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Kellys Heroes

Free Football Sim Game.. w/ Player Creation Guide

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Some may not have heard of this yet. It is real fun, and very addicting.

This is a 100% Free Sim league. It will kill time while your waiting NFL season to Start....

 

Sign Up For Free Here

be sure to make your player's abilities avaliable for all to see; you'll get a lot more contract and trade offers.

Once you get picked up by a team u like, set it so only your Teammeats can see.

 

I copied this great thread... enjoy

This is a guide to creating and upgrading your players. I am by no means an expert, but by talking with vets and reading a lot of forums I have picked up a lot of tips about how to make players generally and at specific positions. This If you have better player models or tips to add, by all means please do.

 

General Tips

 

Stamina

 

Stamina is crucial for any player. It doesn’t matter how good your player is if he is warming the bench. Furthermore, you get XP based on how many plays you play, not what you do during them. So being on the field is key. Here are some specific guidelines:

 

Offensive players - these do not tire as quickly as defensive players.

 

QB

 

Level 1 - 14

Level 2 - 17

Level 5 - 21

Level 10 - 25

etc.

 

WR, TE, O-linemen

 

Level 1 - 16

Level 2 - 19

Level 5 - 25

Level 10 - 30

etc.

 

Defensive players and HB - they tire easily so they need a little more.

 

Level 1 - 16

Level 2 - 20

Level 5 - 26

Level 10- 32

etc.

 

Punters and Kickers - these do not tire much at all so they do not need as much stamina.

 

Level 1 - 8

Level 2 - 8

Level 3 - 9

Level 4 - 10

Level 5 - 11

etc.

 

All these numbers can be adjusted about a point or two, but if you have, for example, a level 2 C with stamina 30 that is probably a waste at that level.

 

Special Abilities

 

Special Abilities enhance your physical attributes. Thus without physical attributes they do not do much. The importance of Special Abilities varies from position to position.

 

-Very Important (add about 1 Special Ability point for every 3 you put into physical attributes) - K, P

 

-Important (add about 1 Special Ability point for every 4 or 5 you put into physical attributes) - QB, HB, WR, TE, O-line, D-line

 

-Not so Important (add about 1 Special Ability point for every 6-8 you put into physical attributes) - LB, CB, SS, FS

 

Also note that when you fill out the tree, you cannot put more than twice the previous number in the next box. For example, a QB’s Passing tree looks like this:

 

Pocket Presence -> Tight Spiral -> Pump Fake -> Turn Shoulder -> Field General

 

You cannot put 1 point in Pocket Presence and 3 points in Tight Spiral. You would have to put 2 points into Pocket Presence before the 3 in Tight Spiral would have any effect.

 

At this early stage in your player's development it is better to pick one tree and focus on it rather than trying to balance it all out between both trees, You can try to balance it, but your player will have a more solid immediate impact if you focus first then add balance later.

 

Boosting

 

You can boost your player up to 3 levels per season. You will need flex points to do this, which you can get by either purchasing them or by getting referrals.To do this Click on the Flex Points tab at the top of the page then where it says Level Up a Player, click boost and it will give you a drop down box where you select which player to level up and how many levels (up to 3) you want to boost him. It cost the same amount per level to boost a player as it cost to create him.

 

Custom Equiptment

 

You can make a piece of custom equitpment that increases any one attribute or combination of attributes +6. The cost is 100 FPs per +1, so a piece of custom equiptment that is +6 would cost 600 FPs. You can only use 1 piece of custom equiptment so don’t create two for the same player. That would be a waste of FPs.

 

Positions Guide

 

Here is a key:

 

Position Some I have divided into categories (eg.Power vs. Speed/Elusive HB)

 

Key Physical Attributes: These are the attributes which are the most important for creating a player at this position.

