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TuscanSota

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  1. Hey all, This is a short dev diary, but I would like to announce another new feature for recruiting this season. We're introducing the following affinities: Media Spotlight: This affinity reflects the desire of players to gain exposure through media coverage, emphasizing their interest in being in the limelight and having their talents recognized nationally. It captures the essence of brand awareness and the appeal of playing in nationally televised games. Teams can earn this affinity by doing the following Posting at least 8 media content articles in the forums Reference each article in the appropriate Media Affinity request thread that will be provided at the start of each season Rising Stars: This affinity for reflects a program with a strong recent recruiting track record, indicating a team on the cusp of greatness. It suggests that the team is gathering talented individuals who are expected to shine in the near future, aligning with the idea of building towards significant achievements. Teams can earn this affinity by doing the following Garnering a Top 10 Recruiting Class that corresponds with the ranking shown on the Recruiting Overview Page on the Interface. The affinity will be awarded to teams at the end of each season. The following affinities will be added to recruits this season, but in smaller number due to the currently existing affinities across all recruits. In future seasons, these affinities will be distributed normally alongside all other ones. The following teams have earned the Rising Stars affinity due to their recruiting class ranks from last season: Tennessee Western Michigan Houston Tulsa UNLV Wisconsin Minnesota Purdue Florida ECU Please look out for the Media Spotlight request thread later today. ~Tuscan
  2. Hi everyone, There's been expressed interest of others in terms of applying for a role on a SimNFL team and the opportunity for full control of a team. As a means of adding transparency of the process I'm going to provide some guidelines on the responsibilities of a SimNFL team, and how it's a little different from our collegiate leagues (SimCFB and SimCBB). Participating In SimNFL and SimNBA SimNFL and SimNBA are leagues designed to emulate the experience of running a franchise in the real life NFL and NBA. There are a fixed amount of teams in both leagues, a much smaller number in our collegiate leagues. While gameplanning in SimNFL and SimNBA is arguably similar to the collegiate leagues, the leagues offer a level of teambuilding that is less rigid and can be carried out a number of ways. In our collegiate leagues where the only current method to build out right now is recruiting younger talent, the following avenues are available for professional teams: The Draft Free Agency & Waiver Wire Trading with other teams Extending contracts of current players Where the college leagues have team building restricted within four year windows, the professional leagues can extend beyond that, and allow the capability of arguably changing an entire roster within a night (or realistically a couple of weeks). This allows for a variety of strategies which can both succeed and fail in very similar scenarios. There's nothing wrong with either, because these are simulations after all. Because of the wider variety of teambuilding, SimNFL and SimNBA teams offer a number of roles and allow users to work together to build out their franchise and find success on their own terms. Up to four roles can be shared within a single team: Owner: The leader of your team's organization. On the interface, they have full control and permissions on all league related pages Head Coach: The user who's responsibilities fall within strategy and gameplanning. This user will likely be setting the gameplan and depthchart (for SimNFL) for the team. General Manager: The user responsible for building out the roster for the head coach. This user will likely be using Free Agency, the Trade Block, and the Draft Page to build out the roster and get the players the team needs Assistant: This is a scouting role. While permissions are a bit limited in this role, teams bring on assistants to help them with duties that can be akin to scouting out talent (whether it's within the league or in collegiate leagues), offering perspectives, or handling outside responsibilities that the owner, head coach, and general manager cannot abide to for whatever reason. Teams can build out their staff however they wish. Some teams are solo and tend to have only one user, the owner. Some teams are made up of a couple users who work and collaborate together to make the most of their team. There's no wrong way for either approach, we've had teams succeed on their own (Denver Broncos) and teams consisting of users who collaborated together (Washington Commanders). How can I sign up? From the following link, click on the SimNFL / SimNBA tab to view all teams within both leagues, and the roles open