- The Franchise will have 4 progression points, 1 PP every 4 weeks and only in the regular season, newer Madden style. There is no Week 16 Progression Point, it is Week 17 Progression Point.
- I will be using NZA's Editor 1.3's Advanced AWR Boost feature. I will NOT, however, use the Fix Offseason AWR Changes. At times, players (at times, rookies) that performed particularly well will get a boost during the offseason that the Fix will knock down. Let's say that Darelle Revis balls out and becomes Revis Island in his rookie year. During the offseason, he gets a great AWR boost that shows that. I want to keep that. I'll take my risks with the heavy AWR reductions.
- During season 1, I will not have a Practice Squad. From Seasons 2 and onwards, the Practice Squad will be in full effect. For simplicities sake, I will be using 2018's Practice Squad rules.
- I will be using MaddenAMP's OffSeason Conditioning and Training Camp for ALL TEAMS. I finally got the Sim for non-Human controlled teams to work right, and I'll employ that feature. The Conditioning and Training Camp was used prior to the beginning of Season 1.
- I talked a bit with Danchat, and with his help developed a rating system that will help me judge my players' performance. My system evaluates the type of plays each player performs. It is divided by Horrible plays (Like a turnover, a whiffed block, giving up a sack, getting pancaked as blocker, giving up a huge play), Bad plays (Fumbling the ball, but it getting recovered by the team. Drops by receivers. Also, throwing the pass to the defense, but it getting deflected. Giving up pressure, getting pushed into the backfield, whiffing a tackle, leaving a man open. A Shanked Punt or missed Extra Point), Decent Plays (A 1-4 yard gain when there was the possibility of getting more, checking down when there was a better play that would get a first down. Getting open. Generally unsuccessful plays), Good Plays (Opening a big hole in the run game, giving the QB all day to throw, a clutch 3rd down conversion at the sticks, a 5+ yard run, a deflected pass, forcing a back to change direction on defense), Great Plays (A 10+ yard run, a highly accurate pass or a 20+ yard play, getting wide open, getting heavy pressure on the passer, a tackle for loss. Turnovers by the defensive unit. Coffin Corner Punts.) and Amazing Plays (A Beast Quake-like run, with multiple broken tackles. A fade throw to the corner of the endzone. A Game Winning Field Goal or 60+ Field Goal. A Turnover taken for six). After each game, you will see the top 5 performers and the bottom 5 performers in a 100 point scale.
I will also be using a slider set, similar to KeepinItTeal's, but adjusted a tad bit. Since this is Coach Mode, both Player and CPU sliders will be the same.
Code: Select all
AI Sliders
Slider Human CPU
QB Accuracy 65 65
Pass Blocking 20 20
Receiver Catching 70 70
Running Ability 50 50
Offensive line Run Blocking 30 30
Defensive Awareness 50 50
Defensive line Knockdowns 5 5
Interceptions 10 10
Defensive Break Blocks 20 20
Tackling 42 42
Fieldgoal Length 37 37
Fieldgoal Accuracy 56 56
Punt Length 66 66
Punt Accuracy 56 56
Kickoff Length 66 66
Penalty Sliders
False Start: 75
Holding: 76
Face Mask: 94
Clipping: 85
Intentional Grounding: 90
Roughing the Passer: 75
Roughing the Kicker: 95
Offensive Pass Interference: 95
Defensive Pass Interference: 99
Punt Catch Interference: 90
Additionally, I'll be doing Coaching Adjustments based on each season that I'll be working through. For the 2007 season, the adjustments will be the next:
Code: Select all
Offensive Pass/Run Ratio: 66% Pass/34% Run. Since 2007 NFL Teams had about 66% of their Total Offense be Passing Yards with the remaining 34% be Rushing Yards, and having tested this a bit proving that this is what the slider does, I'll adjusting each coach to be like this.
Offensive Aggression: 53 (West Coast Offense). This will generally lower Depth of Target for QBs and generally result in higher completions.
Defensive Pass/Run Ratio: 49-51% Pass/51-49% Run. Outside of this range results in more INTs (Higher Pass defense) or more fumbles (Higher Run Defense)
Defensive Aggression: 50 (Contain Passing or Force The Pass)
Now that we got to the end of the introduction, let's go to analyzing the 2007 Steelers. What I can do, their strengths and weaknesses and how to improve them.