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Sarge

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Everything posted by Sarge

  1. Spencer Strider would like a word.
  2. @PoopyRhinoPickle in shambles, another team in Ohio finally.
  3. Please God let us hope David Tyree smashed Dekoda Link's mom, amen.
  4. Hey Coaches! This has been one of my side projects I was charged with by the Dev Team and one I'm personally proud of. Some back story as to the why before we dive into it: I think I've been one of the more vocal 'complainers', if you will, about how linear the draft feels. With Tuscan recently adding a 'fuzzy' to the draft overalls of players, this helps, but why not go a step further in adding depth to our draft journeys? This depth, will be created in tandem with new schemes as mentioned in the previous dev diary and now Out of Position (OOP) stuff. A lot of hand wringing will happen because people will see the word "malus" but I'd like people to focus on the bigger picture. Yes, a player will receive a malus but these maluses (mali??) will not all be created equal. i.e. - an OG playing at OT or vice versa will likely have the smallest malus applied to them in comparison to a CB playing FS or a LB moving down to play at DE. Below, you will see charts that have positions by archetype broken down into positions they can feed into and what archetype will be produced. Yes, you read that correctly! After meeting the requirements outlined below, a player will gain the new position (and best transferable archetype) they're playing in and will LOSE any negatives or malus associated with playing Out of Position. Not only that, they'll get to keep their old position (and archetype) and play that position as well without malus. Minimal 2-5% debuff (HFA equivalent?) Moderate 10-20%? Severe 40%? 40% Penalty + No new Position QB (Balanced) RB (Balanced) WR (Possession) TE (Receiving) QB (Scrambler) RB (Speed) WR (Speed) TE (Vertical Threat) QB (Pocket) RB (Power) WR (Possession) TE (Receiving) QB (Field General) RB (Balanced) WR (Possession) TE (Receiving) RB (Balanced) WR (Possession) FB (Balanced) TE (Blocking) RB (Speed) WR (Speed) FB (Rushing) TE RB (Power) WR (Possession) FB (Balanced) TE (Blocking) RB (Receiving) WR (Route Runner) FB (Receiving) TE (Vertical Threat) FB (Blocking) RB (Power) WR (Possession) TE (Blocking) OT (Balanced) OG (Balanced) FB (Rushing) RB (Balanced) WR (Speed) TE (Blocking) OT OG FB (Balanced) RB (Power) WR (Possession) TE (Blocking) OT OG FB (Receiving) RB (Receiving) WR (Route Runner) TE (Receiving) OT OG TE (Receiving) WR (Red Zone Threat) FB (Receiving) RB (Receiving) OT OG TE (Vertical Threat) WR (Route Runner) FB (Receiving) RB (Receiving) OT OG TE (Blocking) WR (Possession) FB (Blocking) RB (Power) OT (Balanced) OG (Balanced) WR (Route Runner) TE (Vertical Threat) RB (Receiving) FB (Receiving) WR (Speed) TE (Vertical Threat) RB (Speed) FB (Receiving) WR (Red Zone Threat) TE (Receiving) RB (Balanced) FB (Receiving) WR (Possession) TE (Receiving) RB (Receiving) FB (Receiving) OG (Balanced) OT (Balanced) C (Line Captain) OG (Pass Blocking) OT (Passing Blocking) C (Pass Blocking) OG (Run Blocking) OT (Run Blocking) C (Run Blocking) OT (Balanced) OG (Balanced) C (Line Captain) OT (Passing Blocking) OG (Pass Blocking) C (Pass Blocking) OT (Run Blocking) OG (Run Blocking) C (Run Blocking) C (Line Captain) OG (Balanced) OT (Balanced) C (Pass Blocking) OG (Pass Blocking) OT (Passing Blocking) C (Run Blocking) OG (Run Blocking) OT (Run Blocking) DE (Balanced) DT (Balanced) OLB (Run Stopper) ILB (Run Stopper) DE (Speed Rush) DT (Pass Rusher) OLB (Pass Rush) ILB (Speed) DE (Run Stopper) DT (Run Stopper) OLB (Run Stopper) ILB (Run Stopper) DT (Balanced) DE (Balanced) OLB ILB DT (Pass Rusher) DE (Speed Rush) OLB (Pass Rush) ILB DT (Run Stopper) DE (Run Stopper) OLB (Run Stopper) ILB DT (Nose Tackle) DE (Balanced) OLB ILB OLB (Coverage) ILB (Coverage) DE (Balanced) SS Man/Zone OLB (Pass Rush) ILB (Speed) DE (Speed Rush) SS (Man Coverage) OLB (Run Stopper) ILB (Run Stopper) DE (Run Stopper) SS (Run Stopper) OLB (Speed) ILB (Speed) DE (Speed Rush) SS (Zone Coverage) ILB (Field General) OLB (Coverage) SS (Run Stopper) DE (Balanced) DT ILB (Speed) OLB (Pass Rush) SS (Run Stopper) DE (Speed Rush) DT ILB (Coverage) OLB (Coverage) SS Man/Zone DE (Balanced) DT ILB (Run Stopper) OLB (Run Stopper) SS (Run Stopper) DE (Run Stopper) DT SS (Man Coverage) FS (Man Coverage) OLB (Coverage) ILB (Coverage) CB (Man Coverage) DE SS (Zone Coverage) FS (Zone Coverage) OLB (Coverage) ILB (Coverage) CB (Zone Coverage) DE SS (Ball Hawk) FS (Ball Hawk) OLB (Speed) ILB (Speed) CB (Ball Hawk) DE SS (Run Stopper) FS (Run Stopper) OLB (Run Stopper) ILB (Run Stopper) CB DE FS (Man Coverage) SS (Man Coverage) OLB (Coverage) ILB (Coverage) CB (Man Coverage) DE FS (Zone Coverage) SS (Zone Coverage) OLB (Coverage) ILB (Coverage) CB (Zone Coverage) DE FS (Ball Hawk) SS (Ball Hawk) OLB (Speed) ILB (Speed) CB (Ball Hawk) DE FS (Run Stopper) SS (Run Stopper) OLB (Run Stopper) ILB (Run Stopper) CB (Zone Coverage) DE CB (Man Coverage) FS (Man Coverage) SS (Man Coverage) OLB ILB CB (Zone Coverage) FS (Zone Coverage) SS (Zone Coverage) OLB ILB CB (Ball Hawk) FS (Ball Hawk) SS (Ball Hawk) OLB ILB K (Power) P (Power) QB (Balanced) K (Accuracy) P (Accuracy) QB (Balanced) P (Power) K (Power) QB (Balanced) P (Accuracy) K (Accuracy) QB (Balanced) Out of Position Rules to acquire NEW Position: A) Players that get starter snaps for a full year OOP will gain new position and are provided secondary position identifier. B) Players that are on the bench/ST or non-starter snaps must accrue two years in OOP before gaining it as their new position. (Backup Snapcount for two years, essentially) C) After players learn the new position, it is permanent and will follow them through their football career. (CFB to NFL) D) No penalty will be applied AFTER the player earns their new position. For their old position, there will also be no penalty. E) Only one additional position can be learned per player. EXAMPLE OF THE RULES ABOVE: This alleviates multiple things not just for the NFL Draft by introducing far more player diversity and intrigue, but also assist with new scheme mechanics and recruits that have found themselves useless other than Special Teams heroes. Scrambler QBs can finally fully convert to running backs and PROGRESS as a running back. One thing that will need to be clarified though, is that the player that is playing OOP will NOT receive progressions to their old positional attributes UNLESS they overlap with their original position. ADDITIONALLY, if you move players around multiple positions, they will only receive progressions to the position they pass backup level snaps (roughly 20 snaps per game) equivalent in. [This is subject to change but don't expect it to change drastically] Example for above: - (1) a RB (receiving) will still likely hit a lot of the same progressions as them developing as a WR. A RB (Power) playing at WR will balanced out with WR progressions but will not necessarily progress as a runner aside from agility/speed progressions all skill position players get. (2) If you play a QB (Scrambler) at WR, QB, RB, TE throughout the season, and they pass the Backup snapcount threshold for WR, they will progress as a WR only. Some positions you may have noticed will take steeper maluses than others given the nature of the positional transition than others which is self explanatory. For now, there won't be any defensive players going to offense and vice versa. I hope this update brings excitement and variety to all the schemes and personnel decisions that impact recruiting and the new scheme update. If there's any questions at all please don't hesitate to ask! Up next will be a Dev Diary by @Rocketcan covering some new attributes!