in both teams. As of writing this post, here are the currently open teams within the SimNFL and SimNBA leagues: SimNFL Tampa Bay Buccaneers (NFC South) Los Angeles Chargers (AFC West) SimNBA Cleveland Cavaliers (Eastern Conference) To apply, click on the "Start Topic" button in the Jobs-Applicaitons-and-Interviews forum and answer the following template: What is your username? We use discord often for quick communications and for streaming games to our community. Using discord is optional, though we suggest it because it's a great way to connect with others and to watch games. For those applicable, what is your Discord username? League you are applying for (SimNFL, SimNBA) Which team do you want to apply for? (If NFL or NBA, please specify the role.) SimNFL and SimNBA are leagues that require a higher level of activity due to the number of features readily available. From the pre-season, regular season, post season, extension period, free agency, and the draft, there is always something going on. If applying for ownership, will you be able to fully commit to running your team, building out your franchise however you wish and remain active to the best of your abilities? How did you find out or hear about SFA? Do you know anybody from SFA? List their usernames if applicable. Tell us a little about yourselves to serve as a short introduction to the community. What happens if no teams have available ownership? If you view the above link and neither of these teams are available, please do not be discouraged. There are several open roles on almost every team in both leagues. Some teams may open up in the future, and many teams sometimes shake things up overtime. For members that are newer in our community, I often recommend joining a team first; mainly as a means of getting to know others in the community, and learning through others on the many functions of running a team. I recommend reaching out to the following owners either here through the forums (PM) or via direct message on Discord, regarding opportunities on their team: SimNFL Arizona Cardinals: @carmen Atlanta Falcons: @subsequent Baltimore Ravens: @SyndaKyt Buffalo Bills: @Minnow Carolina Panthers: @Sarge Chicago Bears: @nemolee.exe Cincinnati Bengals: @Ezaco Cleveland Browns: @Piercewise1 Dallas Cowboys: @Rocketcan Denver Broncos: @alexfall862 Detroit Lions: @Jmjacobs Green Bay Packers: @JC. Houston Texans: @BabaYaga Indianapolis Colts: @npklemm Jacksonville Jaguars: @Ricky Campbell Kansas City Chiefs: @JW1952TX Las Vegas Raiders: @cultur3 Los Angeles Chargers: None Los Angeles Rams: @Vivid Miami Dolphins: @Kirby Minnesota Vikings: @Bundy New England Patriots: @Migi (This team is currently full) New Orleans Saints: @Bingo415 New York Jets: @Spoof New York Giants: @thatfunk Philadelphia Eagles: @SageBow Pittsburgh Steelers: @smackemz San Francisco 49ers: @Dr_Novella Seattle Seahawks: @TuscanSota Tampa Bay Buccaneers: None Tennessee Titans: @kwheele Washington Commanders: @DarthJarJar SimNBA Atlanta Hawks: @Jieret Boston Celtics: @carmen Brooklyn Nets: @Migi Charlotte Hornets: @thatfunk Chicago Bulls: @Ezaco Cleveland Cavaliers: None Dallas Mavericks: @RobSun08 Denver Nuggets: @SandyToez Detroit Pistons: @Jmjacobs Golden State Warriors: @Ewade Houston Rockets: @JW1952TX Indiana Pacers: @nemolee.exe Los Angeles Lakers: @Curby4 Memphis Grizzlies: @SageBow Miami Heat: @kgreene829 Milwaukee Bucks: @Vivid Minnesota Timberwolves: @Minnow New Orleans Pelicans: @alexfall862 New York Knicks: @Dash Dustrider Oklahoma City Thunder: @BabaYaga Orlando Magic: @SyndaKyt Philadelphia 76ers: @Rocketcan Phoenix Suns: @cultur3 Portland Trailblazers: @Bingo415 Sacramento Kings: @Spoof San Antonio Spurs: @smackemz San Diego Clippers: @gorjaun Seattle Supersonics: @TuscanSota Toronto Raptors: @Dr_Novella Utah Jazz: @kwheele Vancouver Sea Lions: @subsequent Washington Wizards: @Coach123
  3. Welcome @CoachCartier! Thank you for applying for the CFB Washington job. I'm going to go ahead and approve you for the role. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for Washington CFB and UConn College Basketball, and I will approve you for both teams there. Once approved, you will have access to the full roster and the team's recruiting for both teams. At the moment we're currently in the off-season for CFB and will get things started sometime in late March at the earliest. Until then, I recommend the following: Get familiar with Washington's Roster on the interface Read the New Member Instructions document here Schedule Out of Conference opponents for the upcoming season here Read the latest Dev Diaries to learn of upcoming new features for the next season including Gameplans, the upcoming draft, and (soon) the transfer portal For College Basketball, we have one more week left of the regular season before the conference tournament begins. You can set your gameplan for next week's games now on the interface and can strategize for the final week. UConn should be in the Big East tournament and should have a post-season berth iirc. Welcome to SimFBA!
