MLB The Show 24 – Franchise Mode House Rules

MLB The Show desperately needs a few things to change and I fear that they will not have been touched this year (Trade Logic, Contracts, and CPU Trades).

You know… Basically, Franchise Mode itself. Franchise Modes need more imaginative developers and sadly – those don’t exist with the current corporate rules and efforts as ultimate teams continue to ruin sports gaming.

(It is my opinion that GMs in MLB The Show are weakly programmed compared to NBA 2K and in some cases, even compared to Madden)

RULE 1 –

Adopt a persona… IE – Treat Franchise Mode like an RPG where you are a character. Is your owner a buffoon like Roger Dorn on Major League 2? Is your owner a happy go lucky Cracker Jack prize geek like Bob Carson on Rookie of the Year? Is your owner George Steinbrenner-esque?

Trades – Two Types

1 – YOU ENTER THE TRADE TALKS MENU – You must set up the partner team’s offer first. You can then set up your offer. If the trade is not agreeable for the CPU, you can start the process over again ONCE. If it is declined you must wait until the next month to make a new offer. You can do this twice and then one final attempt at the trade deadline.

2 – THE CPU OFFERS YOU A TRADE – Simply put – you must accept or decline on face value. You cannot go into the trade talks menu and make a counter offer.

Free Agency and Contracts

You can sign up to 3 Free Agents in your first spring training.

Subsequent seasons – Stick to your Owner and GM’s personality. Are you using a team with a huge budget? Go nuts like the Dodgers. Personally, I don’t find any aspect of that to be fun (in real life or in a video game).

Gameplay is simple – Play your game. Choose settings that give the game longevity for you. I have decided to use Timing for my batting as it allows the players to play more to their ratings in that way. I have also decided to use Quick Counts as they allow me to play through most games more quickly with added strategy.

Until the developers actually take time to make real effort for Franchise Mode, we will continue to need to make more rules to make the mode a good experience. Share your thoughts in the comments.

Madden 23 Franchise Mode House Rules

With a new iteration of our favorite annual digital disappointment coming in a matter of weeks, here are the new house rules I will be using for my Franchise Mode this year.
I hope to post regular updates throughout my journey in this mode as it will hopefully keep me interested as I move through a few seasons or more.

  • Trading Down – You can trade down once in the first two rounds and three times total.
  • Scouting – NEW – Regional Scouts must focus on different positions from other scouts. National Scouts can scout any position.
  • Big Board – NEW – 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.

Staff Points – 

Each upgrade you purchase must rotate between each section (Coach, Off Coord, Def Coord, and Personnel). This means you can’t throw all of your points into making trades easier and you can’t put them all into your Head Coach either. Spread them out and it will add depth to your experience.

Trading – NEW – During the pre-season you are permitted to make a maximum of four trades (one per week).  (1) Two trades can involve acquiring draft picks.  (2) Two more trades can be made that are player for player.  (3) Any player you acquire must have a lower OVR than what you are giving up OR if they are a greater OVR they must be over 30 years old.

  • In addition, if the CPU declines a trade offer you can make one more counter-offer. If that offer is declined you cannot offer them another trade that season.

GAMEPLAY HOUSE RULES

  • Play Calling – Set Play Limit to 10, Cooldown to 4.
  • Hot Routes – You can use one hot route per series.
  • Money Plays – If you find a play that works often enough against the CPU that it becomes a go to play, you must either remove it from your playbook or stop using it immediately.
  • Running Up The Score – If you are up by 21+ points in the fourth quarter you must switch to Chew Clock and choose a running play while rotating new HBs as well as a new QB in the final two minutes.
  • Passing No Switch – Do not user control a WR until after the catch has been made. This will add realism, challenge, and more animations! This is the same when you are playing defense unless you are controlling the DB from the start of the play.
  • No Huddle – This can be used only on the first drive of the game and during the final two minutes of either half.  It cannot be used to keep other personnel on the field outside of the situations above.
  • 4th Down – You can go for it if you are losing the in the fourth quarter or if there are fewer than five seconds left in the half and you are within 60 yards of the endzone.

Madden 22 – Franchise House Rules

This is a new year with an update coming to Scouting in September (allegedly). Here are my new rules going forward for Madden 22 Franchise Mode.

Draft Picks – Some of these will be different as I try to make it feel more like what transpires in real life.

  • Trading Down – You can trade down once in the first two rounds and three times total.
  • ScoutingNEW – You can now scout the first block and leave it as I believe many teams and scouts will hear something about a player and all it can take is one glance to say ‘Okay, nevermind.’
  • Big BoardNEW – You must draft according to your big board within the Top 10 Picks.
  • 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.
    • 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 one 90+ OVR free agent player per 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.