Other Important Physical Attributes: These are the attributes which are important for creating a player at this position, but not as important as the Key Attributes

Special Abilitites: I have grouped this into 3 categories:

 

-Very Important - Special Abilities are critical for the player's success. Make sure they are filled early and often(add about 1 Special Ability point for every 3 you put into physical attributes) - K, P

 

-Important - Special abilities are about as important as physical abilities. Pick a tree and add abilities to it regularly (add about 1 Special Ability point for every 4 or 5 you put into physical attributes) - QB, HB, WR, TE, O-line, D-line

 

-Somewhat Important - You should focus on physical abilities and add special abilities more sparingly (add about 1 Special Ability point for every 6-8 you put into physical attributes) - LB, CB, SS, FS

 

Other Advice: Any other tips about making this position.

Example of a Good Build: A url of a player at this position. If you post a url of one of your players who is very successful, please be sure to set his Attribute Sharing Option to "Everyone Can View".

 

Creating Positions

 

Pocket QB

 

Key Physical Attributes: Throwing, Vision, Strength

Other Important Physical Attributes: Confidence, Agility

Special Abilitites: Important - Focus on the Pocket Passer abilities

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=50738

 

Rushing QB

 

Key Physical Attributes: Speed, Agility, Vision

Other Important Physical Attributes: Throwing, Strength, Confidence

Special Abilitites: Important - Focus on the Scrambler abilities

Other Advice:

Example of a Good Build:

 

Power HB

 

Key Physical Attributes: Agility, Strength, Speed

Other Important Physical Attributes: Vision, Carrying

Special Abilitites: Important - Focus on the Power Back abilities

Other Advice: Agility is key for your speed to be used to it's maximum potential. Vision as well helps quite a bit with finding holes and cut backs.

Example of a Good Build:

 

Elusive/Speed HB

 

Key Physical Attributes: Speed, Agility, Vision

Other Important Physical Attributes: Strength, Carrying

Special Abilitites: Important - Focus on the Elusive Back abilities

Other Advice: Speed is the key to this type of HB. Pump the speed way up.

Example of a Good Build:

 

Dual Threat Runing/Catching HB

 

Key Physical Attributes: Agility, Catching, Vision

Other Important Physical Attributes: Speed, Carrying, Strength

Special Abilitites: Important - Focus on the balancing point between both trees

Other Advice: This type of player is tough to build well and takes a very specialized game plan to uutilize his skills effectively. Since you are trying to balance attribute points it may take a while before your HB reaches the same level of effectiveness as more specialized HB at the same level.

Example of a Good Build:

 

Rushing FB

 

Key Physical Attributes: Agility, Strength, Vision

Other Important Physical Attributes: Carrying, Blocking

Special Abilitites: Important - Focus on the Offensive abilities

Other Advice:

Example of a Good Build:

 

Blocking FB

 

Key Physical Attributes: Blocking, Strength, Vision

Other Important Physical Attributes: Aglity

Special Abilitites: Important - Focus on the Blocking abilities

Other Advice:

Example of a Good Build:

 

Speed WR

 

Key Physical Attributes: Speed, Agility

Other Important Physical Attributes: Catching, Vision, Jumping

Special Abilitites: Important – Focus on Speedster abilities

Other Advice:

Example of a Good Build:

 

Possession WR

 

Key Physical Attributes: Catching, Agility

Other Important Physical Attributes: Speed, Jumping, Vision, Confidence

Special Abilitites: Important – Focus on Possession Receiver abilities

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=29421

 

Receiving TE

 

Key Physical Attributes: Catching, Speed, Agility

Other Important Physical Attributes: Vision, Jumping

Special Abilitites: Important – Focus on Receiving abilities

Other Advice:

Example of a Good Build:

 

Blocking TE

 

Key Physical Attributes: Blocking, Strength

Other Important Physical Attributes: Agility, Vision

Special Abilitites: Important – Focus on Blocking abilities

Other Advice:

Example of a Good Build:

 

C

 

Key Physical Attributes: Blocking, Strength, Vision, Agility

Other Important Physical Attributes: Speed, Confidence

Special Abilitites: Important – Focus on one tree or spread points evenly between both trees

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=35473

 

Run Blocking O-lineman

 

Key Physical Attributes: Strength, Blocking

Other Important Physical Attributes: Vision, Agility

Special Abilitites: Important – Focus on Run Blocking Tree

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=33093

 

Pass Blocking O-lineman

 

Key Physical Attributes: Speed, Agility, Strength, Blocking

Other Important Physical Attributes: Vision

Special Abilitites: Important – Focus on Pass Blocking Tree

Other Advice: It is harder to put together a pass blocking one. But could be beneficial against the speedy DE's people like to make.

