Franchise Mode ... My Top 10 List
The last couple of years I have made a post about the top 10 things I would improve to franchise mode. I try to keep it fairly simple and not add overly complicated additions or fixes although I understand that there is no such thing as a simple addition. I will not go into all the details of everything in the original post as I don’t want to make it a 500-page novel, so I will leave it in point form for now. Of course, I can dive more into it and I also hope others leave their ideas as well. I do still enjoy the mode, although I feel with these changes it could add more realism, depth and allow us more ways to create the franchise we envision.
1. Scouting
a) Simplify it!! Manual scouting is such a chore to set.
b) Have more separation between player traits; Central Scouting and our/cpu team scouts
c) Difficulty settings for full potential discover
2. Coaching
a) Make it less Random
- Pick a type of coach at the start of the mode
- Cornerstone players: two for each team selected at the start of each year
b) Chemistry and schemes always changing based on team/player performance
c) More options to build a team: Secondary Scheme Fit (speed, skill, physical, toughness, balance, ....)
3. Morale
a) Allow us to start a conversation with a player anytime to try and improve morale
b) Remove or change player roles - have them be Top 6, Bottom 6, Top 4, Top 6 ...
- Most teams try to have 2 solid lines with players spread out the lineup
c) Personality/promises for roles from contract negations
4. Free Agents
a) Interest from other teams and offers received for bidding wars (UFA)
b) Most important trait for each player so we know what they want (money, term, winning, role,...)
c) Flexibility (or lack of) on term/AAV based on morale and personality and stats (RFA)
5. Customization
a) Salary Cap increase: High, Med, Low, Random
b) Trade and signing sliders; star player movement; controls how much cpu GM's will make trades/resign players
c) Expansion year(s) and number of teams. Let us select the year the team(s) enter the league
6. Prospect Development
a) Add ceiling and floor to use with potential (small range = safe pick, broader range = possible steal or bust)
b) Only based on performance, no manually assigned traits
- Attributes grow as per player type/stats/position
c) Coach input on/off to assist where a player should play
7. Trades
a) 3-tiered trade block (untouchable, will listen, actively shopping)
b) Specific requests for each player (prospect + pick, ....)
c) Add salary cap space to wants/needs so teams can better handle their priorities
8. Record Book
a) Show us every contract each player has signed
b) Show us every trade that each player was involved in
c) Look back at previous draft classes to compare stats for each players career
9. Real CBA Rules
a) Real waiver rules (unlimited pre season roster, IR)
b) No Trade and No Movement Clauses; Adds to UFA bidding and helps to limit excessive star player movement
c) Assign prospects to European leagues or generic Russia/USA leagues
10. Team Overalls Matter More
a) Make it so the better a team is, the better they sim in the regular season
- It's fine if it is a little off and playoff success wouldn't always translate
b) Change criteria for Buyer, Seller, ....
- High overall teams should not trade away all of their players for an abnormally bad season and low overall teams should not be giving up all their assets for one
c) Have team rating factor into trade values
- More difficult to pry away good players from good teams, need overpay
- More willing to give up additional assets for players/salary relief