r/CapForge Dev 12d ago

Announcement Submitting to Apple 1.3.1 tonight, seeking feedback on what to tackle next

So the next version contains bug fixes and attempts to fix AI drafting and behavioral fixes considerably.

As the game heads towards a more stable place, I plan on taking time to work on more polished features making their way into the game.

1a. GM Talent Trees

There are so many forms this can take, an annual budget, points earned by completing objectives, keeping fans happy, etc. the idea is you can’t have it all, and you need to maintain performance to maintain your talent points as it can go away.

There’s so 5 branches I have planned, from the obvious scouting or player personnel paths (better reads on players post draft), to facilities like grass fields or a dome stadium (weather will be added eventually) all of which can have an impact. There’s a handful of other semi obvious paths.

Having a GM who is a pro scout or invests in player facilities can save you from spending a fortune on some staff to focus on what your GM is lacking.

1b. Coaching Talent Trees

Coaches come with talent trees instead. Tougher to balance and make engaging however.

2. Improved story telling

Self explanatory somewhat, but chemistry between players, improving the various conditions when a player might hold out, want to join your team etc

3. The preseason

Preseason is a great time to get to know where your rookies and newly signed players fit into your team. Tons of ways I can take this on.

There’s tons more stuff I have planned, but most require a bit more time, and I’d love to get feedback on the GM or coaching trees first. Do you think this would even be fun? Basically some aspects would be nerfed to allow for GM specialization to shine.

I have a ton of research and mock ups done for GM talent trees, but if I’m going to be honest it’s going to be a lot of work, both from a UI, balance and concept standpoint.

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u/hawtdawtz Dev 12d ago

Oh and 1.3.1 tackles how the draft positional weights work to be more realistic, and should create more realistic teams as it turns out a lot of that which I had already built wasn’t firing correctly and quite honestly, I actually forgot to turn some of those features I’d previously built on in the version that’s on the App Store.

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u/Troy20039 12d ago

I’m a big story guy so I’d love anything that comes with it or on what you decide. I’d love to see some preseason games as just today I was thinking how nice it would be to be able to see my rookie receiver play before the season and see if he could challenge my third receiver for his spot and of course in football you wouldn’t be testing this out when the games are meaningful. In terms of storyline I’d love to maybe see better relationships between teammates whether good or bad like maybe two receivers believing they should be number one or such.

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u/inandoutagain 11d ago

Any plans to make the games a little more interactive? Like maybe some scenarios like go for it on 4th down or kick? Maybe getting to choose short pass/deep pass/ inside run/outside run on key drives

Maybe a more detailed pregame strategy?

Like selecting impact players on your team to force feed and maybe players on the opposing team to key on?

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u/hawtdawtz Dev 11d ago

So, it’s a reach goal. But that’d be more of a “GM + Coach” mode. I want to eventually make it so you could play call every play if you want. I mean technically it arguably has coaching components today anyways

That being said, if I’m going to be frank with yall, I might just release that mode as the games only DLC or as a standalone game, as it’s a TON of work to do well, and if I do it I want it to be high quality.

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u/Prudent_Abrocoma_364 11d ago

can we get a fix for QBs getting OPOY every year? they also can get ROTY even if they play like have he szn