Another release from dophin26, this has been the most time intensive project to date.
The file was started with DreadedSteelers' 1986 file, but like a frame-off restoration, it
was stripped down to it's bones and rebuilt.
Easily the most difficult roster to date, the 1986 season was filled with uneven teams
and teams that played above their potential (Browns, Redskins) or below (Raiders,
Bengals). It took a lot of balancing to get right and still there are teams that will
surprise in any given season. I've seen the same team that started 3-0 one year begin
0-3 the next. It was that sort of year. The only sure thing is the Giants and, to some
extent, the Broncos. They met in the Super Bowl that season and have a decent shot
of getting there again.
Below is a list of the additions made to the file. It is also being released as a franchise
file, which is suitable for season play. It is not designed to go beyond 1986 though.
1986 ROSTER FILE: All 28 teams, no schedule. This is meant for single-game play.
1986 SEASON FILE: All 28 teams, 1986 schedule, free agents, draftees, etc. This is
meant for season play.
1986 BIG SAL CAP: Same file as the season file, but the cap is raised to allow trades,
FA pick-ups, etc.
1986 SETTINGS FILE: These are the settings I used to create the file and balance play.
I cannot tell you how the game will react with different settings.
1986 EASY SETTINGS: The settings I used when I first started making rosters.
Designed for the beginning player. Not much of a challenge.
1986 MED SETTINGS: The settings I used for 1985, but a bit more difficult. A step above
the easy settings.
WHAT YOU'LL FIND IN THIS FILE:
1. Accurate player appearances- All rookies, players changing teams and prominent players
were checked for accurate equipment.
2. Charted Attributes- They are determined by the same formulas that were used in the
84/85 file, giving accurate sacks and interception results.
3. All 1800+ players were had their attributes checked and redone to reflect their
performances in 1985. Even the 4th stringers!
4. All coaches' ratings were completed, as well as play calling tendencies, body type and
5. In the roster version, each team wears the proper uniform (not available in franchise
6. Playbooks were altered to allow for the correct substitutions. The Browns will utilize a
two-back attack, the Colts and Lions are fullback-centered teams, Dallas and the Rams will
ride their star backs all game, etc. This is the same system used last season and balances
computer-run teams when you play them. You'll noticed much more substitution on some
7. In franchise mode, the correct 1985 schedule has been created. The four non-existent teams will only play four
games. This keeps them out of the statistic leader boards and generally out of the Pro Bowl game. You may get the
occasional guy, but few and far between.
8. Should a non-existent team make the playoffs, it will easily lose in sim/playing mode as all their attributes have
9. In the 1986 SEASON FILE, contracts were reworked in some cases to reduce the surplus cap of teams. While it is
possible to sign FAs, you will have to be frugal about it. The 4 expansion teams will have no money to steal your FAs
and improve their teams. The BIG SAL CAP file should be used if you want a lot more trading / FA pick-ups.
Personally, I want to play only with those guys that were on the team that year, but to each his own.
10.The free agents are all former players, some from earlier years and others that just were
out of the league in 1985. There are fewer USFL guys this time around and a lot more young guys that were out of
the league from 1985.
11. If you watch the later weeks of Gameday, Mel Kiper will talk about the real 1987
prospects as they have been added. One note on them- they have not been accurately rated
as this file is only meant to play 1986. They are there for the presentation. I have simmed into
the following season. There was some slowdown in the following year, but I was able to play
the following season. I would not recommend it.
12. ABOUT RATINGS: I rate a little differently than 2k and some other roster makers do.
* I have lowered speed for the offense- backs are in the 70s and 80s, WRs in the 80s and low 90s.
* I have higher speeds for DBs- they are almost all high 80s- low 90s.
* Sack ratings are much lower and it results in more accurate sack numbers, plus it helps alleviate the problem of
DEs getting six user sacks a game. Against a really good O-Line, it can be frustrating just getting a sack, but that is
the way it should be.
* INT / AGG is lowered for DBs as well.
If you give the ratings a chance and play out a few games, you'll see what I was after.