Staff Points – NEW

Each upgrade you purchase must rotate between each section (Coach, Off Coord, Def Coord, and Personnel). This means you can’t throw all of your points into making trades easier and you can’t put them all into your Head Coach either. Spread them out and it will add depth to your experience.

Trading NEW – During the pre-season you are permitted to make a maximum of four trades (one per week).  Two trades can involve acquiring draft picks.  Two more trades can be made that are player for player.  Any player you acquire must have a lower OVR than what you are giving up OR if they are a greater OVR they must be over 30 years old.

  • In addition, if the CPU declines a trade offer you can make one more counter-offer. If that offer is declined you cannot offer them another trade that season.

GAMEPLAY HOUSE RULES

  • Play Calling – You must pick a play from as many formations as possible during each game.  I recommend choosing a new formation for every play or every other play. This will add a tremendous amount of depth to your experience and how you play each game.
  • Hot Routes – You can use one hot route per series.
  • Money Plays – If you find a play that works often enough against the CPU that it becomes a go to play, you must either remove it from your playbook or stop using it immediately. (looking at you Slant/Drag abusers!)
  • Running Up The Score – If you are up by 21+ points in the fourth quarter you must switch to Chew Clock and choose a running play while rotating new HBs as well as a new QB in the final two minutes.
  • Passing No Switch – Do not user control a WR until after the catch has been made. This will add realism, challenge, and more animations! 
  • No Huddle – This can be used only on the first drive of the game and during the final two minutes of either half.  It cannot be used to keep other personnel on the field outside of the situations above.
  • 4th Down – You can go for it if you are losing the in the fourth quarter or if there are fewer than five seconds left in the half and you are within 55 yards of the endzone.

All I Want For Madden Christmas Is A Smarter CPU… And A Better Franchise Mode

I try my best to enjoy playing Madden every year.  As much as I gripe about the game every year in one way or another I truly go into each iteration with high hopes only to have them dashed by the time I get into my Franchise Mode.

I tried to play with the Bills on All-Madden after winning the Super Bowl with the Browns on All-Pro in the first season.  It was the same old story – All-Madden is artificially difficult while All-Pro wants to be challenging, it is still hamstrung with the same problems.  The CPU doesn’t adjust to certain plays being called on succession (HB Toss plays from a Twin WR set will almost always get you 7+ Yards if the CPU is in Man Coverage, for instance.).  Money plays are alive and well – and that’s just the tip of the iceberg.

The other issue that plagues this game is the idiotic Free Agency process and logic of the CPU.  After the latest update you will see that LeVeon Bell becomes a free agent (which is nice), but then I see him get signed by the Cardinals… the same Cardinals that already have David Johnson.  I rolled my eyes when I saw the signing during this latest run with the Browns (I used the Cloud Franchise to start my season in Week 12 or so).  It doesn’t stop there, unfortunately.

By the time the draft comes around and after I see Bell get signed by the Cardinals the idiocy continues in the draft.  I am convinced that the CPU is programmed to look at your Draft Board and make picks that will push you to take certain players earlier than you should if you want them.  While I enjoy the idea of this at face value I am also annoyed by the relative troll mentality.

Furthermore, Franchise Mode continues to gut the experience and immersion that should be the primary focus of the mode itself.  There is no living breathing league for you to enjoy – its as stale as the cereal at your grandparents’ house.  The ‘News’ section is hidden in the depths of the CFM menu and it’s basically a bunch of crappy tweets from Captain Obvious with a few half-assed tips about the draft class.  I don’t understand how this mode continues to be included in the game if they obviously don’t care about it from the revenue perspective.  The effort all goes into Ultimate Team and the cash cow that it has become.

Madden continues to be the distant second place in sports games for me as MLB The Show maintains a clear advantage in consistent efforts to improve.  Both games are going towards the Ultimate Team/Diamond Dynasty slippery slope, but I still have hope that Franchise Mode will become what I have dreamed for over the years.  I doubt I will get this for Christmas… but I can always hope.

MLB 18 – Franchise Mode House Rules

The first rules I generally set for myself in any sort of Franchise Mode involves trading and player acquisition. In my last post, I talked about the sim gameplay aspect of using directional batting – after trying this for the last couple days, I firmly stand by this suggestion. The team management area of franchise mode is what drives me to have the most fun with the game. It can also lead you towards a short-lived journey if you don’t set up some rules to prevent you from dominating a less than stellar CPU AI when it comes to trades and team building.

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Trades/Free Agents During Season

  1. You have to select the players you want from a specific team before offering your own player(s).
  2. You may make one trade in the initial Spring Training (Two trades in following spring trainings).
  3. You are permitted one trade before the All Star Game and it must not occur until at least May 1.
  4. You are permitted two trades after the All Star Break.
  5. You can only sign a free agent during your first season if your team suffers an injury on the MLB level that requires 60 Day – DL.

