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Found 1 result

  1. Hey all, I am new to the forum but love playing NES TSB with your fantastic updated rosters. Beats the dumpster fire Madden has become. However, there are some cool aspects I would love to add to the game. Basically, I am posting this to get input on what the best way to accomplish some of my goals. I will also preface this post with some apologies if need be since they may affect the usefulness of this post: 1. Sorry if this post is miscategorized or posted in the wrong place. I am not exactly a forum guy and especially don't know how this one works. 2. Maybe this exists somewhere (or something similar) but I have yet to find it. So I am sorry if I am wasting time trying to recreate the wheel. 3. I am inexperienced at modding but am looking to learn using the resources on the site and your collective expertise. If I have fundamentally misunderstood the capabilities of the game/modding I apologize. 4. I will also admit that I haven't played the game in a little while, so I may be misremembering/forgetting some of the features of the game I rely (or don't rely) on. So sorry for that as well. Mainly, I am looking to add some sort of franchise mode to the game. This would include player progression, a rookie draft,and free agency spanning multiple seasons. Months ago, I started the process (crudely) outside of the game by using Excel. Basically, my idea was to put every player and their TSB characteristics in an Excel document. Each player's age would be included for progression/retirement purposes. There would also be contracts and a salary cap to determine roster composition and player movement. From there, you would have each team's roster and a pool of free agents. Then you'd play season 1 and export the stats (this is where my plan stalled) and use the Excel doc to do the rest. The following are my ideas for how to do this. Progression With the stats and ages, run some sort of macro to progress/regress the universe of players based on age and stats (and pro bowl appearances, if that's a thing in the game - sorry it's been a while since I've played). The progression would bump players up/down however many notches. You could then export from the doc and put back in the roster editor (TSB Supreme, I think) for the next season. Retirement At a certain age, players would become more likely to retire (maybe variable by position, if possible). For example, if a player turned 34, I would use random numbers or something to determine whether he'd retire and maybe there would be a 1 in 5 chance. The next year, when he was 35, 1 in 4 and so on. If a player retires, then it would leave a vacant roster spot you could fill via the draft or free agency. Free Agency In the doc, include a universe of free agents that could be added to teams based on expiring contracts and other veteran free agents. Not sure how computer teams would do this on their own as I don't know how to simulate AI to make correct roster moves. I also don't know if it is practical to do it mid-season or just have end of the year roster changes (more likely). Additionally, there would have to be some sort of contract component to determine when players become eligible to change teams.Without salary limitations, I think it would be even harder to make this functional because human players would just be able to add the best possible players and create great teams. Conversely, if you were to make a decent AI that picks up better players based on need, I can't see a way to restrict it from always doing this absent some sort of salary limitation. Trades Similar to free agency but add some sort of system to evaluate trades. Since trades are uncommon, I could go without this aspect or make it pretty restrictive where only the most fair/useful trades are accepted by some set of rules. Draft New players would be created by randomly mixing characteristics and stats from existing players. It's a cheap way of doing it, but it reminds me of how the NCAA games came up with new recruits. Then based on standings, a draft order would be created and you could draft players. Like free agency, I don't know how to make the AI work to draft the right player. There are also issues with number of rounds/players since the roster sizes are much smaller in the game. One option is having 53-man rosters in the doc and allowing teams to freely move players around within their roster and just import the starters to the game. This would probably be very time consuming because you'd have to do it weekly (which I don't know is even possible to change rosters mid-season, or if it is possible, to not lose statistics for those that are changed). Other Ideas That Would Be Cool But I No Clue How To Do 1. Preseason mode: Progress rookies and others, evaluate players (based on the progression), make roster moves before the season, etc. 2. Madden 2003-like mini-games: Any way to mod the game to limit players on the field? You could do a 7 on 7 type thing for QBs and receivers, inside run drill, blocking/kicking drills all tied to player progression. 3. Offseason/carry over injuries: Could be random or based on game results, just to add another variable 4. Coaches/coordinators: Come with their own playbook that you'd adopt, affect player progression, have their own areas of expertise/weakness that would alter player attributes across the board (e.g. Trestman is the "QB whisperer" so all QBs on his team would bump up one notch, but D players go down one). Additional Considerations There are probably alot more issues than I can even think of, but here are some I don't know how to address: 1. Salaries - One of the most basic issues is not just being able to freely add/drop/trade players based solely on who is better. There would have to be some overarching salary system to add a necessary consideration to player movement. 2. Injuries - This is a wildcard for me. The game (I don't believe) doesn't give you a timetable on player injuries, so it would be difficult to respond accordingly both for humans and AI. 3. AI - As I've mentioned, this is purely theoretical. This is either impossible to simulate or would be very crude, set to either strict rules or random numbers that would make it potentially unreliable. 4. Rosters - Again, I hinted at this but I don't know how you'd simulate the full rosters. If you did limited rosters (and accordingly limited drafts/free agents), it would restrict who you could draft/sign because you'd need an open position to fill or have to move an existing player elsewhere. 5. The ROM - I would need to incorporate some of the modded roms to make this stuff work. Obviously, the 32-team version is necessary. But you'd also need to fix the returner speed issue (and others that I am either forgetting or don't know of) in order to appropriately value the universe of players in the doc. Also, I think I saw certain mods that allow for different interpretations of certain player ratings (e.g. run/pass blocking). Those may also be useful in making it more realistic. 6. Limitations: Right now, if this even works, I only foresee it working for one human player using one team against all computers. It would also take some legwork on the part of the user to do the custodial work necessary to integrate it with the actual game itself. Therefore, even when finished, it would still be a little messy to work with. On the other hand, some of the additional work may be worth it. So there you have it. My grandiose idea that will probably never work. I think some aspects are more easily attainable than others (player progression should be do-able). I posted this to get feedback on features you all think would be good/easy to add, things that will never work, ways (or alternatives) to accomplish some of my ideas, or even a way to integrate some of these things into the game itself. You can even feel free to call me an idiot for even thinking this is possible. I know that this will take alot of work, especially for someone as inexperienced as me with some of the tools, modding, VBA, etc. But at the same time, I think this could be a great addition to the game we all love.
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