Metro Football League - Season 4
Moderator: David Winter
RE: Metro Football League - Season 4
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.
- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
- DreamTeams
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- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
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.
- garysorrell
- Posts: 2176
- Joined: Sat Jan 29, 2005 7:47 pm
RE: Metro Football League - Season 4
Looks good. Go coach Cooper!
RE: Metro Football League - Season 4
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...
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...
Metro Bowl 5 Champions!!

- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
RE: Metro Football League - Season 4
The coaches page is a very nice touch.
RE: Metro Football League - Season 4
Tropical Field is still the best stadium in the league...
Metro Bowl 5 Champions!!

RE: Metro Football League - Season 4
@ 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.
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.
RE: Metro Football League - Season 4
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.[:D]
- DreamTeams
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- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
- DreamTeams
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- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.[:D]
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.
RE: Metro Football League - Season 4
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.
MBFL - MB Sports Net - Simulated NFL, AFL, CFL, NFL-E
- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
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.
- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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
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
- garysorrell
- Posts: 2176
- Joined: Sat Jan 29, 2005 7:47 pm
RE: Metro Football League - Season 4
Thanks DreamTeams, im going to try this out.
- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
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.
- DreamTeams
- Posts: 520
- Joined: Fri May 19, 2006 4:00 pm
RE: Metro Football League - Season 4
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.
- 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.
RE: Metro Football League - Season 4
DreamTeams, are you going to use those "constants" changes for season 5??
Could make things interesting, think it favors my Makos...
Could make things interesting, think it favors my Makos...
Metro Bowl 5 Champions!!

- garysorrell
- Posts: 2176
- Joined: Sat Jan 29, 2005 7:47 pm
RE: Metro Football League - Season 4
Go 2 sided stadium..Yay!!
[:)]
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