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subsequent

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  1. Of course! We're always happy to field feedback. The sim is for the community.
  2. It will be weighted, and not necessarily every team that has put points into the player will get them. It's a more realistic way at envisioning the recruiting system, we believe. If you have a ton more points over the other team, you're going to be that much more likely to get them. On the flip side of your argument - let's say a player has 100 points put on them and it's broken down like this: Team A - 50 pts Team B - 45 pts Team C - 2 pts Team D - 2 pts Team E - 1 pt In a system where the team who puts the most points on the player, Team B is going to be pretty disappointed because they also invested a lot of points into this player, perhaps even 100% of their budget, if they had fewer total points to spend than Team A. The hope here is that we see a different way of strategizing how to spend your points, instead of seeing the top teams every year just throw everything they have into the top recruits with little penalty. Hopefully this makes sense and it works out in practice. If not, we can always change things up and tweak it to get it right.
  3. Yeah, we believe that every team (to a certain point) should be in consideration. Just like in real life, it's never clear cut until really the very end.
  4. Hey guys, special guest here for this week's Dev Diary. Our very own @Pumph who has been hard at work designing how recruiting will work in SimFBA! So I was asked to write up my vision for recruiting for this dev diary. My vision is basically built off of the shortcomings of every other college football game/sim I have played over the past 20+ years. Some were very good. Some were not. Even the best games left me wanting more, wanting more realistic and dynamic recruiting. The recruiting part of a college football game is its very own game within the game. It is very hard to win on the field without talent, but competing for that talent off the field should be just as challenging and perhaps even more in-depth than the gameplay on the sidelines. Yet not every person playing the game has the time, or the desire, to painstakingly comb through a database of thousands of fictional high school athletes that they know little about and compete head-to-head with other coaches to recruit them to their team. So a balance of in-depth, realistic recruiting, and simplicity was the goal when building the recruiting system. Main Features: Recruit Affinities Many recruits have predetermined affinities toward certain programs or certain types of schools, giving them bonuses towards those schools. Currently, there are [number] different affinities planned. Some recruits may have overlapping affinities, giving more schools bonuses. Program Identity Through the affinity system, programs may have a built-in identity. (Think “Linebacker U”, being a top Academic School, etc.) The goal will be to allow some of the affinities to be dynamic over time, allowing schools a chance to have some influence over them. National recruiting While some recruits may have an affinity to stay close to home, others will have the exact opposite, and want to go away. Most will have no location-based affinity at all, nationalizing recruiting. Recruits have varying (hidden) signing trigger levels, meaning that no one knows how many points it will take before a recruit signs. Recruits will not always sign with the team that spends the most on them. A weighted system will give leading teams the advantage come signing day, but the door is not completely shut on trailing teams. Realistic scholarship usage Recruits will not sign without being offered a scholarship. Teams must plan wisely. There will be other features, and some other things will need to be tabled just from a coding perspective, but this is the basic taste of what the near future holds. Where do we currently stand? Affinities have been developed, recruit affinity distribution calculations have been made, schools have been assigned to various categories. (unsure where coding stands) Hope this helps give some clarity on how we envision recruiting to work, logistically. If you have any questions, let us know!
  5. I think that would be pretty cool. Not something we have right now, but I'm sure this will be a cool perk for people.
  6. Yeah, the playbook and personnel stuff are being worked on. Once we get better at the current available stuff, those will start to get implemented. +1 week to RPO delivery.
  7. Today's Dev Diary will be a little different. We want to give you guys a chance to ask us questions or give suggestions for things you would like to see with the sim, the site, the wiki, whatever. Let us know what you have on your mind!
  8. @Jgreene816 So sorry for missing this! You're approved for Air Force. Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/ Sorry again!
  9. My eye was drawn to "subsequent" immediately. What can I say? Star MLB over here.
  10. Welcome Wonderbread! You're approved for Buffalo. Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153 ?????
  11. Hi @blueblud3, you have been approved for Syracuse! Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153
  12. Congrats, you have been approved for Wyoming! Welcome to the community! Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
  13. Congrats, you have been approved for Tulane! Welcome to the community! Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
