Gameplay & Auto Sub Slider Enigma for M25 & M26 (Solved)
I'm writing this to the developers of Madden NFL 26 in charge of gameplay as a constructive solution for what the default Gameplay & Auto Sub settings should be for all teams when the game ships in August 2025. My reasoning for this solution is help with CPU player development in Franchise and the following settings also help to minimize the chance of injury during a game. I also humbly ask that you give/return to users the ability/option for starting offensive linemen to auto sub in/out. I pulled the data you'll see below directly from the Madden NFL 25 Francise save that I'm currently playing.
I know in real life starting offensive linemen don't sub unless injured, but I like the idea of my offensive line subbing out when they're tired to avoid injury and allowing my backups to gain more XP, even in critical situations in the game. My thought is "What's the point of having a tired starting offensive lineman in on a critical down when I can have a fresh offensive lineman I can get more out of in that moment verses a likely fatigued defensive lineman."
Next below are all the slider sets I use in Franchise. I found that having Penalty settings set to "1" (for those that allow it) enable all possible animations to play out as naturally as possible. Higher number settings actually seem to limit possible outcomes between player interactions on the field.
Also having Fatigue set at "100" allows for more variation between players on the field. Because as in real life, being properly conditioned matters. Fatigue affects things as the effort given when shedding blocks, pass rush moves, and break tackle moves (trucks, jukes etc.). I also set Fumbles to "0" to enable full ball tangibility which alleviates issues like the ball passing through players forcing receptions or interceptions. More fumbles can occur because of this, but they can be minimized by timing the press of the "protect ball" button when taking hits from defenders. Next by setting QB accuracy to "0" allows for smarter CPU QB play for things like navigating the pocket and pass delivery.
Also, the setting of "25" WR Catching & Interceptions allows for player leverage to matter more in route running/coverage. Meaning even a 65 overall WR can beat a 90+ overall DB somewhat regularly if timing and leverage of his route is perfect. The same is true as well in the low rated DB's favor if he has proper leverage in covering the route. Lastly, every other Skill Slider setting is set to "0" to enable all possible animations to play out as naturally as possible. Higher number settings actually seem to limit possible outcomes between player interactions on the field.
4162 - Auto Sub Slider Set for All Teams: (Best used with 8-to-10-minute quarters with Fatigue set at "100" in Franchise. These suggested default settings prevent starting players disappearing too early. Also, these settings work fine resulting in believable stats throughout the season if one is doing a CPU vs CPU franchise. This is true because no matter the user's chosen quarter length for actually booting into a game. The AI always sims non-played/non-watched games with 15-minute quarters.)
Note: The only way to set subs as seen below in Franchise is to hack the save using Madden Franchise Editor on PC. Though, if one is just doing MUT or Play Now online you can set your subs as seen in the settings Menu when the game is first booted.
LBSubOut | QBSubIn | OLSubIn | OLSubOut | HBSubIn | HBSubOut | QBSubOut | LBSubIn | SSubOut | FBTESubIn | FBTESubOut | SSubIn | DESubOut | WRSubIn | DTSubIn | DTSubOut | CBSubOut | WRSubOut | DefaultValue | DESubIn | CBSubIn |
94 | 85 | 85 | 94 | 85 | 94 | 94 | 85 | 94 | 85 | 94 | 85 | 94 | 85 | 85 | 94 | 94 | 94 | 0 | 85 | 85 |
5817 & 5821 - CPU & Hum Skill Slider Set:
QBAccuracy | RunBlocking | Tackling | WRCatching | Interceptions | PassBlocking | PassCoverage | PassDefenseReactionTime | DefaultValue | Fumbles |
0 | 0 | 0 | 25 | 25 | 0 | 0 | 0 | 50 | 0 |
5818 - Special Team Slider Set: (For Kick & Punt accuracy anything lower than "40" causes missed/in accurate kicks even when getting perfect alignments in the kick meter.)
FGPower | KickoffPower | PuntAccuracy | PuntPower | DefaultValue | FGAccuracy |
50 | 50 | 50 = 40 when shown in the menu settings in game. | 50 | 50 | 50 = 40 when shown in the menu settings in game. |
5820 - Penalty Slider Set:
OffensivePassInterference | PuntCatchInterference | RoughingKicker | RunningIntoKicker | FalseStart | Holding | Offside | RoughingPasser | DefaultToggleValue | IllegalContact | IntentionalGrounding | DefaultValue | DefensiveHolding | DefensivePassInterference | FaceMask | Clipping |
TRUE | TRUE | TRUE | TRUE | 1 | 1 | 1 | 1 | FALSE | TRUE | TRUE | 50 | 1 | 1 | 1 | 1 |
5819 - Game Option Slider Set: (Adjust Fatigue based on your preferred quarter length in conjunction with Sub In: 85/Sub Out: 94 to prevent starters disappearing too early in game, that then would require manual subbing by user.)
DefaultValue | Fatigue | Injuries | MinPlayerSpeedThreshold |
50 | 100 | 1 | 0 |
In summary, my slider sets are an effort to allow the individual player ratings to matter in representing a believable outcome in game. Meaning, I can accept bad play from bad players when I know I can develop them into a better player by putting them in situations that align with the strengths they do have.