  5. Okay coaches check it out, this is simCFB’s 2022 Coach of the Year SARGE’S method to gameplanning and how I approach it. This is not by any means: A) All inclusive of information, meaning: I don’t know MUCH about Double Wing and Pro but a lot of these philosophies can be applied to your respective schemes B) THE way to do it. Gameplanning is my favorite part of the sim where recruiting is the favorite thing for others. That doesn’t mean I know everything and have everything solved. I hope this guide enables a discussion for coaches to help each other out. THIS GUIDE WILL CHANGE OVER SEVERAL ITERATIONS IN ITS LIFE AS ENGINE UPDATES ARE APPLIED! It’s time for your next opponent what do you do first, Sarge? The very first thing I do is open up my Depth Chart on the interface, my opponent’s Depth Chart in another tab, the Gameplan Guide https://www.simfba.com/topic/1926-simcfb-gameplan-guide/#comment-6206 and my opponent’s last 2ish games. This includes scrimmages if we’re talking about Week 0/1 of regular season. Having all of this in front of me we start accumulating data, consolidate it and begin making our determinations on how we want to approach the game. Order of how I work: Opponent’s Depth Chart Opponent’s last couple of games My Depth Chart My Gameplan STEPS 1 and 2 My opponent’s depth chart is going to have a significant impact on my decision making for the roster going into the game. But before we start addressing their depth chart, we need to see what kind of offense and defense they're running. Knowing that Vanderbilt is running the spread option, I can sit down and know what personnel groupings they're limited to. Spread option can AT MOST have these on the field but not all at once: 4 WR 2 TE 1 RB (but can have RB2 get some carries) So here, I'm looking at a few things. (not gonna do a singular image for the QB but will talk about it). So we know that Spread Option mandates QBs get 10% of the carries MINIMUM, whatever the Run to Pass ratio is the opponent has selected so I'm checking to see if the QB is a running threat, which Daniel VanVleet (all-time name btw) is with a B+ in Agility and A- in Speed and I'm simply taking a mental note of it. Next I'm looking at the RB room. Pedro White is good but not incredible anywhere and I couldn't give two shits about Artavis Baynes here just by looking at his D in carrying alone. Then I take a look at the WRs. I'm looking at speed first. I try to matchup my guys where they're similar in Speed relative to their positions. So if I have a CB with an A in Speed, in theory he should be somewhat as fast or faster than a WR with an A in Speed. If I have DBs that are faster than the WRs, even better. After that, everything else is kind of out of my control. My thought process on the WR/DB matchup is this ultimatum: if the DB can't keep up with the WR then there's no point in bothering with worrying about coverage rating vs catch/routerunning rating. This is probably a wrong thought process but it is what it is. If all of my guys are similar speed I'm going to put my best CBs on the best WRs obviously and so on and so forth. TEs I look at a little bit but they aren't necessarily a force in the sim unless they get true playing time at WR. Tim Therrien is a savage it looks like and quite honestly is better than any receiver on Vanderbilt's roster but this decision making on the TE will play itself out when I start breaking down their DC further. Vanderbilt's O-Line is kind of a dumpster fire at the moment especially with pass pro. That wraps up my personal analysis on Vanderbilt's offensive difference makers so now I start looking at their last game's Box Score against ULM. VanVleet throws the ball 57(!!) times against ULM which is somewhat an outlier for Spread Option offenses but this is likely due to them playing from behind and they also ran the ball 35 times. So about 40%ish of the time Vanderbilt ran with the other 60 going through the Air in a large deficit scenario. From that, I can discern that Vanderbilt typically tries to actually keep their offense 50/50 but the game got out of hand. This is good information for gameplanning. Target distribution is important here too, noting that their RB led the team in targets so I need to make sure my LBs are on their game and Toliver is boom or bust with explosive play ability but terrible at doing what he was recruited for, catching the football. This lets me know I have some margin for error with my DBs since they're focusing their offense on their RB and their WR1 is on paper great but in game kinda middle of the road. So we learned: - RB main focus of a balanced offense - WR1 not as imposing as initially thought - Given first two pieces of information, this gives leeway on CB/WR matchup - OL leaves a lot to be desired - QB is not a passing threat STEPS 3 and 4 Now we're going to look at our own Depth Chart and begin gameplanning for our opponent. I know that I want to slow down their RB, but I also know that their OL isn't superb at pass protection and their QB struggles with his completion percentage. I also know/"assuming" that they play a balanced offense so