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RE: Metro Football League - Season 4

 
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RE: Metro Football League - Season 4 - 8/28/2008 9:09:25 PM   
BigSmooth

 

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I'm assuming all of the MFL coaches are playbooks. Do you keep track of their careers? It would be interesting to see if a fired coach can get hot with another team.

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RE: Metro Football League - Season 4 - 8/28/2008 9:43:48 PM   
DreamTeams


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Yes. I do keep track of their win-loss records. But, I also use a simple tenure system to determine how long they stay with a certain team (The procedure is posted in this thread or see 'about metros' page at league site). Several coaches come up for review after next season and some will most certainly lose their jobs.

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RE: Metro Football League - Season 4 - 8/31/2008 5:49:38 AM   
DreamTeams


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Just added a 'Coaches Page' to the site. It includes career win-loss record, postseason record and tenure.

How is your favorite MFL team's head coach faring, so far? Who will be up for review after next season? Who's on the coaching bubble?

Also, I've changed the career tenure from 20 to 15 seasons. Twenty seasons seemed a bit long.

Click on 'Coaches Page’ when at the site.

Enjoy.


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Post #: 63
RE: Metro Football League - Season 4 - 8/31/2008 6:06:30 AM   
garysorrell


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Looks good. Go coach Cooper!

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RE: Metro Football League - Season 4 - 8/31/2008 9:49:17 PM   
Reaser

 

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Coach Stanley has only got it done one season for us, but I have faith him in...Can't wait to see what our new rookie RB Haith gets done, he's wearing my second favorite # (21) so thats a good sign already...(no one on the team wears my favorite number which is 2, probably out of respect for their biggest supporter, me)

Even though we lost every good player we've ever had the last two seasons including the Makos best player ever in WR DuPre, I still see playoffs this year, look for a HUGE season from WR N. Jane...

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Post #: 65
RE: Metro Football League - Season 4 - 9/2/2008 8:39:18 AM   
DreamTeams


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Quick Note: The Brahmas will now play in the new Rozelle Stadium model just released by garrysorrel. Take a quick glimpse at the team page.

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Post #: 66
RE: Metro Football League - Season 4 - 9/2/2008 6:45:51 PM   
BigSmooth

 

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The coaches page is a very nice touch.

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RE: Metro Football League - Season 4 - 9/2/2008 7:50:51 PM   
Reaser

 

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Tropical Field is still the best stadium in the league...

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Post #: 68
RE: Metro Football League - Season 4 - 9/2/2008 8:56:48 PM   
Tullius

 

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@ DreamTeams

When some coaches are fired you need replacement. I do not know how do you handle it but i will in my league not only install headcoaches but coordinators, too. Coordinators of successful teams or previous coaches are candidates for a new vacancy. In my old sierra leagues i have some players promoted to coaching ranks after the end of their playing career.

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Post #: 69
RE: Metro Football League - Season 4 - 9/2/2008 9:52:41 PM   
BigSmooth

 

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I've toyed with the idea of assigning the various offensive/ defensive styles to coordinators and assigning a particular play-calling template to the head coach so if a head coach hires a pro set offensive coordinator and a 43 defensive coordinator that is how the team would roll. I have not pursued this due to the fear of the size of my Play File.

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RE: Metro Football League - Season 4 - 9/2/2008 9:53:18 PM   
DreamTeams


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quote:

ORIGINAL: Tullius

@ DreamTeams

When some coaches are fired you need replacement. I do not know how do you handle it but i will in my league not only install headcoaches but coordinators, too. Coordinators of successful teams or previous coaches are candidates for a new vacancy. In my old sierra leagues i have some players promoted to coaching ranks after the end of their playing career.



Good ideas, Tullius.

MFL coaches that get fired go into the inactive coaches pool along with those I create after each season. Coaching vacanicies are filled from there. I've also thought about placing a few retired players in the inactive pool also.