Scouting Prospects –

I generally prefer to take the scouting aspect as a personal project, but the more I look at how MLB 17 runs things, I tend to believe that leaving scouting on Auto allows your scouts to actually do what they will do based on their ratings. This also prevents the user from figuring out how to find all of the Top Prospects with ease.

In-Game Rules

There are only a couple basic rules I set for myself for MLB The Show. First, I believe that user control generally makes for a better performing team overall. Once you get settings/sliders that provide you with optimal challenge and enjoyment it is crucial to set up a system that you can follow without second guessing your rules.

Here are mine for MLB 18.

  1. Pitching/Defense – Once you allow the first run you must Quick Manage the remainder of the defensive halves of each inning until the 9th inning. If you wish, you may use your closer if there is a save situation.
  2. Batting – You get THREE strike outs per game. These can be offset if you draw walks. If you strike out twice and then draw a walk you can subtract one of those strike outs. Once you strike out three times you must quick manage each half inning your team is at bat until the ninth inning. You can also allow a home run to reset all strike outs.

That’s it… pretty simple in the scheme of things. You will find that your season will progress a bit quicker and you will have a bit less direct influence on the simulation feel of the stats, etc. Also, I have found that this rule gives me a better eye at the plate because walks give me a real goal to offset strike outs.

There are more updates coming. Baseball season is finally here… even if it is 30 degrees outside.

Madden 18 CFM and Gameplay House Rules

House rules for Madden 18 are here for you to start planning your Madden NFL experience!

Madden 18 – Franchise Mode and Gameplay House Rules

As most of the Franchise Mode players out there know, sometimes we have to make our own unwritten rules in order to keep our team from dominating the CPU in every facet of the game.

Draft Picks – It has always been easy to horde draft picks as the CPU becomes dumber as the seasons go on.  This year, we saw the Browns end up with three first round picks.  It doesn’t happen often, but it also happened – so I understand the view of ‘I do what I want to the cognitively disabled CPU.’.

This year will be the toughest draft house rule set I have ever made.  Also, I highly recommend you create a Franchise Journal in order to track your yearly performance.  I will be posting updates of my own Franchise story this year.  It helps with immersion and also to keep you honest in your franchise!

  • Trading Down – You can trade down three total times during the draft.

  • Scouting and Draft Board – You must fully scout every player you begin scouting.  This will keep you from seeing the first rating being a C+ and moving on to the next guy.  It will also limit how many sleepers you can find every year.

  • Big Board – You must draft according to your big board.  This will make it necessary for you to plan through the season and off-season.  You must also take it upon yourself to rank your big board through the season and build your draft each year.

    • Top Three Rule – While you don’t have to pick the top guy on your board in any situation you must select from the Top 3.

    • 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 – 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 13 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.

    • 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 one 90+ OVR free agent player per 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.

  • 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 re-sign.  This will allow CPU teams to have access to quality QBs and drive realism.

Spending XP –

After finding a serious issue with some ratings creating a broken gameplay experience in Madden 17, which will most likely be the same issue in 18 (WR Release in particular) I have decided to stop spending XP manually.  XP will also be set to ‘Every Four Weeks’ to allow for a better development system for all teams. 

Trading –

During the pre-season you are permitted to make a maximum of four trades (one per week).  Two trades can involve acquiring draft picks.  Two more trades can be made that are player for player.  Any player you acquire must have a lower OVR than what you are giving up OR if they are a greater OVR they must be over 30 years old.

GAMEPLAY HOUSE RULES

  • Play Calling – You must pick a play from as many formations as possible during each game.  I recommend choosing a new formation for every play or every other play. This will add a tremendous amount of depth to your experience and how you play each game.

  • Hot Routes – You can use one hot route per series.

  • Money Plays – If you find a play that works often enough against the CPU that it becomes a go to play, you must either remove it from your playbook or stop using it immediately.

  • Running Up The Score – If you are up by 21+ points in the fourth quarter you must switch to Chew Clock and choose a running play while rotating new HBs as well as a new QB in the final two minutes.

  • Passing No Switch – Do not user control a WR until after the catch has been made. This will add realism, challenge, and more animations! 

  • No Huddle – This can be used only on the first drive of the game and during the final two minutes of either half.  It cannot be used to keep other personnel on the field outside of the situations above.

  • 4th Down – You can go for it if you are losing the in the fourth quarter or if there are fewer than five seconds left in the half and you are within fifty yards of the endzone.

Making Your CFM Last For Decades – Team Building House Rules In Madden 17

In the words of Aaron Lewis (from Staind), It’s Been Awhile.

