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CFM Top 5 Feature Survey: Team Managers

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Old 08-15-2017, 05:31 PM   #1
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CFM Top 5 Feature Survey: Team Managers

In an attempt to better align the OS community on what features they are looking for in CFM I am conducting a survey to send to John White at EA. John has identified the four ways he believes a majority of players play CFM. The point of this specific thread is to determine the Top 5 most desired features for people playing CFM in a “Team Management” focused way. This means that a majority of your games are simmed and you are more interested in roster construction/management over playing the games. If you play in multiple CFMs and play them differently, or think you fit in multiple categories, please fill out a separate submission for each thread.


If this fits your style of play please reply to this thread using the below template. When naming your features be as specific as possible, saying better contracts is too vague. I will compile the lists later and group them into larger groups, but if we start with more specific responses it gives more flexibility to combine them later. Make sure the order reflects your feelings on the importance of these being in the mode in your mind.

Top 5 Features:
1. (Feature) – (Explanation not to exceed three sentences)
2. (Feature) – (Explanation not to exceed three sentences)
3. (Feature) – (Explanation not to exceed three sentences)
4. (Feature) – (Explanation not to exceed three sentences)
5. (Feature) – (Explanation not to exceed three sentences)


Please do not add any other comments, or thoughts, on other people’s responses. The idea of this is to have a central location that we can easily develop lists that will be compiled and sent to John down the road.


If you have any questions please feel free to DM me.
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Old 08-15-2017, 06:09 PM   #2
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Re: CFM Top 5 Feature Survey: Team Managers

I'll get you started:

Top 5 Features:
1. Quicker CPU v CPU startup: let me just select the game and click "yes I want to spectate, or like in older versions select the games you'd either play or watch and any game before those gets simmed so your ticker looks more realistic, and games you don't want to watch/play are done faster during the game week.

2. Global attribute editor: if the game needs tweaking outside of updates and tuners like all the kickers are too accurate or too many times the player tries to spin instead of diving forward for the first down, I can edit all the players at that position at one time rather than player by player to balance my league (whew, one LONG sentence)

3 Assign playbooks to each team that stick. If I decide to make the Giants a run & gun team, let me edit/customize a playbook and assign it as the default for league game use for that team.

4. Editable/creatable draft classes

5. Coordinators along with head coaches AND these coaches can impact the skills/attributes of the players on their team. Coordinators and coaches also gain skills to improve this ability and (for coordinators) to improve their ability to become head coach.

Edit: alot of what the favorite team group is saying would go well here (progression system, tracking stats year to year)

Last edited by coach422001; 08-15-2017 at 06:25 PM. Reason: Brief comment about cross-over comments with similar thread
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Old 08-15-2017, 06:24 PM   #3
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Re: CFM Top 5 Feature Survey: Team Managers

1. Obscured attributes - Visible PHY attributes and obscured intangible ratings to make roster management more difficult and uncertain. Similar system to Madden 12 on a larger scale.

2. Restricted/Exclusive Rights Free Agency - Small but important and authentic roster management aspect. Makes handling younger players that are drafted, claimed, undrafted, etc. more intricate and authentic.

3. Compensatory Picks - An entire round of the draft missing. Can play a factor in who you sign and who you let go.

4. Waiver Wire - Probably the most common transaction aspect and is something used throughout nearly the entire season.

5. Expanded Contract Abilities - Turn goals into incentives in contracts and tie those to player morale. Front loaded/back loaded contracts as well as a more intuitive contract set up.
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Old 08-15-2017, 06:28 PM   #4
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Re: CFM Top 5 Feature Survey: Team Managers

Why is there no category for those of us who fully manage and play single player CFMs?

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Old 08-15-2017, 06:53 PM   #5
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Re: CFM Top 5 Feature Survey: Team Managers

Quote:
Originally Posted by adembroski
Why is there no category for those of us who fully manage and play single player CFMs?

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http://forums.operationsports.com/fo...rite-team.html
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Old 08-15-2017, 06:56 PM   #6
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Re: CFM Top 5 Feature Survey: Team Managers

Quote:
Originally Posted by T4VERTS
But I don't always use my favorite team, I usually end up running one with the Bucs, one fantasy draft, and one with a bottom tier team.
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Old 08-15-2017, 06:58 PM   #7
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Re: CFM Top 5 Feature Survey: Team Managers

Quote:
Originally Posted by SolidSquid
But I don't always use my favorite team, I usually end up running one with the Bucs, one fantasy draft, and one with a bottom tier team.
Close enough. I didn't pick the buckets I just posted them. Please delete your messages after reading this and post your features there.
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Old 08-15-2017, 07:07 PM   #8
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Re: CFM Top 5 Feature Survey: Team Managers

Quote:
Originally Posted by T4VERTS
I guess I interpreted that as the casuals who just play the games but would rather not deal with transactions.

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