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Posts posted by Rocketcan
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QUICK START GUIDE
There are a couple things you need to do in order to participate in the sim. I am assuming you already have a team and can see your roster. If you do not have those things, please post in the #simcfb-help channel on the discord server (invite link in the first post). The steps to participate are:
Set and submit your depth chart.
Set and submit your gameplan.
Get your recruiting sheet
DEPTH CHART
NOTE: It is recommended that you set everything up initially on a regular computer. After you have everything ready to go, it is ok to make tweaks on a mobile device.
SETTING UP YOUR DEPTH CHART
Follow these steps to set up your depth chart for the first time:
- Go to THIS Google Sheet link.
- DO NOT EDIT ANYTHING
- Click on File > Make A Copy
- In the "Copy document" window, name the file "Depth Chart" and place in anywhere you'd like in your Google Drive. Be sure to leave "Share it with the same people" and "Copy comments" unchecked.
- Click the green "OK" button.
- Move to the copy that you just made.
- In the "Team:" and "Coach:" Fields, be sure to fill in your team abbreviation and your SimFBA username respectively. (If you don't know what your team abbreviation is, check out this link: Team Abbreviations
- Notice how the name of the file is just "Depth Chart". Ensure yours is also named like this.
- At the bottom of the window there should be a tab named "TEAM". Change the name of that tab to your team abbreviation.
- Now you can start filling in your depth chart. Find your team in the following forum: CFB Teams (If your team is not here, please ping me in the #simcfb-help discord channel).
- Fill in EVERY slot in the depth chart. None of the entries may be blank. Fill in the Position, First Name and Last Name. Do not enter the ID Number, the sim will do that.
- IMPORTANT: Make sure that each field you enter is EXACTLY the same as it appears on your roster. Any spaces, misspellings, incorrect punctuation will cause the depth chart reader to break.
- For example:
Notes about Depth Charts:
- DO NOT place the same player in multiple starting positions on the same side of the ball.
- YOU MAY place a player as a starter on different sides of the ball (i.e. a two-way player).
- YOU MAY place a player out of position (CB at WR, RB at WR, LB at FB, etc.).
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I'm currently a Drill Sergeant in the Army
Send pics of crying privates bls.
Approved to take over UGA. @Kirby please get him his things.
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This thread is designed to be a living document for all of the SimCFB rules, instructions, and FAQs. If you have any questions, since this thread is locked, please see the "#simcfb-help" channel in the discord. If you are not in the discord, here is an invite: SimFBA Discord Server
TL;DR Links:
- Depth Chart Template
- Depth Chart Submission Form
- Gameplan Template
- Gameplan Submission Form
- Gameplan Guide
Table of Contents:
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- Depth Chart Template
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Right now they are swappable with no penalty. That will change in the future though.
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It isn't as important as the things listed here, but a bad carrying can cause a player to be a turnover machine.
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Great question. It gets taken into account for how often they will fumble. A higher carrying ability means that a player will likely not fumble as much as one with lower carrying.
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If you pm what name you want I can change it.
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Great question, and definitely. There will be redshirts, but there is no place to designate those just yet. Expect more on those within the week.
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Hello Coaches,
Here are the important dates for the upcoming 2021 season:
- June 8th: Any user that has not replied to THIS post will lose their team.
- June 12th: Any user that has not finished their OOC schedule without notifying admins that they are unable to will lose a random recruit at the end of the recruiting season. The OOC scheduling post can be found HERE.
- June 19th: Week 0 games!
We've put a date on it! Only a few weeks away! Please getting everything done as soon as possible in order for this season to get started smoothly. Thank you for your time and effort!
Rocketcan
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- June 8th: Any user that has not replied to THIS post will lose their team.
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Hello Coaches,
Please respond to this thread with a post stating the following:
- Whether you will participate in the upcoming 2021 CFB season.
- If you are, what is your team AND discord username. (If applicable, but highly recommended you join the discord if you haven't already).
- Whether you will participate in the upcoming 2021 CFB season.
