated portion of his remaining salary)

The mid-season plaer ought to count against the salary cap in exactly the same way as the full-season player - he's making the same amount per week. The translation of the salary terms into a full-year amount is purely cosmetic. If you're paying that guy $40,000 a week to play or you, then your salcap figure for him is a full year worth of that amount - or $640,000.


I don't believe this is correct though. Assume my roster is at 52 players, and I have 100,000 in cap space remaining. Should I be able to sign a player at $340,000 with 5 weeks remaining?

My belief is that in the NFL, I would be able to sign this player to a 340,000 contract (which is really 20,000 per week of the season). This should bring my salary cap to zero. I'm pretty certain that in FOF, I wouldn't be able to sign this player due to insufficent cap space.

I believe that FOF automactially retroactively pays the player for every week up to the moment he joins your roster. If I sign him with 5 weeks remaining, I can still save 100,000 by cutting him, but he will have already cost 240,000 to sign. Correct me if I'm wrong here. This would be incredibly easy to test.
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Old 10-20-2003, 09:40 AM   #86
QuikSand
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Quote:
Originally posted by cthomer5000
My belief is that in the NFL, I would be able to sign this player to a 340,000 contract (which is really 20,000 per week of the season).


I believe you are wrong here.
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Old 10-20-2003, 09:42 AM   #87
Bee
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I'm pretty sure Quiksand has it right.
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Old 10-20-2003, 09:46 AM   #88
cthomer5000
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Quote:
Originally posted by QuikSand
I believe you are wrong here.


So in the NFL, do you think midseason pick-ups are really receiving this retroactive pay? I doubt the Buccaneers would be picking up and dropping players like crazy if this were the case... they'd theoretically be burning up all kinds of cap space doing so.
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Old 10-20-2003, 12:44 PM   #89
Dutch
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Will TCY need an update to the college export file in order to work correctly with FOF2004?
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Old 10-20-2003, 01:01 PM   #90
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[list=1][*]How is difficulty level affected in a multi-player environment?[*]Are there things that can be customized that hasn't been in the past (ie: backloaded contracts, the ability to lose money hand over fist, etc...)[*]Are there coaches/scouts in the multi-player environment? If so, do the GM's bid on them as they do now in FOF4?[/list=1]


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Old 10-20-2003, 01:10 PM   #91
Bee
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Maybe someone should go through and organize the questions into one post (maybe organized by category) and then allow everyone a chance to add more questions or at least "clarify" some of the questions we already have?
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Old 10-20-2003, 01:31 PM   #92
QuikSand
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Quote:
Originally posted by cthomer5000
So in the NFL, do you think midseason pick-ups are really receiving this retroactive pay? I doubt the Buccaneers would be picking up and dropping players like crazy if this were the case... they'd theoretically be burning up all kinds of cap space doing so.


No, of course they are not getting pay for the weeks that they weren't there, but they count against the cap just as much as a player who had been there all along.

All I'm saying is that during week 16 of the season, if you have two guys each making the same $20,000 per week -- one signed before the season started and one signed after week 8 due to an injury -- that those two players count just the same against the salary cap.
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Old 10-20-2003, 01:43 PM   #93
TroyF
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Quote:
Originally posted by QuikSand
No, of course they are not getting pay for the weeks that they weren't there, but they count against the cap just as much as a player who had been there all along.

All I'm saying is that during week 16 of the season, if you have two guys each making the same $20,000 per week -- one signed before the season started and one signed after week 8 due to an injury -- that those two players count just the same against the salary cap.


and you are dead right.

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Old 10-20-2003, 02:04 PM   #94
Celeval
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Quote:
Originally posted by cthomer5000
So in the NFL, do you think midseason pick-ups are really receiving this retroactive pay? I doubt the Buccaneers would be picking up and dropping players like crazy if this were the case... they'd theoretically be burning up all kinds of cap space doing so.


But the salary cap hit is only in place while there, no? By dropping a player, you can regain some/all of that salary cap space (with no signing bonus), no?

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Old 10-20-2003, 02:04 PM   #95
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Join Date: Oct 2000
Location: North Carolina
Will you get to customize the game plans a bit more with nickel and dime D? In other words, can you choose which linbacker to take out in the nickel? Can you have a blitzing percentage for the nickel back that differs from the setting for the LB who he replaces?
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Old 10-20-2003, 05:01 PM   #96
HornedFrog Purple
Hattrick Moderator
 
Join Date: Jun 2002
Location: Fort Worthless, Tx
ok i tried....

General

My question is will you have a chat on irc regarding the game?

What are the system requirements for the game?

On what OS was the game designed?

is the game going to be download only or is there still the possibility of a non-eLicensed CD version?