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=32210

 

Balanced O-lineman

 

Example of a Good Build: http://goallineblitz.com/game/player.pl?pl..._id=40541(could use more strength)

 

Run Stopping D-lineman

 

Key Physical Attributes: Strength, Agility, Tackling

Other Important Physical Attributes: Speed, Vision

Special Abilitites: Important – Focus on the Run Stopping Tree

Other Advice: It is better to specialize your DT and focus on just one of your ability trees

Example of a Good Build: http://goallineblitz.com/game/player.pl?pl..._id=42353(needs more tackle and not so many points in Ability Trees)

 

Pass Rush D-lineman

 

Key Physical Attributes: Speed, Agility, Tackling

Other Important Physical Attributes: Strength, Vision

Special Abilitites: Important – Focus on the Pass Rush Tree

Other Advice: It is better to specialize your DT and focus on just one of your ability trees

Example of a Good Build: http://goallineblitz.com/game/player.pl?pl...01</span>

 

ROLB

 

Key Physical Attributes: Speed, Agility, Vision, Tackling

Other Important Physical Attributes: Strength

Special Abilitites: Less Important – Focus on Pass Rush Tree

Other Advice: They usually cover slot WRs and TEs, and blitz

Example of a Good Build:

 

MLB

 

Key Physical Attributes: Tackling, Strength, Vision

Other Important Physical Attributes: Speed, Agility

Special Abilitites: Less Important – Focus on Hard Hitter abilities up to D-line General

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?pl...id=32103(decent build, not great)

 

LOLB

 

Key Physical Attributes: Tackling, Agility, Vision, Strength

Other Important Physical Attributes: Speed

Special Abilitites: Less Important – Focus on either ability tree according to personal preference

Other Advice:

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=36646

 

CB

 

Key Physical Attributes: Speed, Agility, Vision

Other Important Physical Attributes: Jumping, Catching

Special Abilitites: Less Important – Focus on either ability tree according to personal preference

Other Advice: Physical abilities are key for this position

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=27757

 

SS

 

Key Physical Attributes: Vision, Agility, Tackle, Speed, Strength

Other Important Physical Attributes: Confidence, Catching

Special Abilitites: Important - Especially Super Vision, Wrap Up Tackle, Swat Ball

Other Advice: SSs are hard to build because they need to be a jack of all trades. It may take a little longer to see great results at this position.

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=26755(best I can do so far)

 

FS

 

Key Physical Attributes: Vision, Agility, Speed, Catching

Other Important Physical Attributes: Tackling, Confidence

Special Abilitites: Important - Especially Super Vision, Wrap Up Tackle, Swat Ball

Other Advice:

Example of a Good Build:

 

K

 

Key Physical Attributes: Kicking, Strength, Vision

Other Important Physical Attributes: Confidence

Special Abilitites: Very Important – Especially Automatic

Other Advice: Stamina is not as important because his playing time is limited. Keep it around 8-10.

Example of a Good Build: http://goallineblitz.com/game/player.pl?pl..._id=36742(needs less confidence, more kicking)

 

P

 

Key Physical Attributes: Punting

Other Important Physical Attributes: Strength

Special Abilitites: Very Important

Other Advice: Stamina is not as important because his playing time is limited. Keep it around 8-10.

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=28642

 

KR/PR (CB/WR/HB)

 

Key Physical Attributes: Speed, Agility

Other Important Physical Attributes: Vision

Special Abilitites: Important - Put points into First Step, Change Direction, and Return Specialist only

Other Advice: Stamina is not as important because his playing time is limited. Keep it around 14-16. Also find other creative ways to use him, as backup WR, HB, nickle back, etc.

Example of a Good Build: http://goallineblitz.com/game/player.pl?player_id=43165(30.8 yds/kick return avg.)