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Happy Memorial Day Coaches,
I hope you've enjoyed your weekend and are ready to get into the swing of some college football! I've got something special for everyone:
2021 College Football Schedule
Yep! It's all ready for you to start setting up Out of Conference games with other users! To do that, go to this thread and follow the instructions there.
Also, we would like to announce our two conference commissioners! @subsequent and @Bellwood! Sub will be the commissioner for all P5 conferences (ACC, Big XII, B1G, PAC 12, and SEC), while Bellwood will be serving the G5 conferences (MAC, MWC, AAC, C-USA, and Sun Belt). The independent teams will have me, Rocketcan, as their representative.
This is very exciting for all of us and we are really looking forward to our inaugural college football season here at SimFBA. I hope you guys are too and are swift to fill in the OOC schedule with your games. The sooner we get this done, the better. Make sure to reach out to your friends that are on this site and remind them to set their OOC schedule!
Until next time,
Rocketcan
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Hello Coaches,
This post is intended to be a one-stop-shop for all of your gameplanning questions. As such, I will go line-by-line and explain the different options there currently are in the gameplan sheet. This thread can also act as a place for your to ask any kind of gameplan questions you might have (what do options do? What strategies are good with what players? etc.).
OFFENSE
Offensive Scheme:
There are four options here: Pro, Air Raid, Spread Option, and Double Wing. Here is a quick breakdown of what they each do:
- Pro
- Balanced Run vs. Pass
- Focused on one main RB to carry the running workload with a second RB/FB in minor support.
- Players that should see decent playing time:
- RB1
- FB1/RB2 (if played at the FB position)
- TE1
- TE2
- WR1
- WR2
- WR3
- RB1
[*]Air Raid
- Heavy Pass Focus
- Focused on one main RB to carry the running workload.
- Players that should see decent playing time:
- RB1
- TE1
- WR1
- WR2
- WR3
- WR4
- WR5
- RB1
[*]Spread Option
- Balanced Run vs. Pass
- Distributed running workload with QB, RB1, and RB2/FB being the main backs.
- Players that should see decent playing time:
- RB1
- TE1
- TE2
- WR1
- WR2
- WR3
- WR4
- RB1
[*]Double Wing
- Heavy Run Focus
- Distributed running workload with QB, RB1, FB1, and RB2 being the main backs.
- Players that should see decent playing time:
- RB1
- FB1
- RB2
- TE1
- TE2
- WR1
- WR2
- RB1
- Balanced Run vs. Pass
Run To Pass Ratio:
This is a number that represents the % of time your team will choose to run the ball on average. To know how often your team will pass the ball, take 100 - your RTPR. Thus, a higher number means you will run the ball more and a lower number means you will pass more. Each scheme has a range of valid values for that scheme. They are:
- Pro: 35-65
- Air Raid: 10-40
- Spread Option: 45-75
- Double Wing: 60-90
Formation Distribution:
This section has three formation options based on your scheme. These formations determine the players that are on the field for a particular play. Here is a formation-by-formation breakdown about who is on the field:
- I Formation: QB1, RB1, FB1, WR1, WR2, TE1
- Singleback Two TEs: QB1, RB1, WR1, WR2, TE1, TE2
- Singleback Three WRs: QB1, RB1, WR1, WR2, WR3, TE1
- Singleback Four WRs: QB1, RB1, WR1, WR2, WR3, WR4
- Empty Five WRs: QB1, WR1, WR2, WR3, WR4, WR5
- Pistiol Three WRs: QB1, RB1, WR1, WR2, WR3, TE1
- Pistol Two WRs: QB1, RB1, WR1, WR2, TE1, TE2
- Pistol Four WRs: QB1, RB1, WR1, WR2, WR3, WR4
- Double Wing/Wing T: QB1, RB1, FB1, RB2, WR1, TE1
- Single Wing: QB1, RB1, FB1, WR1, WR2, TE1
- Double Wing/Wing T Two TEs: QB1, RB1, FB1, RB2, TE1, TE2
Similar to the Run To Pass Ratio, the number field associated with each formation option corresponds to the % on average you will use that formation. Regardless of scheme, you cannot put more than 50% on any one formation. Whatever your selections are, they MUST add up to 100%. You also do not need to use all three formation options (you may set two to 50% each).
