People who liked this post
Spoilers

  • MFN-1
    • League Home
    • Playoff Picture
    • Power Rankings
    • Hall of Champions
  • League Forums
  • Players
    • Search
    • Draft History
    • Trades
  • Coaches
    • Search

  • Community
  • Log In
Depth chart governance discussion
League News/General Discussion
NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.
  • ‹
  • 1
  • 2
  • 3
  • 4
  • ›
martinwarnett
Re: Depth chart governance discussion
by martinwarnett @ 6/19/2026 2:00 pm
GrandadB wrote:
The 45 active players and position filled control kicks in and ruins a roster as the auto manager is horrible at replacement with equal or better players and contracts.

Which is why it's being tested and tuned in MFN-1 and not rolled out elsewhere...
GrandadB
Re: Depth chart governance discussion
by GrandadB @ 6/19/2026 8:37 pm
I know this thread is all about the roster management by the auto-manager, but just had a look at the O&D plays from last game here in MFN1, the auto manager took over the gameplan completely, ignored rules and play selections/settings, set the levels for offense play type & personnel, and defense secondary/linebackers. Defensive Gameplan has been totally changed. Offensive GP is the same, settings are same ones used by program manager. And that is the same as what happened to my team in the Elite League, and so, it's not just happening in MFN-1, if Im the only one, then maybe its something that Im doing or whatever. It did not happen to my team in MFN-7. Those were the only teams/leagues where I had games played. It was easy to spot, in the Offense & Defense Plays the maximum number of plays O40 and D30 were selected, most were not choices that I would normally make.

I have promoted the idea of minimum active play selection and maximum play use per game, as opposed to the overuse penalty. Having the auto-manager/coach change the play or add active plays is fine by me, if it is universally applied to all teams in a league, where the League Admin can set those parameters, same as setting the injury level and other controls and similar to the auto roster controls. That includes overruling rules that end up violating the play use max limit. That I would like to see happen, but not where the auto-manager completely takes over the gameplan, no rules, and turns it into a RO game.

One thing for sure, there should be no cuts by auto manager due to all positions not being filled with enough players by position requirements, there should be at least one sim period after the warning box appears about roster errors to enable correction without the auto manager screwing the roster up as has been going on.
The game has enough data/stats to enable JDB to improve the auto managers ability to select better plays (not GL runs on first & ten) based on down and situation, evaluate players based on the same or similar weights that successful teams use, include player stats for those players who have them, positional need, age of the player, and competitive salary instead of signing a 10 year vet, with 60 or less speed to a contract at maximum salary and bonus. At lease it would make the program run teams more competitive and challenging, and they are the majority in all but a few of the leagues that are still left as compared to 2 years ago.
Last edited 6/20/2026 1:02 am
  • ‹
  • 1
  • 2
  • 3
  • 4
  • ›
Copyright ©2013-2026 Catalyst Productions | Weather data powered by Visual Crossing
Game Engine Version Bleeding Beta | Website Version b456cc5
Terms & Conditions | Privacy Policy