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subsequent

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  1. From the desk of [uSER=7]@Jamarquan[/uSER]:

     

    Howdy everyone, while the SimFBA season isn't underway yet, @Tazer, [uSER=42]@llamas[/uSER], @Bellwood, @subsequent, and myself are hard at work creating the inaugural schedule, as well as a formula that will make matchups flexible and easy to create, while still stay adherent to real life.

     

    To that end, we've decided to chop the (as of now) 15 week schedule into three fairly simple sections: OOC Window, Conference Play, and Rivalry Time. Here's how it works:

     

    The OOC Window is the first few weeks - in this case, Weeks 0, 1, 2, and 3 - where you can schedule whoever you'd like as long as they have the open date. While you won't necessarily be able to directly schedule games for Week Zero, the most high-profile matchups will be showcased there for prominence. Each team also has one bye week for this window, though for most schools it will be in Week Zero.

     

    The next window is Conference Play, the duration of which is from Weeks Four to Twelve. Inside, teams will play their conference schedule as normal, but with one bye week / open date interspersed. The conference scheduling formula is true to life in terms of protected matchups, as well as the rotation of cross divisional games thus far. At the time of writing, the Big Ten and Big 12 are finished, and the ACC is being worked on. The other conferences and independents continue to be considered as well to ensure everyone has a schedule they can make do with.

     

    You may be wondering at this point how teams with nine game schedules can play a 9 game schedule in the same amount of weeks and still have a bye. The answer is that they technically don't, because the third part of the schedule is called Rivalry Time. Rivalry Time is the last two weeks of the season when teams with an applicable, traditional end of season rival get down to some old fashioned Thanksgiving footballin'. This was designed especially for the ACC and SEC schools who play each other at the end of the season, like Louisville and Kentucky; Florida and FSU; and South Carolina and crushing defeat. This period is two weeks long to allow teams to either place a bye (or their last conference or OOC date where applicable) before the biggest game of the season. This way, there is a little bit of extra flexibility for teams to ensure that they're always able to play their biggest rival, even when it isn't always the case in real life. Teams without a dedicated rivalry game have two open dates, meaning they can either end with a bye, or play their last conference game where necessary.

     

    Hopefully this all makes sense. The schedule, like everything in this sim, is a work in progress, and we want everyone on the site to be able to voice their opinions and have them considered. Please let us know your thoughts on this, and how you think it can be improved!

    • Like 9
  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.

    • Like 2
  3. 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.

     

    AttributeAbbreviationEffect
    OverallOVROverall rating based on attributes for their position
    CarryingCARHow well a player runs with the ball, affects fumble chances
    AgilityAGIHow agile they are, affects general ball carrying and elusiveness
    CatchingCTHHow well a player can catch balls
    Zone CoverageZCVHow well a player can decide who in their area to defend and keep track of everyone around him
    Man CoverageMCVHow well a player can keep up and cover a player in man-on-man situations
    Football IQFIQHow well a player makes decisions
    Kick AccuracyKACHow accurately a player kicks a place kick
    Kick PowerKPWHow far a player can kick place kicks
    Pass BlockPBKHow well a player can stop a pass rush
    Pass RushPRHHow well a player can get around a pass r ush
    Punt AccuracyPACHow accurately a player kicks punts
    Punt PowerPPWHow far a player can kick punts
    Route RunningRTRHow well a player runs his routes, results in a better connection with the QB
    Run BlockRBKHow well a player can defend against a run defense
    Run DefenseRDFHow well a player can stop the run
    SpeedSPDHow fast a player can run
    StrengthSTRHow strong a player is
    TackleTAKHow well a player tackles
    Throw PowerTPWHow far a player can throw the ball
    Throw AccuracyTACHow accurately a player can throw the ball
    InjuryINJHow easily a player can get hurt
    StaminaSTAHow easily a player gets tired
    DisciplineDISHow prone they are to getting penalties
    AcademicACAHow important academics are to the player when choosing a school
    Free AgencyFRAHow loyal is this player when it comes to re-signing a contract
    PersonalityPERGeneral personality traits
    RecruitingRECDesires that affect recruiting
    Work EthicWECA player's dedication
    ProgressionPROHow quickly a player will progress - Hidden attribute
    PotentialPOTA 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.

     

    PositionArchetypeTraits
    QBScramblerLikes to run, not as good at passing
    QBPocketLikes to throw, not as good at running
    QBBalancedJack of all trades, master of none
    QBField GeneralNot quite as good as a Balanced, but much smarter
    RBSpeedFast, but not quite as strong
    RBPowerStrong, but not quite as fast
    RBReceivingVery good at catching the ball
    RBBalancedJack of all trades, master of none
    FBBlockingBest deployed as a blocker
    FBRushingFaster, but not quite as strong
    FBReceivingFast and can catch passes, but not quite as strong
    FBBalancedJack of all trades, master of none
    WRPossessionVery sure hands
    WRRoute RunnerVery disciplined route running
    WRSpeedVery fast
    WRRed Zone ThreatNot quite as fast, but high strength
    TEReceivingGreat hands, better at route running than Vertical Threat
    TEBlockingStrong and great at blocking
    TEVertical ThreatVery fast, not as strong
    OT/OGPass BlockingBetter at blocking for the QB
    OT/OGRun BlockingBetter at blocking for the RB
    OT/OGBalancedJack of all trades, master of none
    CPass BlockingBetter at blocking for the QB
    CRun BlockingBetter at blocking for the RB
    CBalancedJack of all trades, master of none
    CLine CaptainNot quite as good as a Balanced, but much smarter
    DESpeed RusherFast and loves to blitz
    DERun StopperStrong and great at stopping a run
    DEBalancedJack of all trades, master of none
    DTNose TackleStrong and great at stopping a run
    DTPass RusherFast and loves to blitz
    DTBalancedJack of all trades, master of none
    ILBField GeneralJack of all trades, master of none, but very smart
    ILBRun StopperStrong and great at stopping a run
    ILBCoverageVery good at dropping back in coverage
    ILBSpeedFaster and more agile
    OLBPass RushFast and good at blitzing
    OLBCoverageVery good at dropping back in coverage
    OLBSpeedFaster and more agile
    OLBRun StopperStrong and great at stopping a run
    CB/FS/SSMan CoverageGreat in 1 on 1 situations, faster (FS and SS only)
    CB/FS/SSZone CoverageGreat at covering larger areas of the field
    CB/FS/SSBall HawkGreat hands, good at covering in 1 on 1 situations
    FS/SSRun StopperMuch stronger and good at defending against the run
    K/PPowerVery strong kicking
    K/PAccuracyVery accurate kicking
    K/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!

    • Like 9
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