Runner Distribution:
These options determine who you will try to use in the running game. The numbers associated with each field correspond to the % on average you will give the ball to that ballcarrier. Depending on your scheme, there are also restrictions on the ranges available for each runner. If a runner is ineligible, his number must be set to zero:
- Pro
- QB: Ineligible
- BK1: Up to 100
- BK2: Up to 20
- BK3: Ineligible
[*]Air Raid
- QB: Ineligible
- BK1: Up to 100
- BK2: Ineligible
- BK3: Ineligible
[*]Spread Option
- QB: Up to 60
- BK1: Up to 60
- BK2: Up to 30
- BK3: Ineligible
[*]Double Wing
- QB: Up to 60
- BK1: Up to 60
- BK2: Up to 60
- BK3: Up to 60
- QB: Ineligible
Whatever your selections are, they MUST add up to 100%.
Run Type Distribution:
These options determine how often certain run types are selected when you choose to run the ball. There are four types of runs: Outside, Inside, Power, and Draw.
- Outside: Predicated on agility. Runners with high agility will gain more yards before first contact.
- Inside: Runners with high strength will do better with this type of run.
- Power: Just like inside runs, high strength goes along way, but this uses more backside blockers (If you run left, some blockers will be from the right side of your line) than regular inside runs.
- Draw: See inside run. Get a bonus on yardage if the defense blitzed or called a pass defense.
Each of these types can be run to the left or right. This will determine which side of the line and defense will be the point of attack. Blockers and defenders at the point of attack are more likely to be involved in the play (blockers: to block, defenders: to tackle). Also remember, Power uses some backside blockers, so if you have a well balanced line, Power is a good play selection. On the other hand, if you have one side that is better at run blocking it might be better to stick to regular inside/outside runs towards them.
For all schemes, Outside, Inside and Power runs to the left or right are limited to no more than 50%. Draws left or right are limited to no more than 15%. Regardless of the selections, they must all add up to 100%.
Pass Type Distribution:
These fields determine the % on average a certain type of pass pattern is targeted on a pass play. There are six types of pass play: Quick, Short, Long, Screen, Play Action Short, Play Action Long.
- Quick: Throws thrown quickly around the line of scrimmage. Usually three-step drops throwing slants, quick outs, ins, and hitches. Anywhere from -2 to 5 or 6 yards downfield. Very common in West Coast offenses. Receivers with good agility and route running will excel at running these routes. Highest % chance of completion for a regular pass.
- Short: Throws targeted slightly farther downfield. Some three-step and five-step drops throwing to outs, ins, hitches, posts, corners, crossers, etc. Targeted to about 3-10 yards downfield. Receivers with a good mix of agility, speed, and route running will do well on these types of routes. Medium % chance of completion.
- Long: Throws targeted down the field. Usually deep corners, posts, sluggos, and gos. Speed is the best attribute for these types of routes as they are targeted to about 9-20 yards downfield. Lowest % chance of completion.
- Screen: Very quick pass to the primary back behind the line of scrimmage. These passes are designed to get an agile back in space with blockers in front of him. Backs with good agility will be good targets for these plays. Always about a 75% chance of completion, regardless of the QB's skills. Also, small % chance of bonus/penalty yards, as well as a fixed 2% chance of a costly interception.
- Play Action Short: Same as Short, except if called against a run defense, there is a bonus to the % chance of completion.
- Play Action Long: Same as Long, except if called against a run defense, there is a bonus to the % chance of completion.
