NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 1/17/2025 8:00 am.

League Forums

Main - Suggestion Box

Re: Draft: Rounds 5,6 & 7

By Brrexkl
4/22/2017 4:05 pm
Wait... I'm confused.

So you're telling me there are other Rounds, AFTER the first 3? Seriously??

Re: Draft: Rounds 5,6 & 7

By setherick
4/23/2017 11:46 am
The one thing that hasn't been mentioned yet is making position switching harder and more boom/bust. Right now, it's really easy to switch players positions and know how well they are going to do (volatility limited). For instance, if I have a QB with 90+ SP, AC, Break Tackle, and Carry, I know he will be a serviceable running back BUT that his catch will never get above 20. This isn't that realistic because QBs move to WR in the NFL as a way of staying relevant. But all QB switches in MFN are Denard Robinson moves and not Matt Jones.

It would be really interesting if the potential of a players secondary skills could boom or bust more after a switch. Like a QB with 90 Carry suddenly had his carry drop to 20 after camp because reading holes is a lot harder than running with the ball in the open field. Or something similar.

Re: Draft: Rounds 5,6 & 7

By Bryson10
4/23/2017 11:53 am
i think the number of players with elite skills should be lowered on incoming draft classes. I was looking at all the fast speedy quarterbacks in our league and thinking about how unrealistic that is. In real football there are only a handful of running quarterbacks that have top end speed. It just lessens the value of the elite players when so many guys have the same 100 ratings. I would love to see it very rare to see a linebacker for example have 100 speed. Only a few in the league, and then it's tapered down to like an average of 80 or something. I think with all positions it should be like that then when you do see a guy with 100 you look at him in a different light.

Re: Draft: Rounds 5,6 & 7

By setherick
4/23/2017 12:00 pm
Bryson10 wrote:
i think the number of players with elite skills should be lowered on incoming draft classes. I was looking at all the fast speedy quarterbacks in our league and thinking about how unrealistic that is. In real football there are only a handful of running quarterbacks that have top end speed. It just lessens the value of the elite players when so many guys have the same 100 ratings. I would love to see it very rare to see a linebacker for example have 100 speed. Only a few in the league, and then it's tapered down to like an average of 80 or something. I think with all positions it should be like that then when you do see a guy with 100 you look at him in a different light.


As soon as the "true speed" conversion goes through, you won't see any LBs with 100 SP. But, yes, I agree.

What I would really like to see is Speed based on 40 time. And each position have a range where the top speed is the fastest speed ever recorded at the combine for a position for a player at weight. So the fastest an RB, WR, or CB could be is 4.2. The fastest an LB could be is 4.4. DE at 4.5. And so on. Then have speed move up or down dependent on weight and frame or whatever else.
Last edited at 4/23/2017 12:02 pm

Re: Draft: Rounds 5,6 & 7

By Bryson10
4/23/2017 12:05 pm
setherick wrote:
Bryson10 wrote:
i think the number of players with elite skills should be lowered on incoming draft classes. I was looking at all the fast speedy quarterbacks in our league and thinking about how unrealistic that is. In real football there are only a handful of running quarterbacks that have top end speed. It just lessens the value of the elite players when so many guys have the same 100 ratings. I would love to see it very rare to see a linebacker for example have 100 speed. Only a few in the league, and then it's tapered down to like an average of 80 or something. I think with all positions it should be like that then when you do see a guy with 100 you look at him in a different light.


As soon as the "true speed" conversion goes through, you won't see any LBs with 100 SP. But, yes, I agree.

What I would really like to see is Speed based on 40 time. And each position have a range where the top speed is the fastest speed ever recorded at the combine for a position for a player at weight. So the fastest an RB, WR, or CB could be is 4.2. The fastest an LB could be is 4.4. DE at 4.5. And so on. Then have speed move up or down dependent on weight and frame or whatever else.


Ya like the idea of 40 times for sure. I wonder if there's a place jdb can get all the different combine numbers over the years? if he could he could actually base the algorithm for draft classes on the real players.

Re: Draft: Rounds 5,6 & 7

By setherick
4/23/2017 12:13 pm
Bryson10 wrote:
setherick wrote:
Bryson10 wrote:
i think the number of players with elite skills should be lowered on incoming draft classes. I was looking at all the fast speedy quarterbacks in our league and thinking about how unrealistic that is. In real football there are only a handful of running quarterbacks that have top end speed. It just lessens the value of the elite players when so many guys have the same 100 ratings. I would love to see it very rare to see a linebacker for example have 100 speed. Only a few in the league, and then it's tapered down to like an average of 80 or something. I think with all positions it should be like that then when you do see a guy with 100 you look at him in a different light.


