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Madden 2010 Franchise Fixes/Additions

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Old 08-13-2008, 05:03 PM   #1
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Madden 2010 Franchise Fixes/Additions

Progression/Regression: Will be based on player performance (50%), age (25%)& coaches (25%). As you saw last year, as Adrian Peterson lit up the league and racked up yards and TD's he increased in every new roster update. Player performance will be based on the % increases in stats a player accumlates every 4 weeks of the season.

If a player is in the top 10 OVR at his position he must maintain an average performance similar of those other 9 players or will regress. If he maintains his position as a top 10 performer he will progress even though his stats aren't having big gains (since he is already a league leader). This way players like TO won't be penalized for being at the top of their game.

Age will play a different role by position. For example: HB's/WR's/DB's/TE's will see larger gains in their mid 20's and larger drops in their early 30's. OL/QB's/LB's will show bigger gains in thier late 20's and won't see age related skill losses until thier late 30's.

Coaching will include the usual perks (+2 CTH and so on) but coaches will also have a Progression stat and range of 1-3 per season. For balance, a Coach will EITHER have an immediate =2 CTH (or whatever stat they boost) OR a +1-3 per season with a cap at +5. This way some coaches you can hire will have an IMMEDIATE impact (like hiring a Parcells) other will slowly build talent (like Andy Reid in the early 2000's).

Draft: NCAA imported players will have better balance. More drops in AWR and not as many in ratings. No more weird SPD drops in later rounds, just lower AWR. Liek in real life, you'll need to work on getting these later guys PT to see them progress. There will still be the occassional late gem and early bust.

Oh, and draft AI will be more logical, if the CPU has a QB that's 28 and 90 OVR they won't draft a back up till the later rounds, no more filling roster minimums before getting higher rated players.

Free Agency: Will ahve a look similar to NCAA recruiting. Depending on your home team/city you will have lower/higher ratings in areas like Nightlife, Outdoor Activities, Championship Potential, Coaching, Media Attention, Tradition, etc. So a player like Favre or Jared Allen will be more attracted to a place where they can hunt in the off-season and players like TO will love to play in a place with lot's of Media Attention. Of course money will play the largest role.

You will also have the ability to make promises, but if you don't acheive them you'll be hit with hold-outs and trade demands. Tell Chad Johnson you'll make the playoffs next season and you don't? Well, Chad will make your life hell. Promise Marion Barber 50% of the carries and he only gets 30%....watch him demand a trade, and his agent is Drew Rosenhaus.

Stadium: More custom options like a retired jersey banner, statues of legends, etc. More logos to choose from. Yes, you can finally rebuild and STAY in your current city, even keep your logo and uni.

Weekly update: ESPN the magazine and Sporscenter will give week to week updates on game results, signings, trades, POW honors, new records, streaks, etc. Hopefully the Sportscenter show will be able to show a handful of video highlights. Cross your fingers.

The above is my intellectual property but I will be hapy to allow EA to have it IF they implement it and give me a free copy of the game.
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Old 08-13-2008, 05:10 PM   #2
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Re: Madden 2010 Franchise Fixes/Additions

nice!
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Old 08-13-2008, 07:19 PM   #3
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Re: Madden 2010 Franchise Fixes/Additions

Quote:
Originally Posted by StayPlation82
nice!

Thanks, hopefully someone at EA reads it. They might just win us offline players back.
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Old 08-13-2008, 07:23 PM   #4
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Re: Madden 2010 Franchise Fixes/Additions

Your Hired!
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Old 08-13-2008, 08:09 PM   #5
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Re: Madden 2010 Franchise Fixes/Additions

Nice post, I'd like to make some additions as well. Hopefully this can be stickied so the EA devs can see this and help make their decisions as to what to put in the game.

1) Scouting. MUST be in 2010. Pre-game scouting indicating teams' weaknesses and strengths on offenses and defense. Maybe some types of plays (eg. HB screens due to slow LB's/DE's, throw in the middle of the field b/c of weak safeties, deep routes to take advantage of bad CB's).
Also better offseason scouting of potential draft picks. Mock drafts (mentioned later), and stats from ALL games from their last year of college. We should be able to know what most of their ratings are (eg. tackling, speed, juke, pass block, run block, etc), and by scouting them, we would find out intangibles (eg. toughness, awareness, discipline, and more future ratings that could be added).

2) Training camp. Get some walk-on's and free agents and try them out before signing them (and please don't make us do those horrible combine drills). Walk-ons could have some ratings missing and depending on how much you've worked them out or how good your staff is, you can slowly find those ratings. Also the ability to cut veterans who underachieve or digress.

3) Dynamic ratings & More ratings!! Ratings based on players and their system, ratings based on team chemistry, etc. If a player is traded to a new team or is signed mid-season or late in training camp, he will not have a seamless transition most of the time. His awareness rating should take a hit to get used to the offense/defense. There should be some rating that will determine how well/fast he acclimates himself to his new team. If a team is on a winning streak, their ratings should be going up.

4) Free Agency. Players will play for less money if a team has what they want (coaches, winning team, job opportunity, etc). Their asking amount should also decrease as time goes on and they get more desperate for a job.

5) A season-long mock draft. What is the point of scouting players if you don't know how good they will be? I'm tired of wasting time scouting players who end up being 6-7th round draft picks and I'm not prepared to draft in the 1st-3rd rounds. The mock draft should change depending on how the players do in games.

6) Players with low morale SHOULD be traded easier than those with high morale. There should also be a fan/owner acceptance rating for players like there is with coaches. Those with low acceptance and morale will be traded for less than a similarly rated player with high acceptance and morale rating.

7) Morale changes throughout the season. If a player isn't getting carries or playing time, or whatever; their morale should go lower or they should ask for a trade. Similarly, a should be able to send a message to a player if their production goes down by pulling their minutes.

8) REAL draft day trades. And the ability to trade for the rights of players who have been drafted by another team.

9) Realistic rookie contracts. I'm not paying Tyson Jackson 5 years, 90m. I know rookie contracts are getting rediculous, but some of the ones for the good first round picks are insane.


I think that's it for now..
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Old 08-13-2008, 10:56 PM   #6
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Re: Madden 2010 Franchise Fixes/Additions

Excellent ideas traeabn.

I also wanted to add, imported rookies(or madden generated) need FACES. Old gen had it, 4 years into next gen this should have been addressed.

Other things:

Players salary demands must increase as the salary cap increases. This is a BIG franchise mode problem, in a few seasons everyone has tons of cap room.

How do we get someone from EA to read this???
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Old 08-13-2008, 11:06 PM   #7
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Re: Madden 2010 Franchise Fixes/Additions

As I keep saying, its sad that average Madden gamers can come up with quality ideas for franchise mode but the EA staff cant.

Hopefully, this new guy working on franchise mode fires the entire team thats been responsible for next gen franchise modes and hire a new team that will actually put some effort into the game.
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Old 08-13-2008, 11:40 PM   #8
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Re: Madden 2010 Franchise Fixes/Additions

Wow... What an amazing list.

I would be in heaven if they implemented even some of those features into next years game.
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