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Another great thread on Player Development

Every time your player gets 1000 XP, he levels. In addition to providing 5 skill points for you to distribute as you see fit, your player also improves skills important to his position. 2 points are divided amongst the "major" skills for the position while 1 point is spread over the "minor" skills for the position.

 

In addition to helping plan how you want to train, this may inform how to "build" effective players at each position.

 

Offense:

 

QB

Major: Strength, Throwing, Vision, Confidence, Stamina

Minor: Agility, Jumping, Carrying, Speed, Catching

 

HB

Major: Agility, Speed, Strength, Vision, Confidence, Carrying

Minor: Catching, Blocking, Jumping, Throwing, Stamina

 

FB

Major: Strength, Blocking, Agility, Carrying

Minor: Confidence, Vision, Catching, Tackling, Stamina

 

C

Major: Strength, Blocking

Minor: Confidence, Agility, Vision, Tackling, Stamina

 

G

Major: Strength, Blocking, Confidence

Minor: Agility, Vision, Tackling, Stamina

 

OT (*oddly, minor OT skills improve by 0.5 but majors only improve by 0.4 due to how many there are of each)

Major: Strength, Blocking, Confidence, Agility, Vision

Minor: Tackling, Stamina

 

TE

Major: Strength, Blocking, Catching, Vision

Minor: Agility, Speed, Confidence, Carrying, Stamina, Tackling

 

WR (*oddly, minor WR skills improve by 0.5 but majors only improve by 0.33 due to how many there are of each)

Major: Speed, Agility, Catching, Jumping, Vision, Stamina

Minor: Confidence, Carrying

 

 

Defense:

 

DT

Major: Strength, Tackling, Agility

Minor: Blocking, Confidence, Vision, Speed, Stamina

 

DE

Major: Strength, Tackling, Agility, Speed

Minor: Blocking, Confidence, Vision, Jumping, Stamina

 

LB

Major: Strength, Vision, Tackling, Agility, Confidence, Stamina

Minor: Speed, Jumping, Blocking, Catching

 

CB

Major: Speed, Agility, Jumping, Vision, Catching, Stamina

Minor: Strength, Tackling, Confidence, Carrying

 

SS

Major: Strength, Speed, Vision, Tackling, Stamina

Minor: Agility, Jumping, Confidence, Blocking, Catching, Carrying

 

FS

Major: Speed, Vision, Tackling, Catching, Stamina

Minor: Agility, Jumping, Strength, Confidence, Blocking, Carrying

 

 

Specialists:

 

K

Major: Kicking, Confidence

Minor: Strength, Vision, Agility, Speed, Jumping, Throwing

 

P

Major: Punting, Confidence

Minor: Strength, Vision, Agility, Speed, Jumping, Throwing

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Another Thread from the Admin's of this thing

Another frequently asked question is “Will I lose my XP when I boost?” In other words, if my player is at 974 XP, will this be reset to 0 if I boost him? The answer is No! Your XP will be the same as it was, you will just be at a higher level; it will not be reset.

 

As of now XP is not awarded for playing in playoff games, although you will still get XP for daily training throughout the playoffs, even after your team is eliminated (training only - obviously no in-game XP without a game).

 

Daily training and salaries are disabled during the offseason to allow the developers to implement new features.

 

Here is how much XP you get each night when you train. Notice that the higher your Level, the less XP you get for your daily training. So if you are a Level 1 player, each night when training goes through, you gain 100 XP. Once you hit Level 2, you will only gain 96 XP each night. At Level 3 you gain only 92 XP each night, and so on.

 

Note:

 

Training on Intense, Normal, or Relaxed has no effect on how much XP you get each night. You get a number based on your current level regardless of what intensity you choose to train on.

 

Level Calculator

 

1: 100 XP per day

2: 96 XP per day

3: 92 XP per day

4: 87 XP per day

5: 82 XP per day

6: 77 XP per day

7: 73 XP per day

8: 69 XP per day

9: 65 XP per day

10: 61 XP per day

11: 57 XP per day

12: 54 XP per day

13: 51 XP per day

14: 47 XP per day

15+: Coming soon

 

So let’s say you have a Level 5 G and he is at XP 948 and you want to know if he will level up tonight.