I don't need to over commit any formations. Selfishly, I don't want to post my Offensive/Defensive gameplan because I have some rivalry/big games the rest of season and I can't tip my hand to these opponents just yet but what I will say is as long as you follow these guidelines you will have a markedly improved team performance: 1. Stop trying to commit your defense to another team's offense. Example A) Tennessee runs Air Raid and often goes 4 to 5 WR sets. Your CB1 and CB2 might be able to hold off their WR1 and WR2 but because of how Tennessee's recruiting has gone, their WR3, 4 and 5 will be infinitely better than your CB3 and CB4. Instead, trust your safeties and linebackers to cover (if they're proficient in it). You need to put your best players on the field at all times for OFFENSE AND DEFENSE. From the Gameplan Thread: 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 So look man, if you have all galaxy CBs and your LOLB is kinda ass? Just run a bunch of Nickel. It's balanced, you're not gonna get burned for running Nickel especially if your DLine is stout. Always put your best OLB at ROLB because they're on the field the most. This is important and just an example. 2. Run the offense that puts the most best players on the field! If you have stud WRs and stud RB but a statue at QB? Run Pro If you have a lot of great WRs, a stud RB and a mobile QB? Run Spread If you have a lot of great WRs, a mediocre RB and a statue at QB? Run Air Raid If you have dumpster WRs, an elite RB and a mobile QB? Run Double Wing 3. PERSONNEL GROUPS MATTER. I run 50% of Pistol 3WR and Pistol 4WR. Why? Because Pistol 2WR doesn't get as many good players on the field for me. 4. Your player's attributes matter for what you want to do. Runs: Strong thicc Power or Balanced RB? - Inside/Power runs High Agility Speed or Balanced RB? - Outside, maybe some Power Pass Distribution: Speedy WRs? - LONG BALL Decent speed route runners? - Short Possession guys? - Quick Play Action is literally useless for Air Raid so highly discourage. Play Action Short and Long should be 30/30 a piece for Double Wing, in my opinion 5. Put your guys in positions to succeed for the team I run Coverage Linebackers against pass heavy teams and I send Speed guys and Run Stoppers to crash the run. This is just a small instance of manipulating your Depth Chart. I would not swap archetype players in the same position if the OVR grade dropoff is more than 1 letter grade, i.e. B+ to C+ isn't worth the scheme fit for defense but B+ to B good. B+ to B- is kind a rough but still manageable. -------------------------- This about wraps it up. I hope this encourages discussion and gives people a little bit more insight on how to approach gameplanning!
  6. This is good for the progrum. Welcome back bro!
  7. EFFECTIVE DATE: 22 JUNE 2023 This is in response to teams not updating Depth Charts in a timely manner across both NFL and CFB which impacts the sim running games and causing the dev team to have to manually go in and adjust rosters. 1. All Gameplans AND Depth Charts are due by 11:59 EST Wednesdays. No exceptions (unless otherwise articulated by the Dev team, namely @Rocketcan or @TuscanSota). - Any failures to update Depth Charts to account for injuries will incur an infraction (covered below). 2. Redshirts are due by Wednesday 11:59 EST of Week 4 (or Week 3 if you play Week 0, 1, 2, and 3). No exceptions. - If/when you redshirt players, be sure to check both your depth chart -- that INCLUDES your Special Teams Unit (STU). - Redshirts are not mandatory to utilize, so it is not on us if you miss Redshirting players. 3. Any scheduling deadlines are dictated by conference commissioners. Conferences without appointed commissioners will be administratively handled by the admin team first, and in the absence of someone from the admin team then another conference commissioner. - Any failures to complete scheduling will incur an infraction (covered below). 4. This list is not all inclusive and can/will be amended for future scenarios/situations that are deemed fit for addition by the community/simFBA staff. Infractions 1. Infractions will be increased pending for repeat offenders and will carry over throughout the duration of a season. At the conclusion of each season, everyone will be presented with a clean slate and start from ground zero once again but will maintain any penalties incurred from previous seasons if any. 2. Penalties will be on a case by case basis upon severity but for transparency a baseline will be as follows: - Depth Chart/Gameplanning: In the event I am informed that you failed to correct your Depth Chart as previously described, the team will lose 1 scholarship for the current recruiting class. This is to place importance on the responsibility of coaches since recruiting runs concurrently with the football season. Every additional infraction throughout the season will increase the severity of the penalty to scholarships. Two infractions will be the loss of 2 scholarships (in addition to the 1 previously), three infractions will be the loss of 4 scholarships (in addition to the previous penalties). Four