There are some restrictions for how you choose to distribute your passes based on your scheme:
- Quick
- Pro: No more than 45%
- All others: No more than 50%
[*]Short
- Pro: No more than 45%
- All others: No more than 50%
[*]Long
- Pro: No more than 45%
- Air Raid: No more than 50%
- All others: No more than 35%
[*]Screen
- All: No more than 20%
[*]Play Action Short
- Double Wing: No more than 30%
- All others: No more than 20%
[*]Play Action Long
- Double Wing: No more than 30%
- All others: No more than 20%
- Pro: No more than 45%
All options must add up to 100%.
Targeting Distribution
This represents how you would like targets to be distributed to your receivers. The real distributions during a game will be likely very different from these numbers due to things like pressure, different QB reads, coverage, etc. Regardless, think of these options as the "ideal" targeting breakdown for your players. You cannot put more than 60% on any one player, and TE3 is currently an invalid selection, so just leave him at 0.
DEFENSE
Defensive Scheme:
Determines the base alignment of your defense. Currently there are only two options:
- 4-3: Base formation has four defensive lineman and three linebackers. OLBs are not on the defensive line.
- 3-4: Base formation has five defensive lineman and four linebackers. OLBs ARE on the defensive line.
Defensive Personnel:
There are three personnel groupings you can choose from based on your scheme.
- 4-3
- Base 4-3 (Better for stopping the run given the added linebackers)
- Defensive Line: LE1, DT1, DT2, RE1
- Linebackers: LOLB1, ILB1, ROLB1
- Secondary: CB1, FS1, SS1, CB2
[*]Nickel 4-2-5 (Balanced)
- Defensive Line: LE1, DT1, DT2, RE1
- Linebackers: ILB1, ROLB1
- Secondary: CB1, FS1, SS1, CB2, CB3
[*]Dime 4-1-6 (Geared to stop the Pass)
- Defensive Line: LE1, DT1, DT2, RE1
- Linebackers: ILB1
- Secondary: CB1, FS1, SS1, CB2, CB3, CB4
- Defensive Line: LE1, DT1, DT2, RE1
[*]3-4
- Base 3-4 (Better for stopping the run given the added linebackers)
- Defensive Line: LOLB1, LE1, DT1, RE1, ROLB1
- Linebackers: ILB1, ILB2
- Secondary: CB1, FS1, SS1, CB2
[*]Nickel 3-3-5 (Balanced)
- Defensive Line: LE1, DT1, RE1, ROLB1
- Linebackers: ILB1, ILB2
- Secondary: CB1, FS1, SS1, CB2, CB3
[*]Dime 3-2-6 (Geared to stop the Pass)
- Defensive Line: LE1, DT1, RE1, ROLB1
- Linebackers: ILB1
- Secondary: CB1, FS1, SS1, CB2, CB3, CB4
- Defensive Line: LOLB1, LE1, DT1, RE1, ROLB1
- Base 4-3 (Better for stopping the run given the added linebackers)
Whatever your selections are, they MUST add up to 100%. You are not restricted on how much you must put in any of the formations.
Run To Pass Ratio:
This is a number that represents the % of time your team will choose to defend the run on average. To know how often your team will defend the pass, take 100 - your RTPR. Thus, a higher number means you will defend the run more, and will defend the pass less. You must choose between 15% and 85%. If a run defense is called against a play action pass or a pass defense is called against a draw play, your defense will be ill-equipped to stop the offense and it will likely gain more yards.
Blitz Ratio:
A Blitz is when more than 4 or so pass rushers attack the QB on a pass play. This can put extra pressure on the QB that causes them to make mistakes, throw interceptions, or even get sacked more than usual. This number option sets the % chance that your defense will blitz on a given pass play. Remember, unless you are cautious with your blitzes (See Blitz Aggressiveness), you will be vulnerable to the offense running screens and draws. This field must be between 0% (never blitz) and 60%.
Blitz Aggressiveness:
There are three options for this field:
- Cautious
- No more than 1 player may blitz.
- 1 man blitzes are not vulnerable to screens and draws, but do not put much extra pressure on the QB.
- Only LBs will blitz.