 

Well you look up at the chart

 

4: 87 XP per day

5: 82 XP per day

6: 77 XP per day

 

and see that he gets 82 XP per day, so you know that he will definitely Level Up when training goes through. In fact he will Level Up and have 30 XP towards his next Level left over (948 + 82 = 1030 = 1 Level Up + 30 XP left over). As you can see this completely takes the guess work out of Leveling Up.

 

You can see now why some people wait to boost as well. If you are at Level 1, you gain 100 XP each day. Once you boost up to Level 4, now you are only gaining 87 XP per day. For people who wait, their thinking is that they will Level Up faster without boosting, then at higher Levels when you get fewer XP per day (for example at Level 8, where you get only 69 XP per day), then they can boost and their boosting is worth more in terms of training days.

 

Here is an example to illustrate this:

 

If you boost 3 Levels from Level 1 your training is worth

 

Level 1 to Level 2: 10.00 days (1000 XP divided by 100 XP per day)

Level 2 to Level 3: 10.42 days (1000 XP divided by 96 XP per day)

Level 3 to Level 4: 10.87 days (1000 XP divided by 92 XP per day)

Total: 31.29 days

 

31.29 days is how long it would take you to go from Level 1 to Level 4 if you did not play in any games (you get XP from playing in games as well).

 

But if you wait until Level 8 to boost

 

Level 8 to Level 9: 14.49 days (1000 XP divided by 69 XP per day)

Level 9 to Level 10: 15.38 days (1000 XP divided by 65 XP per day)

Level 10 to Level 11: 16.39 days (1000 XP divided by 61 XP per day)

Total: 46.26 days

 

46.26 days is how long it would take you to go from Level 8 to Level 11 if you did not play in any games (again, you get XP from playing in games as well). You can see that you get “your money’sworth” by waiting to boost. The obvious downside is that your player is not as good or attractive to potential owners. If failing to boost costs you a starting job, then it would really hurt you to wait, since the XP you get in games is so much more than the XP you get in daily training.

 

Note, and I will say it again:

 

Training on Intense, Normal, or Relaxed has no effect on the number scale above.

 

What does training intensity do then? Well, training intensity increases the amount you can improve whichever ability you train on a given day.

 

For example, take my level 9 HB. For the sake of example, let’s assume his Speed is exactly 20 and let’s say I want to train his Speed.

 

Intense - +0.39 per day (costs $1800 per day and I get only 3 energy back)

Normal - +0.35 per day (costs $675 per day and I get 9 energy back)

Relaxed - +0.30 per day (costs $90 per day and I get 15 energy back)

 

If I train him on intense and he starts with 20 Speed, when the day shifts his speed will be 20.39 (20 + 0.39 per day for intense training). If I had trained him on normal his speed would have gone up to 20.35 (20 + 0.35 per day for normal training). If I had trained him on relaxed his speed would have only gone up to 20.30 (20 + 0.30 per day for relaxed training).

 

Also it costs more money to train on intense and there is an effect on your stamina as well. It is a good idea to be close to 100% stamina for games. If you fall to 70 after a game, you would have to train on relaxed for both days to get back to 100%. Some owners will allow you to be below 95-100%, but most will not.

 

Also note with the skill you train, the increase you get is inversely proportional to how high the skill number already is. This basically means that the more points are already in a particular skill, the less you are able to increase it through daily training. Here is a chart to help you see the amount you can boost a skill based on how many points are already in it:

 

Skill Points: Intense | Normal | Relaxed

 

7: 0.65 | 0.59 | 0.50

8: 0.62 | 0.57 | 0.48

9: 0.60 | 0.54 | 0.46

10: 0.58 | 0.52 | 0.44

11: 0.55 | 0.50 | 0.43

12: 0.53 | 0.48 | 0.41

13: 0.51 | 0.46 | 0.39

14: 0.49 | 0.45 | 0.38

15: 0.47 | 0.43 | 0.36

16: 0.45 | 0.41 | 0.35

17: 0.44 | 0.40 | 0.34

18: 0.42 | 0.38 | 0.32

19: 0.40 | 0.37 | 0.31

20: 0.39 | 0.35 | 0.30

21: 0.37 | 0.34 | 0.29

22: 0.36 | 0.32 | 0.28

23: 0.34 | 0.31 | 0.26

24: 0.33 | 0.30 | 0.25

25: 0.32 | 0.29 | 0.25

26:

27: 0.29 | 0.27 | 0.23

28: 0.27 | 0.25 | 0.21

29: 0.27 | 0.24 | 0.21

30: 0.26 | 0.24 | 0.20

31: 0.25 | 0.23 | 0.19

32: 0.23 | 0.21 | 0.18

33: 0.23 | 0.21 | 0.18

34:

35:

36:

37: 0.20 | 0.18 | 0.15

38:

39:

40:

41: 0.17 | 0.15 | 0.13

42: 0.16 | 0.14 | 0.12

43:

44: 0.15 | 0.13 | 0.11

45:

46: 0.14 | 0.12 | 0.11

47:

48:

49:

50:

51: 0.11 | 0.10 | 0.09

 

Therefore, the more points that are in a skill, the less daily training will increase it. As an example, if any attribute is at 7, training it on Intense will increase in 0.65 points per day. Once that skill has 16 points in it, training it on Intense will only increase it 0.45 points per day. Once it is at 30, training it on Intense will only increase it 0.26 points per day, and so on.

 

Note:

 

-This chart works for every attribute regardless of position.

 

-If your attribute is at 7.2 or 7.4 or some number between 7 and 8, the value will be between the value listed for 7 and 8, but since the system rounds numbers to only 2 places past the decimal point, these results are not that useful to publish.

 

-You must subtract equiptment bonuses to use the chart above. So for example if your Speed is 25 and your equiptment is giving you +2 speed, you would need to look under 23 (25 - the effect of your equiptment) to see how much you would be able to increase that skill by training it.

 

The strategy comes in trying to get your “money’s worth”, so to speak. As a general rule, you always want to train skills that are the lowest value and boost skills with higher values using points from leveling up.

 

As an example, let’s say the Carrying on my HB is pretty low, right at 12 (not a sexy attribute, but you need some to keep you from fumbling). I notice that for an attribute with 12 points I can increase it 0.48 points per day through training. So it would take an average of only 2.08 days to improve my carrying 1 point (1 point divided by 0.48 point increase per day). Let’s say my Speed, on the other hand, is at 37. I notice that for an attribute with 37 points I can increase it only 0.18 points per day through training. So it would take an average of 5.56 days to improve my Speed 1 point (1 point divided by 0.18 point increase per day). When I level up I get to add points to a skill regardless of how many points are already in it. Therefore it makes more sense to use my Level Up points on Speed and my training points on Carrying. That way I get “more for my money.”

 

Also it makes more sense for the same reason to use my equiptment to boost skills that already have a lot of points in them rather than using daily training to improve that skill.

 

One final strategy thing, it may be best to apply all equiptment to one attribute. Say you have a DT and you want to train his Tackling. If use your skill points to bump his tackling way up, training it will not improve it that much. If on the other hand, you keep the base skill level low, at 10-15, then bump it up to a decent level using equiptment, you will be able to have it both ways. The equiptment will make your guy's tackling excellent while the low skill level behind the equiptment will allow you to gain almost half a point per day in Tackling by training on intense.

 

Addenda:

 

Training Intensity Calculator

 

Relaxed: Cost- $10 x level

Energy- +15 per day

 

Normal: Cost- $75 x level

Energy- +9 per day

 

Intense: Cost- $200 x level

Energy- +3 per day

 

Originally posted by Painmaker

The following section:

 

Guide to Points Automatically Assigned When Leveling Up by Painmaker

 

Every time your player gets 1000 XP, he levels. In addition to providing 5 skill points for you to distribute as you see fit, your player also improves skills important to his position. 2 points are divided amongst the "major" skills for the position while 1 point is spread over the "minor" skills for the position

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