< Message edited by DreamTeams -- 9/2/2008 9:54:19 PM >


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RE: Metro Football League - Season 4 - 9/2/2008 10:00:39 PM   
DreamTeams


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quote:

ORIGINAL: BigSmooth

I've toyed with the idea of assigning the various offensive/ defensive styles to coordinators and assigning a particular play-calling template to the head coach so if a head coach hires a pro set offensive coordinator and a 43 defensive coordinator that is how the team would roll. I have not pursued this due to the fear of the size of my Play File.


Hmm. Interesting. That would be a lot of fun. I sort of do that, but only with the head coach. Each coach comes with his own playbook.

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RE: Metro Football League - Season 4 - 9/2/2008 10:32:16 PM   
mbsports

 

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One thing you could do with coordinators is to set it up so that the coordinators handle the off-season workouts for the training camp.  Therefore you could have guys who are particularly good at working with QBs and WRs for passing attacks but maybe not so good with pass protection.  Might make it easier then giving them a whole playbook to work with, as the head coach still tends to be the boss there.

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Post #: 73
RE: Metro Football League - Season 4 - 9/2/2008 10:39:02 PM   
DreamTeams


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While waiting for the patch, I've been toying with the constants file. It's quite interesting what can be done with a few tweaks. Was able to open up the field play a little more and things are coming along quite nicely. Keep in mind I'm using 'hack's' plays. Plus, I added some of 'DTVT's' fun plays to the mix.

Here's what I've been able to do...

- Getting more completions. The super-star caliber QB's are able to thread the needle a little more.
- QB's with fidgeting feet are now breaking out of the pocket more and trying to run for yardage. (Not overdone, though.)
- Backs are able to break a few more tackles and seem to execute more effective cuts and they cut-back a little more often.
- Had to loosen up the defense a bit. Did this by cutting down on pass reaction times. Still getting good interceptions, though. Defenders can still get to quick backs cutting around the end. I've seen plays were I thought the guy was gone only to get tagged by a fast thinking defender.
- Also loosened up the offensive line as sacks were just too hard to come by. Getting nice sacks now. But, still keeping an eye on this.
- Oh, I also sped up the player movement speed and that has made for more realistic play on the field.

- Still getting a bit too many pass knockdowns by linemen, though.
- Still very few interception runbacks for touchdowns.

Also, I had to tweak the ratings a bit. Some of the r-backs were just to good for the field. Was able to standardize a few ratings based on position. Took some time to study the NFL76 file and it was great for ratings suggestions.

The constants file is fun to toy with. However, make sure to make a copy of your original. Also, every time you tweak the constants file make a copy before you do. That way you can go back to a previous version if you don't like the field results.


< Message edited by DreamTeams -- 9/5/2008 2:56:01 PM >


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RE: Metro Football League - Season 4 - 9/2/2008 11:40:40 PM   
DreamTeams


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I remember a few folks on here asking about which settings we tweak in our constant. So, here are my constants file settings after tweaking, so far. I'm still working with this so I might still change a few things further. The new settings are in red. The number in parenthesis is the original box shipped setting. Please keep in mind that your results may very because these settings depend on your ratings as well. You may have to tweak them to get a match with what you want.

Here ya go...

[CONSTANTS]
//Blocking
BlockingBaseLine=1
BlockingPassBlockTime=1 (3) - Change resulted in more sacks.
BlockingPushBlockTime=1.2
BlockingPassBlockStrength=1.5
BlockingPushBlockStrength=0.80
BlockPancakeThreshold=0.15

//Tackles. The higher the number, the more missed tackles.
TackleThreshold=20 (15) - Change resulted in r-backs breaking more tackles.