[*]Moderate
- No more than 2 players may blitz.
- Chance of 1 man blitz: 50%
- Chance of 2 man blitz: 50%
- 1 man blitzes are not vulnerable to screens and draws, but do not put much extra pressure on the QB.
- 2+ man blitzes are vulnerable to screens and draws, but may put extra pressure on the QB.
- Can choose to add CBs or Ss.
[*]Aggressive
- No more than 3 players may blitz.
- Chance of 1 man blitz: 33.3%
- Chance of 2 man blitz: 33.3%
- Chance of 3 man blitz: 33.3%
- 1 man blitzes are not vulnerable to screens and draws, but do not put much extra pressure on the QB.
- 2+ man blitzes are vulnerable to screens and draws, but may put extra pressure on the QB.
- Can choose to add CBs or Ss.
- No more than 1 player may blitz.
In all cases, blitzing may leave some receivers uncovered, and in doing so will allow for an easy completion and potentially long gain. If you set your Blitz Ration to 0, this field does not matter, but setting it to Cautious is a good idea.
Blitz Safeties?:
This field only has two options: Yes or No. If this is set to Yes, then there is a chance on 2+ man blitzes, one or both safeties will be designated as blitzers. Otherwise, safeties will not be included in blitzes. This might be useful if you think those players are particularly good at pass rushing. If you have Blitz Aggressiveness set to Cautious, just set this value to No.
NOTE: On run defenses, the SS1 player is designated a linebacker and therefore might be designated to blitz even if this option is set to zero.
Blitz Corners?:
See Blitz Safeties?. Same for this option, except this allows CB3 and/or CB4 to be included in any 2+ man blitz. Again, this is useful if you think your CB3 or CB4 might be a good pass rusher. If you have Blitz Aggressiveness set to Cautious, just set this value to No. Also, if either of those players are not on the field (i.e. a base defense with only 2 CBs), they obviously will not be able to blitz.
NOTE: CB1 and CB2 will never be able to blitz.
Linebacker Coverage:
There are two options here: Man or Zone. Choose man if you think your linebackers are better in man coverage (this includes SS1 on run defenses). If you think they are better at Zone, then select Zone instead.
Corners Coverage:
See Linebacker Coverage.
Safeties Coverage:
See Linebacker Coverage.
Some final things to note:
- Never leave a field blank. If you want a value to be nothing/zero, please input a zero.
- There is built in error detection in the google sheet. If it presents an error, your gameplan is likely not valid. Please make sure all errors are gone before you submit your gameplan.
- Always be sure to make a copy of the main template. When you do this, make sure to do the following:
- Rename the file to just "Gameplan"
- Rename the tab with the gamplan in it to your team abbreviation. i.e. "BAMA".
[*]There is a tab in the gameplan called "Guide". This includes a link to this thread.
- Rename the file to just "Gameplan"
Please use this thread for any questions you might have as well.
Happy Gameplanning!
Rocketcan
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- Pro
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Not on a play-by-play basis, but I do explain the basics of runs and passes in their respective dev diaries:
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If you think those players are good at pass rushing, then they will add a lot to the overall pass rush value. But that is it, there is no other specific benefit to it.
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These changes will not come into effect for games and gameplans for at least a little bit. The coding is not quite finished. When this *IS* implemented fully, you will all need to get new gameplans as a result. I will let everyone know when that is the case.
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Hello Coaches!
Welcome to another Dev Diary for NewSim on SimFBA!
Last Dev Diary, @TuscanSota showed all the amazing work he is doing to get the interface up and running. Today, I wanted to talk about some more changes that are coming to the NewSim engine.
Right now, users are only able to select from a few run options (Inside, Outside, Power), and a few pass options (Quick, Short, Long). Also, defenses have been hampered by their inability to blitz. Soon, that will all change!
