I'd like to say I have some great answer to the quandary, but I don't.
For today, I just figure there some (hopefully planned in advance) nexus where the matrix does what was intended and players can do their intentions on the field.
For today, I just figure there some (hopefully planned in advance) nexus where the matrix does what was intended and players can do their intentions on the field.
First thing is whether or not you want more of a simulation to RL NFL positioning and roster management. If you do, then position matrix is absolutely needed with strict positioning requirements. Making your draft, early and late FA, FA during season, trades, and injuries for roster management more important and as they are for RL NFL.
Otherwise, you simply draft speed as the top priority for all positions other than QB, OL, and Kickers. Most common are WRs for RB and CBs for S/FS and LB. The other attributes, skill atributes are reduced in their importance to the players performance. This is one of the current problems with the game code in MFN.
Similarly, the other area of non-simulation abuse is the active play selection and use, especially on defense. 20 or more times the same defensive play is used in a game.
Rules and overides are also a problem, as they contribute to players being out of their designated position and the overuse of plays. I would prefer to see both eliminated from the game and replaced with coach tendency attributes or settings, aggressive vs balanced vs conservative. There is no reason that I can see for overides, which has been partly addressed in MFN1 TEST league, as you are also restricted by what positions are allowed to play where in personnel and formations including special teams. Do I use overides? you bet. Do I go with a limited choice of defensive plays and use rules to control their use by situation? you bet I do. And until there is a change, I will continue to do so to remain competitive with those who also do so. :)