//Physics
PhysicsBaseMoveSpeed=8 (6) - Change resulted in players moving faster on the field.
PhysicsBaseAgility=0.15
PhysicsMaxChangeDirTime=0.20 (1) - Change resulted in recievers picking up a few more first downs because they turn quicker and go for the marker. R-backs cut back more.
Physics_MaxPuntStrength=7.8
Physics_MaxFGStrength=15
Physics_MaxKOStrength=17

//Defensive Reaction times.
DefenseBaseM2MCoverageArea=3.5
Defense_PassReactionBaseTime=4 (2) Change loosened up the d-backs a bit to improve completion percentage.
Defense_ReadBaseTime=3

//Field Goal Accuracy, the closer the number is to zero, the more accurate the place kicks
FieldGoal_Accuracy=20 (30) - Obvious.

//QB Read base times.
QBRead_Threshold=0.50 (2.5) - Change helped QB's read the defense better. Helps completion and more consistent ball movement through the air.)
QBScramble_Threshold=0.50 (3) - Change resulted in QB's with nervous feet getting out of pocket and taking off more.

//QB Passing Contants, the higher the number, the less accurate the pass
QBPassingAccuracyStanding=0.63 (1.5) - Change in these all helped to improve completion percentage to create more movement on the field.
QBPassingAccuracyRunning=0.65 (1.8)
QBPassingAccuracyScrambling=0.60 (2)

//QB base 'angle of deviation from optimal' This is modified by the above QB passing constants
//the higher the number, the less accurate the pass
QBPassingAccuracyBase=2 (5) (Once again helped with completion accuarcy and better QB's are able to thread the needle a little more often.)

//There are three pass accuracy systems to choose from
//1 = Angle Adjustment only . This is an accuracy adjustment to the throwing angle
//2 = Distance Adjustment only. This is a accuracy adjustment to the determined throw distance.
//3 = Combined Angle and Distance.
//With all systems, the QBPassing accuracy constants play the same roles. So the rule holds true
//The lower the Accuracyconstants, the more accurate the passing.
QBPassingSystem=3

//These are the fatigue Values. Some actions in the game add fatigue, some substract it.
//The value name tells you if the fatigue is added or subtracted.
//Fatigue is a percentage of 100% added for every one second of the action.
Fatigue_AddRunning=3
Fatigue_AddCatching=4
Fatigue_AddBlockingPush=5
Fatigue_AddBlockingPass=6
Fatigue_AddTackling=10
Fatigue_AddBeingTackled=15
Fatigue_AddLongPasses=5
Fatigue_SubtractResting=-3
Fatigue_SubtractWalking=0
Fatigue_SubtractStanding=-1





< Message edited by DreamTeams -- 9/3/2008 4:15:55 PM >


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RE: Metro Football League - Season 4 - 9/3/2008 2:16:46 AM   
garysorrell


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Thanks DreamTeams, im going to try this out.

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Post #: 76
RE: Metro Football League - Season 4 - 9/3/2008 6:23:10 AM   
DreamTeams


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Below is my standardized ratings scheme based on a study of the NFL76 file. As you can see I only edit the skill positions and still only certain ratings. However, I let the game take care of the rest of the ratings and positions that I don't touch. I use the global editing feature of Jdhalfrack's editor (Before each season.) to keep all of these ratings in line on the high and low end. This insures that rookies fit right into my ratings scheme. So far, having good success with these coupled with constants file tweaking.

Before you edit your ratings be sure to back up your league database in case you want to return to an earlier version.


These are the highest and lowest numbers I allow for each rating...

QB
Spd 50-77
Agl 60-89
Ps Str 70-97
Ps Acc 70-96
Pkt 45-80

RB
Spd 60-90
Agl 60-85
Str 50-70

WR
Spd 60-97
Agl 60-81
Ctch 70-90

DB
Sp 70-94
Agl 60-90
Ctch 70-92
Cov 60-88

LB
Sp 50-81
Agl 60-81
Ctch 45 and under
Cov 50-75

K
K Str 70-95
Acc 70-92

P
K Str 70-99
Acc 60-85

As you know I enjoy creating custom players and dropping them in the rookie pool to be drafted. What I've been doing is using the NFL76 file as a ratings bench mark. Let's say I want to create a Roger Staubach type QB or a Ted Hedricks type LB. I simply check out Staubach's or Hendricks' ratings in the NFL76 file and assign those to my newly created player. (Some times I tweak a little more). However, the NFL76 file is loaded with so many types of players it has made it much easier to come up with ratings for various types of custom players. These fit nicely into my league's player ratings scheme.