New plays that will be added are:
- Draws
- Screens
- Play Action
- Blitzes
Draws
These plays are just like inside runs, but take advantage of a defense set to defend the pass. If this play is called when a defense either defends the pass, and/or is blitzing, the chance of an automatic breakout run increases by 16%, and the overall yardage gained will receive a boost. However, if you guess incorrectly and run a draw against a run defense, your run has a highly likelihood of being stuffed. Call this play often if you think the defense will blitz or defend the pass. These plays will be added alongside the current run plays in the gameplan as "Draw Left" and "Draw Right". Offensive Schemes will have limits on how often this play can be called
Screens
This is a sort of pass that takes advantage of blitzing defenses. Instead of using the abilities of the receiver to run their route etc., the screen pass treats the yardage gained formula like an outside run. Thus, quick and agile players will be best as screen receivers. Also, screens are much more likely to be completed, and sometimes will get bonuses or penalties on their yardage gained. There is also a slight chance of an interception. The chances are as follows:
- Complete (No Bonus): ~51%
- Incomplete: ~23%
- Complete (1/2 penalty): ~10%
- Complete (x2 Bonus): ~10%
- Complete (x3 Bonus): ~3%
- Interception: ~2%
Just like with the draw, if a screen is called when a defense is blitzing, it greatly increases the chance of a breakout run and increases the gain overall. However, the defense is more likely to stop you if they called a run defense. Screens will be put in the same section of passing as the others. There will just be the option of "Screen" as a pass type.
Play Action
All of the plays so far have been geared towards defeating defenses geared towards stopping the pass and blitzing. But what about defenses that stop the run? That is where Play Action comes in. Play Action is a type of pass that fakes run and then has a better chance of completion if the defense bites on the fake. Play Action can only be run with Short or Long Passes.
What happens if the Defense called a defense designed to stop the run? The Offense gets a +10% chance of completing the pass. And for long passes, that can be a HUGE difference. but, if a defense is ready for the pass and doesn't bite, that bonus gets turned into a -10% chance of the completing the pass. Also, if you called a play action pass and there is a pass rush situation, your blockers will have a much more difficult time of containing the pass rush, so be careful.
Play Action passes will be placed alongside the other types of passes, but there will be two variants: "Play Action Short" and "Play Action Long".
Blitzes
Now, we have covered a bunch of different plays that take advantage of defenses that blitz, but we didn't really cover why a defense would blitz in the first place. The answer is simple: Pressure. Most blitzes against Short or Long passes become a pass rush situation automatically, and that combined with more pass rushers to go after the QB means the better likelihood of a sack.
This doesn't come without a cost, however. If a player blitzes, they can't cover their man or zone, meaning it's entirely likely that when you blitz, you leave receivers running wide open and potentially give up a big play. There are some ways around this that we will cover later on.
With Blitzes being added, the way defenses will call plays has changed. The options for defenses will likely be as follows (subject to change):
- Scheme (4-3 or 3-4)
- Defensive Formations (Personnel Groupings)
- Run to Pass Ratio (How many defenses should be called against the pass? Against the run?)
- Blitz Ratio (How often should we blitz?)
- Blitz Aggressiveness (How many blitzers should we send?)
- Cautious: Only blitz up to 1 player
- Moderate: Can blitz up to 2 players
- Aggressive: Can blitz up to 3 players
[*]Blitz Safeties? (Yes or No)
[*]Blitz Corners? (Yes or No)
[*]Linebackers Coverage (Man or Zone)
[*]Corners Coverage (Man or Zone)
[*]Safeties Coverage (Man or Zone)
- Cautious: Only blitz up to 1 player
Cautious blitzes (only one blitzer) have the benefit of not counting as a blitz for draw and screen purposes, but aren't nearly as effective for generating pass rush. Moderate and Aggressive, however, do count and you risk getting burned deep.
That is it for this dev diary. I apologize for the length, but I hope it was worth it. Comment with any questions you have and I'll be sure to answer them as best as I can!
Until next time,
Rocketcan
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- Draws
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I think you just have to wait for one of them to approve you for now.
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We can discuss more about this one on one.
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Hello Coaches!