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In the spirit of not only updating NoobTubeTV with new and fresh things for the secular Holiday Season of Capitalism and video games during the winter snow and vortex.  I am presenting a new way to play a part of your Madden 17 Connected Franchise Mode from the Owner/Coach perspective!

This will focus on house rules I have implemented over the course of playing multiple seasons with multiple teams in CFM.  Before we get into the details of how to make a great experience more challenging and entertaining I have to give you the ‘why’.

Madden has improved in many regards as far as CFM goes.  They really have made strides and complete jumps to another level in some cases.  That said, they also have a lot of work to do with figuring out how teams deal with the salary cap and such.  By the time you reach season 4 and 5 in your CFM (2019-2020) you will start to see that almost every team is in a dire situation with salary caps and such.

One easy fix is to turn off salary caps.  I suggest not doing this simply because it’s nice to have a limitation placed on yourself during the offseason.

The other issue is that it is still way too easy to accumulated tons of first round picks and later picks as well.  On top of that part being easy it is also relatively simple to scout for players that you can draft with assurance that they will be rated 75+ OVR.  In order to preserve an ongoing CFM that will not only keep your team competitive, but also honest – here is my Madden 17 method of Team Management House Rules.

During The Season

Re-Signing Players –  Because you get a chance to make three offers during the season before you have one final chance after the season and then into free agency this rule is easy.
NOTE – This doesn’t mean you are limited to having certain OVR players on your team.  This is strictly a limit on re-signing players during the season.  This is meant to make your team stay within the same general competitive level as others and give other teams a shot at signing great players as well.

  • Any player rated 90+ is permitted ONE offer at any point during the season and you can only re-sign ONE of these players during the season.  If you have multiple 90+ rated players you must choose who you place the most value in keeping.  If they decline you then have to wait until the final re-sign chance after your season is over.
  • Any player rated 80-89 is permitted TWO offers at any point during the season.  The difference here is that you get to re-sign up to SEVEN players rated 80-89 during the season.
  • Players rated 79 and lower don’t have limits on offers.  Do what you want to here.

Scouting and The Draft

Here’s the deal.  You get to scout any players you want.  Feel free to go bonkers and even get the Scouting Perk for your coach.  The catch is that you are limited once the draft arrives.

Using the ‘Watch’ function is key to this rule and it will make the draft a hell of a lot more fun for you.  Not to mention more challenging from the perspective of adding some realism.

First, your draft picks will have limitations (This will also help you avoid weird salary cap penalties if you want to cut a rookie with guaranteed money – this can and does happen).

Scouting and Watching –

Each draft pick you own will allow you to watch a certain number of players projected in that round (prior to drafting them)

1st Round – 6 Watchable Players (2 Picks = 12 Watchable Players)

2nd & 3rd Round – 7 Watchable Players (two picks = 14 watchable players per round)

4th – 7th Round – 8 Watchable Players (three picks = 24 watchable players per round)

HERE IS THE CATCH!

  • You must select your watched players before the draft begins.
  • You only get to manually draft a player that you have watched.
  • You may draft any player from any projected round at any time.
  • If none of your watched players are available you have two options
    • Simulate the pick (you get to keep any draft pick obtained if it is traded and you must keep the player drafted for at least one season, if only on the practice squad.)
    • Trade the pick
      • You may trade this for any pick or set of picks.  However, you need to even out your pick numbers prior to Week 9 of the regular season.

You get a maximum of 12 picks in any one draft each year.

1st Round – Maximum of two picks in one draft (Never two years in a row).  If you have two picks in one year you only get one the next year.  If you find that a team wants to trade up and give you a pick you can only do it for lower round picks OR must trade the new First Round Pick to a team with one of the ten WORST records without giving them more than two picks as well.

  • If you make an Washington/St. Louis for RG3 kind of deal with a team you must count your 1st Round Picks as two picks each.  This means you lose two picks extra picks that year.  You must trade two picks two another team.

2nd Round – Maximum of two picks

3rd Round – Maximum of two picks

4th Round – Maximum of three picks

5th Round – Maximum of three picks

6th Round – Maximum of three picks

7th Round – Maximum of three picks

These rules are meant to keep your CFM fair for the CPU and fun for your own benefit.

I have had to make tough decisions and even gamble on re-signing a few players because of weak draft classes.  Usually, I roll with my Browns in Madden CFM and this year I made it through five seasons before realizing that building such a dominant team with multiple draft picks made the actual experience less enjoyable.  I had to start a new one just to keep my interest in Madden (as I don’t particularly enjoy the lag fest and arcade feel of Madden Online).

Now that these new rules have fixed my CFM experience, it’s time to start fresh and this time I will be starting with the Bills.

Happy Holiday Gaming!