< Message edited by DreamTeams -- 9/3/2008 4:23:59 PM >


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RE: Metro Football League - Season 4 - 9/3/2008 4:52:38 PM   
DreamTeams


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Quick Notes:

- The Keltics have been switched to the Gigantus (garysorrel) 2 sided model stadium. It just feels better than the 4 sided model.

- The Kodiaks have been switched back to their previous Sports Field (local8h) stadium model. Although, I love the Bed Rock model, game play was a tad bit too choppy. Tried to get the poly count down, but still not smooth enough.

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RE: Metro Football League - Season 4 - 9/3/2008 10:16:57 PM   
Reaser

 

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DreamTeams, are you going to use those "constants" changes for season 5??

Could make things interesting, think it favors my Makos...:)

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Post #: 79
RE: Metro Football League - Season 4 - 9/4/2008 12:09:22 AM   
garysorrell


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Go 2 sided stadium..Yay!!



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RE: Metro Football League - Season 4 - 9/4/2008 1:33:26 AM   
DreamTeams


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quote:

ORIGINAL: Reaser

DreamTeams, are you going to use those "constants" changes for season 5??

Could make things interesting, think it favors my Makos...:)


Yes. These constants will apply to season five. However, I'm still testing them and may make a few more changes. But, so far, I'm loving the movement on the field and play has become more exciting.


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RE: Metro Football League - Season 4 - 9/4/2008 1:44:18 AM   
Reaser

 

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quote:

ORIGINAL: DreamTeams


quote:

ORIGINAL: Reaser

DreamTeams, are you going to use those "constants" changes for season 5??

Could make things interesting, think it favors my Makos...:)


Yes. These constants will apply to season five. However, I'm still testing them and may make a few more changes. But, so far, I'm loving the movement on the field and play has become more exciting.



Alright cool, good to know, keep us updated on any more changes...

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RE: Metro Football League - Season 4 - 9/5/2008 8:55:11 PM   
dreamtheatervt


Posts: 483
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From: Virginia
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quote:

ORIGINAL: DreamTeams

I remember a few folks on here asking about which settings we tweak in our constant. So, here are my constants file settings after tweaking, so far. I'm still working with this so I might still change a few things further. The new settings are in red. The number in parenthesis is the original box shipped setting. Please keep in mind that your results may very because these settings depend on your ratings as well. You may have to tweak them to get a match with what you want.

Here ya go...

[CONSTANTS]
//Physics
PhysicsBaseMoveSpeed=8 (6) - Change resulted in players moving faster on the field.
PhysicsBaseAgility=0.15
PhysicsMaxChangeDirTime=0.20 (1) - Change resulted in recievers picking up a few more first downs because they turn quicker and go for the marker. R-backs cut back more.



I tested your "move speed" and "ChangeDirTime" values, and I see a definite improvement in game function. Good call on those

quote:


//QB Read base times.
QBRead_Threshold=0.50 (2.5) - Change helped QB's read the defense better. Helps completion and more consistent ball movement through the air.)
QBScramble_Threshold=0.50 (3) - Change resulted in QB's with nervous feet getting out of pocket and taking off more.



I also tried a 1.5 for "Read_Threshold", which seemed like a good middle ground between your value and the original value, and it seemed to work well. I did the same for the "Scramble_Threshold" but I didn't see much of an effect because the QB was throwing in rhythm or being swarmed by an unblocked blitzer, so I don't have any feedback on those values.

