Madden 24 Franchise Mode House Rules – Living Post for M24

It’s been a minute… or maybe an hour?

Based on the notes released from EA I have decided to get an early jump on the new rules and settings based on what we have seen in new info and experienced in the past. These rules are meant primarily for those that play only against CPU. I have never had a good experience playing against other users for multitudes of reasons – so use what you want how you want.

PRE-SEASON

Settings

Staff Talent Cost Modifier = SLOWEST – It is way too easy to get your coach up to 500+ Points once your team starts to get really competitive. For longevity and challenge, keep it on slowest.

Difficulty = I am convinced that All-Madden is a shade below cheating. That said, All Pro has a pretty steep decline in challenge once you’ve started playing the game for a while. Make your own choice, but don’t be afraid of losing games. Base Sliders to follow this post.

Trade Difficulty – Very Strong – If you want to make trades manually, it will cost you.

Draft Class Strength – For this I will be using a 6-sided die for each position. 1 = Very Weak, 2 = Weak, 3 = Normal, 4 = Strong, and 5 = Very Strong. A 6 is user choice.

Regression Rate = For this I am going to be less likely to make major changes at the start. The only changes I believe need to be looked at are Halfbacks at age 28, WRs at age 30, and TEs at age 31.

Free Agents – You can sign up to 5 players in your initial pre-season up to week 3. Week 4 Pre-Season you can sign up to 3 as that is the final cut week and some players will have been released.

Trades – You can make one trade in the pre-season, you get one chance to counter-offer if the trade is declined.

Home Field Advantage – Off

Free Agent Motivation Impact – Very High

ACTIONS AND BEHAVIORS

  • Trading Down – You can trade down once in the first two rounds and three times total.
  • Scouting – Regional Scouts must focus on different positions from other scouts. National Scouts can scout any position.
  • Big Board – You must draft according to your big board within the Top 5 Picks. This has changed in order to bring more challenge to drafting.
  • Sleeper Rule – You can choose any player up to one round before their projected position.  This will keep you honest and give the CPU a chance to take these sleepers before you get the chance.
  • Draft Pick Limitations – NEW – You can only hold a limited amount of picks in each draft.  The rules for your draft pick amounts are somewhat complicated, but they will make for a better experience.
    • Maximum of 10 picks in any draft
    • You can have two first round picks for up to two years in a row
    • If you end up with three first round picks during any draft you must trade one of them to a division opponent for their lowest pick in the next season’s draft. Before the draft you are free to move any of your three first rounders how you see fit (within the rules).
    • You cannot draft two QBs in two consecutive rounds
    • You cannot draft more than two QBs, HBs, or TEs in any draft

Free Agency and Re-Signing –

  • You can only sign two 90+ OVR free agent player per off-season.
  • You can sign one player outside of each of your schemes during free agency bidding (1 on Offense, 1 on Defense).
  • You can make ONE offer to any player on your team with 90+ OVR during the re-signing period while in regular season.  If they turn down your offer they must be allowed to test free agency – the rule above still applies.
  • QB Specific – If you have two QBs with 80+ OVR you must allow one of them to test free agency when their contract expires.  If both are on expiring deals you must choose one to attempt to re-sign.  This will allow CPU teams to have access to quality QBs and drive realism.
  • STAGE 1 – 5 Offer Limit – (1) Two Players Rated 90+ (2) Three Players Rated 80-89 (3) Any Amount of Players Rated 79 and Under.
  • STAGE 2 – 10 Offer Limit (1) Two Players Rated 90+ (2) Five Players Rated 80-89 (3) Any Amount of Players Rated 79 and Under.
  • STAGE 3 – No Limit – (1) One Player Rated 90+, (2) No Limit on other offers as of right now. This could change depending on how the AI acts in the first two stages.

Initial All-Madden Slider Settings = (THESE WILL BE ADJUSTED ON AUGUST 16TH!!!)

Franchise Mode

All-Madden Difficulty

11 Minute Quarters

Accelerated Clock set to 15 seconds

Staff Talent Cost = Slowest

Progressive Fatigue = On

Practice Settings = Backups Only (Half Pads or Full Pads) – This is strategic in that it keeps your starters fresh with some practice XP, but allows your backups to get some training. I changed this to be Half or Full because I think getting XP to some of your sleeper picks that don’t get into the game is a big part of a lasting Franchise Mode.

Human Sliders

QB Acc – 50

Pass Block – 50

WR Catch – 50

Run Block – 50

Fumbles –   50

Pass Def Reaction – 50

Interceptions – 35

Pass Coverage – 50

Tackling – 50

CPU Sliders

QB Acc – 40

Pass Block – 49

WR Catch – 47

Run Block – 50

Fumbles –   50

Pass Def Reaction – 40

Interceptions – 38

Pass Coverage – 44

Tackling – 49

Special Teams 

Set Punt Accuracy to 100 and Punt Power to 55 all others at 50

Game Options –

Injuries – 20

Fatigue – 60

Min Player Speed Thresh – 47 – This creates the slight gap for the super fast to matter and some slow LBs to get burned in some coverage, etc.

Auto Subs 

Position   In/Out

QB = 95/65

HB = 85/75

WR = 85/75

FB/TE = 85/75

OL = 85/80

DT = 87/76

DE = 89/76

LB = 87/76

CB = 87/74

S = 87/74

Author: NoobTubeTV

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