TCY Compatibility and general setup

Will TCY drafts be compatible with FOF2004?

Will there be league setups available aside from the 32 team league?

Will there be an option to not be the head of any team while simulating seasons? (Effectively just watching the league either before or after heading a team)

Will/should 2k4 careers be compatible with future FOF releases?

Will/Can this version (FOF2004) be compatable with future version of the FOF series? For example, importing of ALL stats, players (even retired ones), teams & team history, league records and history, ect.

If importing players from TCY, how do the combine numbers interact with the TCY players?

If you import players from TCY, do you NOT get the added draft info?

From imported TCY draft files, will the combine scores be interpolated from other ratings, or will they be assigned at random?

Will TCY need an update to the college export file in order to work correctly with FOF2004?




Customization questions

Will there be rudimentary support for logos/helmets?

Will league structure and sizes be customizable for solo and MP?

Wouls it be possible to include a third-party schedule generator for anything other than a 32-team league?

Did expansion make it in?

Will we have the ability to rename the champsionp game? The conferences? The divisions?

Are there things that can be customized that hasn't been in the past (ie: backloaded contracts, the ability to lose money hand over fist, etc...)

Is there a format for the CSV lists to import players?




Financial questions

Will salary cap "growth rate" be adjustable? (For historic leagues, to avoid a low starting salary cap practically doubling the first few years).

Have new incentives been included for contract negotiations?

Will we have any input as to the length of contract for our draft picks?


Multiplayer questions

Will multiplayer play be limited to setting up game plans and having one machine do the simluation, or will head to head playcalling be an option?

How much information is included in the "update" files sent back and forth in multi player games? Is this something that would be practical for people with 56k modems to consider or are the files huge.

What type of multiplayer commisioner functions are available? Can head coaches be removed due to inactivity?

Is the multiplayer a client/server architecture or is it limited to saving a file and sending it in?

Where will the definitive leage data be stored in multi player games? Will there be a risk of players hacking into the game files to modify their teams?

Will there be a waiver system? Or will players that are cut just go back to the FA pool? This would seem to be a fairly important thing in a multi-player game.

Willl gameplans be hidden from opposing coaches (password protected or otherwise) in multiplayer?

In multi-player, is it easy for the commish to participate in the league as a team or could/would the integrity of the universe potentially be ruined.

How much time do you believe a commish would have to dedicate to one season of FOF2004 as a minimum requirement?

How will a multiplayer draft be handled? Real time, or will each pick need to be mailed into the 'commish'?

Any restrictions on number of players?

Can players be added/removed at any point in a season/career?

Can player control be turned on/off at any point in a season/career? I.E. if you have a ten player career going, and one player takes a vacation for a week, can that team's control be automated during that week, and subsequently restored upon their return?

How will the FA 20 and 8 step process' function in multiplayer? Will leagues have the ability to run free agency "outside" of FOF and then just sign the players to the winning team at the end? (Ex. FOBL conducts free agency in our own third party program. Once the results of FA have been obtained, the league management then goes into OOTP and manually signs the players to the winning teams). Or, will each team need to submit a bid file for each week of the FA process?

How is difficulty level affected in a multi-player environment?

Are there coaches/scouts in the multi-player environment? If so, do the GM's bid on them as they do now in FOF4?

Should a GM wish to communicate a trade offer to another human GM, does he leave the offer via email and the other will see this offer when loading the current game file?

Will the commish have a flag of some sort to know when all teams current week game files have been imported?

Should a human GM leave the league for any reason, how difficult is it to replace him? Will the computer fill in should a human not take over right away?




Presentation

Will we have access to a player's college stats when they enter the draft?

Has the game presentation changed at all? I.e. the PbP?

Has HTML exporting made it into this version?



Gameplanning questions

Will the QB not also be the backup FB on a team's depth chart (when there are a couple of FB injuries), making him both the QB and FB on the same play sometimes (yes, I've had this happen)?

Will positions continue to be split (LCB, RDE, etc)?

Any chance of getting the same type of Personnel screens for defensive formations that we now have for offensive formations? I'd love to be able to set up specific personnel packages for nickel and dime situations.

Will you get to customize the game plans a bit more with nickel and dime D? In other words, can you choose which linbacker to take out in the nickel? Can you have a blitzing percentage for the nickel back that differs from the setting for the LB who he replaces?

Is there the ability to have other players in the Depth Chart apart from the normal list (ala Warren Sapp, the Fridge in at TE, FB, TB). Or, in a more normal situation, an O- Tackle is put at TE position.



Gameplay/AI

Will players you have cut ever consider playing for you again?

Will there be practice squads?