As soon as the "true speed" conversion goes through, you won't see any LBs with 100 SP. But, yes, I agree.

What I would really like to see is Speed based on 40 time. And each position have a range where the top speed is the fastest speed ever recorded at the combine for a position for a player at weight. So the fastest an RB, WR, or CB could be is 4.2. The fastest an LB could be is 4.4. DE at 4.5. And so on. Then have speed move up or down dependent on weight and frame or whatever else.


Ya like the idea of 40 times for sure. I wonder if there's a place jdb can get all the different combine numbers over the years? if he could he could actually base the algorithm for draft classes on the real players.


I also like the idea of scouting that was mentioned above. Maybe make it as easy as a team could only scout X number of players in the draft. Those players they scouted they would have accurate numbers including volatility. For the other players, they would only know the non-improvable skills like Speed, Intelligence, Strength ... the things you can learn at a combine without watching film and doing interviews.

Just imagine the first time you draft that 100 SP, ST, and INT LB only to realize he can't tackle or cover or rush the passer...
Last edited at 4/23/2017 12:14 pm

Re: Draft: Rounds 5,6 & 7

By Ares
4/23/2017 2:32 pm
Bryson10 wrote:
i think the number of players with elite skills should be lowered on incoming draft classes. I was looking at all the fast speedy quarterbacks in our league and thinking about how unrealistic that is. In real football there are only a handful of running quarterbacks that have top end speed. It just lessens the value of the elite players when so many guys have the same 100 ratings. I would love to see it very rare to see a linebacker for example have 100 speed. Only a few in the league, and then it's tapered down to like an average of 80 or something. I think with all positions it should be like that then when you do see a guy with 100 you look at him in a different light.


I think it also serves as a limitation on the game's realism and balancing. In the NFL, there are certain players who have an insane combination of abilities that allow them to do spectacular things. Maybe once in a decade you'll see a safety capable of stacking and shedding o-lineman like a d-lineman. In MFN you're stuck with either making it so all 'elite tier' safeties can do this, or none can. Etc.

Re: Draft: Rounds 5,6 & 7

By bgedgerly
4/23/2017 2:51 pm
I think that to make position swapping more difficult (I don't want it eliminated) the starting rating of different positions should be greatly reduced. For example:

MLB John Q. Public

MLB rating: 36/97
WLB rating: 34/96
SLB rating: 33/95
LDE rating: 32/87
RDE rating: 32/86
DT rating: 30/81
CB rating: 30/79
FS rating: 31/82
SS rating: 31/82

Instead of this, have the same player look like this:

MLB John Q. Public

MLB rating: 36/97
WLB rating: 28/96
SLB rating: 28/95
LDE rating: 5/87
RDE rating: 5/86
DT rating: 0/81
CB rating: 0/79
FS rating: 0/82
SS rating: 3/82

There is no reason that a college MLB should be able to walk in the the pros and play any position other than LB effectively, or be able to do so for several years. Have the non-major positions grow much slower than their 'natural positions' so that spending a high draft pick on a player you plan to move isn't as inviting. Naturally, intelligence will still determine how fast someone can advance at a different position. To use a real-life example, with Mo Claibourne's well-known lack of mindpower, it would be next to impossible for him to swap to linebacker even if he wanted to, simply because he wouldn't be intellectually capable of the mentality change.

I think this would be an easy fix to implement, and it would make the game more realistic.

Re: Draft: Rounds 5,6 & 7

By Booger926
4/23/2017 4:10 pm
bgedgerly wrote:

There is no reason that a college MLB should be able to walk in the the pros and play any position other than LB effectively, or be able to do so for several years. Have the non-major positions grow much slower than their 'natural positions' so that spending a high draft pick on a player you plan to move isn't as inviting. Naturally, intelligence will still determine how fast someone can advance at a different position. I think this would be an easy fix to implement, and it would make the game more realistic.


I have to argue with your reasoning be cause I know personally how a person can adapt to a position.
My older brother's friend with who he also played football was a All American and highly recruited high school running back after gaining an average of 1700 yards a season. The college he went to switched his position to linebacker. He made All Conference three times at that position and 2nd team All American in his Senior year. After getting drafted by a team in the USFL (Showing my age) that team switched him to nose guard, where he was 2nd team All Pro. With the folding of the USFL, he tried out for the Steelers as a defensive end and made the team where he played for 2 seasons, starting 1 game. If you have the talent, you can adapt to any position.

Re: Draft: Rounds 5,6 & 7

By Bryson10
4/23/2017 4:13 pm
i dont think he's saying it cant or doesn't happen but it definitely doesn't happen as much in real as it does in mfn. its unrealistic how a guy can switch positions so easily in mfn.