We have another important update for everyone! As we make more and more progress on the back end of the simulation (Dev Diary #37), and the front end that users will interact with (Dev Diary #38) we are getting very close to our first CFB regular season! As of right now, we are looking towards the end of June for that to occur, and to make that happen we have to implement a few more things.
First on that list is recruiting! Taking cues from @Wahoo with his excellent recruiting system, @subsequent has been hard at work designing a system to make recruiting realistic, engaging, and most importantly, fun. All of that work would be for nothing without @alexfall862 tirelessly building the system we will use for our first season of recruiting (before recruiting can be moved to the interface). I do want to thank everyone I mentioned here for their dedication and effort they are putting into this project so we all can have a fun experience.
I say all of this to preface this statement: We need help. A system this complex under the hood requires a good amount of testing in order to work out the kinks and make it ready for the first season. So, this post is a call for users who want this sim to succeed and be a good experience for everyone to step up and give us a hand!
This will require a small level of daily commitment. We will need testers to:
- Put points on recruits every game week for an entire recruiting season (About 20 weeks). Each real-life day will have one or two game weeks. AND
- Give feedback on the user interface, your experience specifically, and the recruiting system as a whole.
Since this is a decent amount of work, we are prepared to offer a bit of an incentive. Any tester who is not an admin that participates in each game week of recruiting AND provides the feedback we requested will be allowed to help create a recruit (up to 5 stars) for the first CFB season. This means you get to pick the Name (semi-memey is allowed but don't go overboard!), Position, Archetype, Height and Weight (within reason for their position), Hometown, School, State, and Star Level of a player that will exist in the sim for years to come!
Given the nature of the incentive we are offering, I am limiting this to the first five users that agree to and meet these conditions. Also, the admins individually will not be allowed to generate a player in this manner, but we may still be able to put something together.
Please reply to this thread and include your discord username if you are interested and willing to make the commitment. I will PM each of you individually to confirm and give you some more information.
Happy Crooting!
Rocketcan
Current volunteers:
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- Put points on recruits every game week for an entire recruiting season (About 20 weeks). Each real-life day will have one or two game weeks. AND
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Approved for Texas State! Go ahead and post here to request your roster: Roster Request Thread
Also, check out this Dev Diary to get yourself set up for scrimmages: Dev Diary #37
And finally, read through the Dev Diaries to get an idea of what you are looking to do to have a good team!
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Hello Coaches!
We are getting there! We are currently working on adding a few more features to NewSim, creating a more efficient recruiting system, and hammering out some logistical details for a regular season (schedule, polls, etc.). As such, we now need some more help. For this first season we appear to have around 35-50 or so user-controlled teams, and that will be more to manage than just the handful of us can.
So, we need to bring two of you on to be conference commissioners! Specifically we would have one for all Power 5 teams, and one for all Group of 5 teams. You must be a coach in the group of conferences you represent. The job descriptions are as follows:
P5 commissioner
- Description
- Temporary position until enough teams are coached to require individual conference commissioners
[*]Duties
- Recruiting and interviewing prospective P5 conference coaches
- Responding to all P5 conference team applications
- Driving the production of P5 conference media and ensuring coaches are maintaining their depth charts, recruiting, and other team-related tasks
- Removing or penalizing repeated offenses by P5 conference coaches
- Temporary position until enough teams are coached to require individual conference commissioners
G5 commissioner
- Description
- Temporary position until enough teams are coached to require individual conference commissioners
[*]Duties
- Recruiting and interviewing prospective G5 conference coaches
- Responding to all G5 conference team applications
- Driving the production of G5 conference media and ensuring coaches are maintaining their depth charts, recruiting, and other team-related tasks
- Removing or penalizing repeated offenses by G5 conference coaches
- Temporary position until enough teams are coached to require individual conference commissioners
Please apply using the link here: Conference Commissioner Application
Until next time,
Rocketcan
- 2
- Description
College Football Rules Megathread
in Information
Posted · Edited by Rocketcan
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