My QB's are completing at a 60% clip using the default accuracy values, so I don't feel the need to increase accuracy.

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Post #: 83
RE: Metro Football League - Season 4 - 9/5/2008 9:05:53 PM   
dreamtheatervt


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quote:

ORIGINAL: DreamTeams

Keep in mind I'm using 'hack's' plays. Plus, I added some of 'DTVT's' fun plays to the mix.



I'll have to write profiles soon so you can actually use my books exclusively.

Which plays do you like - or don't like? If you think you see a problem with any of them please let me know as well.

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Post #: 84
RE: Metro Football League - Season 4 - 9/6/2008 12:54:16 AM   
garysorrell


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For me, I had to put the Movespeed back to 6, it was just way too fast. Looked a bit less natural.

But the rest, so far is good. I actually saw a Punt return TD, which I havent seen in ages.

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Post #: 85
RE: Metro Football League - Season 4 - 9/6/2008 5:51:25 AM   
DreamTeams


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quote:

ORIGINAL: dreamtheatervt


quote:

ORIGINAL: DreamTeams

Keep in mind I'm using 'hack's' plays. Plus, I added some of 'DTVT's' fun plays to the mix.



I'll have to write profiles soon so you can actually use my books exclusively.

Which plays do you like - or don't like? If you think you see a problem with any of them please let me know as well.


So far, I've only added several of them to one of the playbooks I use. It will go to coach that I want to be much more daring. I love the trick plays like the fake punts and the fake field goals. The run plays are superb. I especially like when the QB does those fake handoffs and then throws down field. Looks sweet. I did switch out the defense in favor of Hack's. Just didn't want to make situations for them. Although, I may weave some of your defensive plays into a few of the playbooks.

There is something I'm curious about. The fake field goal play is called a little too often. But, I love that play and just bare it.

You've done a good job on these.

< Message edited by DreamTeams -- 9/6/2008 3:49:47 PM >


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RE: Metro Football League - Season 4 - 9/6/2008 5:58:38 AM   
DreamTeams


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Joined: 5/19/2006
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quote:

ORIGINAL: garysorrell

For me, I had to put the Movespeed back to 6, it was just way too fast. Looked a bit less natural.

But the rest, so far is good. I actually saw a Punt return TD, which I havent seen in ages.


Yep. I figured that would happen to some. Your rig is probably faster than mine.

I've noticed more punt returns, as well. Also, hardly ever saw them before. I think it has to do with the change direction timing and a few more missed-tackles.

Glad to hear you're getting good success with the settings.



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Post #: 87
RE: Metro Football League - Season 4 - 9/25/2008 8:19:59 PM   
DreamTeams


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Hope to get the MFL's season 5 kicked off this weekend. Took a while to come up with a constants file that I'm satisfied with. Also had to edit quit a few passing plays in order to get more sacks recorded. Simply made the QB drop back further than six yards because MF won't record any sacks of five yards or less.

Quick Note: The following teams have been switched to different stadium models...

Bulldogs - Don Stadia model by local8h
Jackets - Downtown Stadium model by garysorrell
Monarchs - Convention Stadium model by garysorrell
Kodiaks - Double D Stadium model by garysorrell
Rangers - Ohio Valley Stadium model by garysorrell

For a quick glimpse check out the team page and click on stadium.


< Message edited by DreamTeams -- 9/25/2008 8:35:47 PM >


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Post #: 88
RE: Metro Football League - Season 4 - 9/25/2008 11:22:44 PM   
Reaser

 

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Season is already here, I can't wait.

Greaney and Haith leading our offense and superstar DB Naylor making plays in the secondary. 

Got a good feeling about season 5, this should be the Makos year.

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Post #: 89
RE: Metro Football League - Season 4 - 9/26/2008 12:10:29 AM   
garysorrell


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"Seeking world dominance in stadium construction, one team at a time."



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Post #: 90
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