  14. Hello, welcome! You've been approved for Vanderbilt!
  15. Hi everyone, I'm very excited to not only seeing everyone putting up depth charts, but also participating in scrimmages! It's awesome to see football being played here! As you guys continue to refine your strategies and depth charts, I want to go over some basics on how to read how good your player might be! Attributes First, let's chat about attributes. At the very base, each player will have whatever attributes they were generated with. Every player has the same set of attributes, but they all affect how well they play in different positions and their general overall differently depending on which position they start out as. As a note, the overall does NOT change if you play them in a different role, so keep that in mind! Also, height and weight currently do not do anything significant. We're hoping to be able to have them change as well as actually affect performance down the road. So let me list all of the attributes here and what we envision them doing. AttributeAbbreviationEffectOverallOVROverall rating based on attributes for their positionCarryingCARHow well a player runs with the ball, affects fumble chancesAgilityAGIHow agile they are, affects general ball carrying and elusivenessCatchingCTHHow well a player can catch ballsZone CoverageZCVHow well a player can decide who in their area to defend and keep track of everyone around himMan CoverageMCVHow well a player can keep up and cover a player in man-on-man situationsFootball IQFIQHow well a player makes decisionsKick AccuracyKACHow accurately a player kicks a place kickKick PowerKPWHow far a player can kick place kicksPass BlockPBKHow well a player can stop a pass rushPass RushPRHHow well a player can get around a pass r ushPunt AccuracyPACHow accurately a player kicks puntsPunt PowerPPWHow far a player can kick puntsRoute RunningRTRHow well a player runs his routes, results in a better connection with the QBRun BlockRBKHow well a player can defend against a run defenseRun DefenseRDFHow well a player can stop the runSpeedSPDHow fast a player can runStrengthSTRHow strong a player isTackleTAKHow well a player tacklesThrow PowerTPWHow far a player can throw the ballThrow AccuracyTACHow accurately a player can throw the ballInjuryINJHow easily a player can get hurtStaminaSTAHow easily a player gets tiredDisciplineDISHow prone they are to getting penaltiesAcademicACAHow important academics are to the player when choosing a schoolFree AgencyFRAHow loyal is this player when it comes to re-signing a contractPersonalityPERGeneral personality traitsRecruitingRECDesires that affect recruitingWork EthicWECA player's dedicationProgressionPROHow quickly a player will progress - Hidden attributePotentialPOTA fuzzied up version of progression There are a few items that aren't revealed yet, namely everything from Injury to Work Ethic, but consider this a sneak peak of what is on our roadmap! I know these seem pretty self explanatory, and they are. I just want to make sure I document it here so everyone can see. Positions and attributes Each position has a small list of attributes that go into determining a player's overall. These attributes are also the primary attributes used to determine how well they perform at their position. Of course, there will be other attributes that play a role, but those will be a little bit of a secondary effect. For example, a QB's main job is to throw the ball, not run with it, so Ball Carrying does not affect their overall, but can play a role if they are scrambling around or running a triple option. QB - Agility, Football IQ, Speed, Strength, Throw Power, Throw Accuracy RB - Carrying, Agility, Catching, Football IQ, Pass Block, Speed, Strength FB - Carrying, Agility, Catching, Football IQ, Pass Block, Run Block, Speed, Strength WR - Carrying, Agility, Catching, Football IQ, Route Running, Speed, Strength TE - Carrying, Agility, Catching, Football IQ, Pass Block, Route Running, Run Block, Speed, Strength OT/OG/C - Agility, Football IQ, Pass Block, Run Block, Strength DE - Agility, Football IQ, Pass Rush, Run Defense, Speed, Strength DT - Agility, Football IQ, Pass Rush, Run Defense, Strength ILB/OLB - Agility, Zone Coverage, Man Coverage, Football IQ, Pass Rush, Run Defense, Speed, Strength CB/FS/SS - Agility, Catching, Zone Coverage, Man Coverage, Football IQ, Speed, Strength K - Football IQ, Kick Accuracy, Kick Power P - Football IQ, Punt Accuracy, Punt Power Archetypes Now, every position has a different list of archetypes, so I want to go ahead and explain those as well. These will play a much larger role once we have more expanded play-calling. Remember, these archetypes really only determine which attribute ranges the players get generated as. Sometimes, you might have players generated well for other positions and archetypes. As you play players in different positions, they will gain experience and progress differently as well. PositionArchetypeTraitsQBScramblerLikes to run, not as good at passingQBPocketLikes to throw, not as good at runningQBBalancedJack of all trades, master of noneQBField GeneralNot quite as good as a Balanced, but much smarterRBSpeedFast, but not quite as strongRBPowerStrong, but not quite as fastRBReceivingVery good at catching the ballRBBalancedJack of all trades, master of noneFBBlockingBest deployed as a blockerFBRushingFaster, but not quite as strongFBReceivingFast and can catch passes, but not quite as strongFBBalancedJack of all trades, master of noneWRPossessionVery sure handsWRRoute RunnerVery disciplined route runningWRSpeedVery fastWRRed Zone ThreatNot quite as fast, but high strengthTEReceivingGreat hands, better at route running than Vertical ThreatTEBlockingStrong and great at blockingTEVertical ThreatVery fast, not as strongOT/OGPass BlockingBetter at blocking for the QBOT/OGRun BlockingBetter at blocking for the RBOT/OGBalancedJack of all trades, master of noneCPass BlockingBetter at blocking for the QBCRun BlockingBetter at blocking for the RBCBalancedJack of all trades, master of noneCLine CaptainNot quite as good as a Balanced, but much smarterDESpeed RusherFast and loves to blitzDERun StopperStrong and great at stopping a runDEBalancedJack of all trades, master of noneDTNose TackleStrong and great at stopping a runDTPass RusherFast and loves to blitzDTBalancedJack of all trades, master of noneILBField GeneralJack of all trades, master of none, but very smartILBRun StopperStrong and great at stopping a runILBCoverageVery good at dropping back in coverageILBSpeedFaster and more agileOLBPass RushFast and good at blitzingOLBCoverageVery good at dropping back in coverageOLBSpeedFaster and more agileOLBRun StopperStrong and great at stopping a runCB/FS/SSMan CoverageGreat in 1 on 1 situations, faster (FS and SS only)CB/FS/SSZone CoverageGreat at covering larger areas of the fieldCB/FS/SSBall HawkGreat hands, good at covering in 1 on 1 situationsFS/SSRun StopperMuch stronger and good at defending against the runK/PPowerVery strong kickingK/PAccuracyVery accurate kickingK/PBalancedJack of all trades, master of none Hopefully all of the above gives you better insight into how to create your depth charts. I can't wait to see how everybody mixes things up. Feel free to reference back to this as much as you want! We want to give you everything for you to make the best choices for your players!
  16. Congrats, you've been approved for Minnesota! Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
  17. Congrats @GK23, you're approved for Louisville! Please request your roster here! https://www.simfba.com/index.php?threads/roster-request-thread.153/
  18. Hi @Anson, you are approved for Appalachian State! Please request a roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
  19. This is amazing! You sure know how to pull off the vision we discussed! Awesome job!
  20. Approved! Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
  21. ALL PRAISE ROCKETCAN. Dude has built this thing from the GROUND UP, and we are on the verge of seeing all of his hard work!
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