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Hi everyone. Sorry about the late dev diary this week. Ironically, I want to talk a little about scheduling - both for the simulation and for the season upcoming.
First, I'll talk a little about the sim. In terms of the simulation, everyone seen the different games that we've put on. We have had a lot of wild results, but generally it's been really, really awesome to see. As @Rocketcan continues to tweak things around, we hope to start seeing better balancing and results that make sense based on schemes and player abilities. A few things we hope to stand up in the next month or so:
- Completion of NewSim Alpha by implementing:
- 11 personnel offense (runs, passes)
- Rotation due to stamina, blowouts, injuries
- Nickel Defense
- Penalties
[*]Finish Depth Chart and Roster pages on Interface
[*]Deploy Data to Interface
[*]Create Schedule
[*]Develop way to post games
- 11 personnel offense (runs, passes)
@TuscanSota and @gheavy have been real hard at work getting the interface worked on. You guys have all seen the amazing stuff they've showcased, and we have a few more cool things to show soon!
The P5 commish [uSER=7]@Jamarquan[/uSER], G5 commish @Tazer, and Volunteer #3 [uSER=42]@llamas[/uSER] are currently hard at work standing up in-conference (and some of the independent) schedules for the next few years. Non-conference scheduling will be up to you guys to work with each other to create some awesome match ups!
As for recruiting - I know everyone is real excited about this part. Who doesn't want to build their dynasty?! Most likely, unless we can get ahead on some of our other projects, this will be in some sort of hybrid excel format. I know it's not ideal, but look for a good alternative solution coming soon before we can get it onto the interface.
With all of this being said, the hope is to start running our inaugural season in the next month, so stay tuned as we continue to massage our schedule!
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Great idea. We'll have to come up with a way to define how that might work. Perhaps it can be a based on the number of players in the position on the DC, maybe it could be based on how good the starters are. Would love to hear how you envision it.
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Of course! We're always happy to field feedback. The sim is for the community.
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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.
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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.
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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!
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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.
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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.
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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!
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@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!
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My eye was drawn to "subsequent" immediately. What can I say? Star MLB over here.
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Welcome Wonderbread! You're approved for Buffalo. Please request your roster here:
https://www.simfba.com/index.php?threads/roster-request-thread.153
?????
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Oregon State huh? Really makes you think.
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Hi @blueblud3, you have been approved for Syracuse! Please request your roster here:
https://www.simfba.com/index.php?threads/roster-request-thread.153
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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/
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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/
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Hello, welcome! You've been approved for Vanderbilt!
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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.
Attribute Abbreviation Effect Overall OVR Overall rating based on attributes for their position Carrying CAR How well a player runs with the ball, affects fumble chances Agility AGI How agile they are, affects general ball carrying and elusiveness Catching CTH How well a player can catch balls Zone Coverage ZCV How well a player can decide who in their area to defend and keep track of everyone around him Man Coverage MCV How well a player can keep up and cover a player in man-on-man situations Football IQ FIQ How well a player makes decisions Kick Accuracy KAC How accurately a player kicks a place kick Kick Power KPW How far a player can kick place kicks Pass Block PBK How well a player can stop a pass rush Pass Rush PRH How well a player can get around a pass r ush Punt Accuracy PAC How accurately a player kicks punts Punt Power PPW How far a player can kick punts Route Running RTR How well a player runs his routes, results in a better connection with the QB Run Block RBK How well a player can defend against a run defense Run Defense RDF How well a player can stop the run Speed SPD How fast a player can run Strength STR How strong a player is Tackle TAK How well a player tackles Throw Power TPW How far a player can throw the ball Throw Accuracy TAC How accurately a player can throw the ball Injury INJ How easily a player can get hurt Stamina STA How easily a player gets tired Discipline DIS How prone they are to getting penalties Academic ACA How important academics are to the player when choosing a school Free Agency FRA How loyal is this player when it comes to re-signing a contract Personality PER General personality traits Recruiting REC Desires that affect recruiting Work Ethic WEC A player's dedication Progression PRO How quickly a player will progress - Hidden attribute Potential POT A 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.
Position Archetype Traits QB Scrambler Likes to run, not as good at passing QB Pocket Likes to throw, not as good at running QB Balanced Jack of all trades, master of none QB Field General Not quite as good as a Balanced, but much smarter RB Speed Fast, but not quite as strong RB Power Strong, but not quite as fast RB Receiving Very good at catching the ball RB Balanced Jack of all trades, master of none FB Blocking Best deployed as a blocker FB Rushing Faster, but not quite as strong FB Receiving Fast and can catch passes, but not quite as strong FB Balanced Jack of all trades, master of none WR Possession Very sure hands WR Route Runner Very disciplined route running WR Speed Very fast WR Red Zone Threat Not quite as fast, but high strength TE Receiving Great hands, better at route running than Vertical Threat TE Blocking Strong and great at blocking TE Vertical Threat Very fast, not as strong OT/OG Pass Blocking Better at blocking for the QB OT/OG Run Blocking Better at blocking for the RB OT/OG Balanced Jack of all trades, master of none C Pass Blocking Better at blocking for the QB C Run Blocking Better at blocking for the RB C Balanced Jack of all trades, master of none C Line Captain Not quite as good as a Balanced, but much smarter DE Speed Rusher Fast and loves to blitz DE Run Stopper Strong and great at stopping a run DE Balanced Jack of all trades, master of none DT Nose Tackle Strong and great at stopping a run DT Pass Rusher Fast and loves to blitz DT Balanced Jack of all trades, master of none ILB Field General Jack of all trades, master of none, but very smart ILB Run Stopper Strong and great at stopping a run ILB Coverage Very good at dropping back in coverage ILB Speed Faster and more agile OLB Pass Rush Fast and good at blitzing OLB Coverage Very good at dropping back in coverage OLB Speed Faster and more agile OLB Run Stopper Strong and great at stopping a run CB/FS/SS Man Coverage Great in 1 on 1 situations, faster (FS and SS only) CB/FS/SS Zone Coverage Great at covering larger areas of the field CB/FS/SS Ball Hawk Great hands, good at covering in 1 on 1 situations FS/SS Run Stopper Much stronger and good at defending against the run K/P Power Very strong kicking K/P Accuracy Very accurate kicking K/P Balanced Jack 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!
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Congrats, you've been approved for Minnesota!
Please request your roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
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Congrats @GK23, you're approved for Louisville! Please request your roster here!
https://www.simfba.com/index.php?threads/roster-request-thread.153/
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Hi @Anson, you are approved for Appalachian State!
Please request a roster here: https://www.simfba.com/index.php?threads/roster-request-thread.153/
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Everybody has done so much for this. I love it!
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This is amazing! You sure know how to pull off the vision we discussed! Awesome job!
#20 - Who plays who during the season?
in Dev Diary
Posted
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!