Will vested veterans signed for the minimum count less against the cap a la recent changes in the CBA?

Will restricted players, franchise players be able to be signed but at the cost of drat compensation?

Will there be compensatory draft picks?

Transition tags?

Will restricted free agents have three offers that determine their status?

Will there be more contract negotiation clauses? Incentives? Roster bonuses?

Will the compatability continue to be based on something like astrological sign or something more realistic like Myers-Briggs Personalty Types?

Can players that retire be hired as coaches?

Will waiver claims be implemented?

Can a third quarterback on the inactive roster be activated per NFL rules?

Will agents begin to play a bigger role in their client's lives?

Will we be able to peruse a fake draft publication that lists rookies by anticipated draft round (in order to have a jumping off point to begin sorting)?

Can you be fired/ change jobs to other teams like FOF4? If so and you get fired, will there always be a team that wants your services? Some people have been fired and there are no teams that want to rehire, so in essence the game is over. I couldn't imagine having all that history and then, BOOM! you have to start over.

Has the AI end-game logic been tweaked? (Right now, there are consistently unrealistic play calls late in halves and in OT.)

In the current version of FOF4, it appears that teams go through the leftover players after free agency in a randomly determined order. The first team that gets to do this often signs a handful of strong players to one-year, bargain-basement contracts, and subsequently rises in the standings the next season, only to fall again the following year when all those players go back into free agency. Will this problem be addressed in the new version of FOF4?

Will Astrological Signs still be implemented? If so, will we get any additional feedback such as Player X and Player Y got into a fight in spring training or QB X and WR Y did not seem in synch during the game today.

Will Game Experience be factored in to the scouts opinion of a player? I noticed many times when scouts would favor a FB with a rating of 40 and 8 years experience over a FB with a rating of 70 and 1 year of experience. That always confused me. (The rating being a generic average of all it's attributes).

Will injuries still be linked heavily to the coach?

Will training be expanded beyond Spring Training to include weekly regiments of training during the regular and post-season?

Will coach and coordinator profiles be editable like the player files in fof4. Also will coaches and scouts still be randomly created and assigned to teams like in previous versions or will be be able to give each team their starting front office tandem, as we see fit.

Will there be a higher difficulty level, or will the highest difficulty level be made more difficult than FOF?

Will the intelligence test score replace the intelligence rating from previsous versions?

From imported TCY draft files, will the combine scores be interpolated from other ratings, or will they be assigned at random?

Will Long Snapping, Holding, and Gunning each have their own ratings? If so, will they partially or completely replace the current Special Teams rating? Also, from imported TCY draft files, will those ratings be interpolated from other ratings or will they be assigned at random?

Are the overall number ratings for current and potential still available during the amateur draft?

Will the coach (not me) ever be allowed to pick his own coordinators?

Will each player's playoff stats be saved just as the regular season stats?

Can you go back and look up past year's drafts?

Will the CPU be competitive in games vs. Human? Last version I played I could go undefeated with the worst team in the league if I called my own plays.

Will we be able to set our special teams lineups?

Will you be able to allow the AI to run your team, but be able to flag players that you don't want them to trade/release?

What kind of Difficulty setting will there be?

Can coordinators get promoted to head coaches (possibly leaving your team to head another team)?

In previous versions of FOF (before FOF4) when a player was drafted in the first round it would say his draft position on his player card. It would say 1(12) for the 12th pick in the draft. Will this be brought back for this version of FOF? The difference between the # 1 pick and the # 32 pick is a huge difference and it would be nice if this feature was brought back

Last edited by HornedFrog Purple : 10-21-2003 at 05:05 PM.
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Old 10-20-2003, 05:07 PM   #97
Gallifrey
High School Varsity
 
Join Date: Oct 2003
Location: Seattle, Washington
In multi-player mode:

Q1: Should a GM wish to communicate a trade offer to another human GM, does he leave the offer via email and the other will see this offer when loading the current game file?

Q2: Will the commish have a flag of some sort to know when all teams current week game files have been imported?

Q3: Should a human GM leave the league for any reason, how difficult is it to replace him? Will the computer fill in should a human not take over right away?
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Old 10-20-2003, 05:12 PM   #98
Gallifrey
High School Varsity
 
Join Date: Oct 2003
Location: Seattle, Washington
HornedFrog Purple really covered good topics.
Good job!
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Old 10-20-2003, 05:32 PM   #99
Dutch
"Dutch"
 
Join Date: Oct 2000
Location: Tampa, FL
Alright, thanks HFP!
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Old 10-20-2003, 09:08 PM   #100
MizzouRah
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Join Date: Sep 2002
Location: Troy, Mo
Yes indeed, thanks HFP!!


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