and beyond will be bowl/playoff eligibility bans for a to be determined amount of time. - Scheduling: Conference commissioners are ultimately responsible for their respective conference's schedules so commissioners must stay engaged. If conference commissioners are engaged, then any scheduling infractions will be levied against the schools and not the conference. Any failures of schools to complete scheduling will incur scholarship penalties. If the conference as a whole is unprepared there will be bowl suspensions (not for the entire conference but say, miss out on two bowls your conference otherwise could have attended) but will be fairly applied depending upon circumstance. ---- TENTATIVE SOLUTION: If a school incurs penalties and it is due to inactivity and the coach needs to be dropped from the school and made AI, scholarships will be reinstated and will likely fill the slots with walk-ons or until we come up with an alternate solution. I understand some of the penalties might seem steep, but coaches have a full seven days to tinker with depth charts. If you're unable to do something on Tuesday or Wednesday, there's nothing stopping you from gameplanning for your next opponent on Thursday after games have been ran. The penalties are in place because the lack of attention to detail prevents games being run appropriately and causes errors with the simulation engine. If you have any questions, comments or concerns, please post them here.
  8. Welcome dude! Let us know if you have any questions while you navigate the GM vacancies!
  9. Your avatar should be good to go! Don't forget to register for your team on the interface if you haven't already.
  10. Your dad is a cool dude for a guy that needs a walker. Welcome! @TuscanSotais the commissioner for the PAC12 and will approve you shortly. Once that's done I'll get you squared away with a logo.
  11. draftysports.com
  12. draftysports.com
  13. Coaches! First and foremost - we are currently working through restoring the wiki. Please be patient. The Admin team hopes you're enjoying the new site and thank you for waiting on us as we continue to navigate the few last remaining issues. With that being said, here's some stuff to look forward to: Features: - Discord login has been enabled, please see the announcements part in the discord on how to join it to your site account. - Forum feed has been tied into the Discord server once again. - Added a feature where we can display additional groups for our other sims. Understood that we're predominant a CFB centered site, but as other people join and stick around primarily for other sims, we can display those in addition. In posts and on user profiles you should be able to see groups you're a part of. I will be creating specific groups for NFL teams and NBA teams. This will be slightly more challenging for people who are different teams in different sims for collegiate sports but we can make it work. - Clubs - Clubs can be utilized now, but I suspect we can potentially use them to our benefit for NFL/NBA stuff in the future if necessary. Otherwise, feel free to establish clubs with your respective NFL/NBA teams to compile information instead of bothering with Discord and pinning messages/scrolling constantly. - Shop - This will be a cosmetic thing, no real money involved. You will generate points for posts, replies, reacts, etc to spend on things inside the shop. Feel free to comment on what you'd like included cosmetically and we can try to make it happen. - Return of Sportsbook - This will tie in with the shop where your points can be used to bet on games within the sim. I need to develop a better way to place games in the sportsbook in an efficient and manner where the spreads/ML/OU are "Vegas-like" but I might need to reach out to our community for help with that. - Additional themes - I understand the dark theme can be too dark, and the light theme can be too light. Expect additional themes soon for members to choose through. If there's any questions or issues please feel free to reach out to myself or @Kirby with forum related issues.
  14. The Panthers are not looking for a Head Coach. We have the number 2 pick, the number 5 pick, the number 31 pick and number 32 pick. I know you're interested and it's okay. I am too.
  15. Aw man I'm so sad Auburn isn't first pick.
  16. Thanks for the transparency, recap and excellent job overall my dude!
  17. literally what is going on in here lmao
    1. Coach123

      Coach123

      You would understand if your state had a bunch of wannabe Football schools.
  18. I know it's too late but I'm bored and want to just dump this from my brain. Game: NCAA National Championship or Super Bowl (depending on when turnover happens) Company: BOFA (Better Opportunities For Athletes) Sponsoring Defensive Touchdowns Script: "This huge D play has been brought to you by BOFA. When things get hard playing the field or when you're done smothering the offense with great big D.... Linemen, call on BOFA. We setup athletes for the future with deez nuts job opportunities fit for our players."
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