Originally posted by dahman32
They actually need to do a few of the following, if not just simply one of them...
1. Allow for a CPU pool where there are "pre-created" CPU players that can be signed at a higher salary but with a lesser penalty.
(these would be separate from the generic CPUs already present)
Owners/coordinators could beef up these attributes also at the cost of salary, as this will prohibit the bundling of a complete roster. Possibly restrict to 20 per team, just a thought though.
2. Allow for us to see these CPU builds
3. Allow users to create instant one season players at cost of flex.
4. Create schedule on day -4, as this would allow for teams to get moved and shuffled to a more appropriate league.
No schedule locked in, so 4 days is plenty of time to get players signed and then see what is what.
CPUs beating on CPUs, and we would probably see how many leagues have nothing but CPU teams instead of the scattering of them.
CPU players don't have builds until the game sims.
They actually need to do a few of the following, if not just simply one of them...
1. Allow for a CPU pool where there are "pre-created" CPU players that can be signed at a higher salary but with a lesser penalty.
(these would be separate from the generic CPUs already present)
Owners/coordinators could beef up these attributes also at the cost of salary, as this will prohibit the bundling of a complete roster. Possibly restrict to 20 per team, just a thought though.
2. Allow for us to see these CPU builds
3. Allow users to create instant one season players at cost of flex.
4. Create schedule on day -4, as this would allow for teams to get moved and shuffled to a more appropriate league.
No schedule locked in, so 4 days is plenty of time to get players signed and then see what is what.
CPUs beating on CPUs, and we would probably see how many leagues have nothing but CPU teams instead of the scattering of them.
CPU players don't have builds until the game sims.






