  4. Yes. Grade fuzziness does extend to individual attributes along with overall.
  5. Hi everyone, Hope y'all are well. If you want to watch a video form of today's dev diary, go ahead and watch this video: If you want to read text instead, then scroll down and read below. Today's dev diary is covering the brand new SimNFL Draft Page. We will be going over the following features: Overview of the Page War Room Scouting Trading Drafting a Player To access the SimNFL Draft Page, go to the nav bar at the top, and click on the SimNFL Team dropdown to pull down the list of pages available to visit. The SimNFL draft page will be at the bottom: Overview For those who participated in the SimNBA Draft, you may notice a very similar structure to the contents on this page. For those new, welcome to the SimNFL Draft Page. This page will handle this year's and all future drafts within the SimNFL League. Teams will be able to scout future NFL players from this page, keep track of their draft picks, the state of the draft, draft players, and trade picks, The top section is the header of the draft page. Here, the user will be able to see the current round & pick of the SimNFL Draft, the team currently drafting, and the team that is drafting next. In the shown screenshot are some features that are admin-only, that will be used to managed the state of the draft and be able to support teams should any issues arise. Admins will be able to start, pause, and reset the timer on the clock if need be. A Help button is also shown at the top, giving the user a full description of the page, and what each function of the page does. Draft List The Draft List will show the draft picks within the current round. Up to 32-37 draft picks will be shown here depending on the current round of the draft. For this year, we are aiming to show only the current round on the page at the time, and I highly advise keeping up with alternative resources like Jieret's SimNFL Draft Book as a means of looking up previous picks made during the draft. Each card in the list shows the Draft Number of the pick, the team that owns the draft pick, and will also show the name of the player once the pick has been used to draft a player. The Draft Pick outlined in red is the team currently picking; the card outlined in yellow is the next team drafting. It is important to keep track of these two cards, especially when it comes to trading. I will explain why later down. War Room The War Room Section is the first of 3 tab-able sections in the SimNFL Draft Page. The War Room will show you your team name, how many points you have available in scouting, how many points you have spent, and is the section used to keep propose & receive trades from teams. To Propose a Trade with a team, select a team from the dropdown list. The trade partner selected will have their available draft picks appear on the right. Click on the Propose Trade Button to open up the trade prompt to propose a trade. Trading For those familiar with the trade block page, you may notice a very familiar experience. Regarding in mind that the Cap Space sections don't entirely work, the Trade Proposal Window will be used to propose trades during the draft. Teams will be able to propose trades using picks from this season, future seasons, and players currently on their roster. Please REFRAIN from using this trade window prior to the draft. Once a trade is proposed, the partnering team will receive a notification via the bell on their War Room page. The Bell will highlight when a trade has been sent to them. The Inbox will be very similar to the SimNFL Trade Block Experience, with teams being able to accept/reject trades in a very similar fashion. Once a trade has been proposed, Admins will be able to see the Manage Trades button highlighted in red from their UI. They will then process the trade given the following criteria: The trade does not involve a team currently making their selection The trade does not involve any previously drafted picks Scouting Players To Scout a player, click on the Draft List button on the draft page. The Draft List section will replace the War Room section and will show all users the list of currently draftable players for this season. Users will be able to filter the list by position, archetype, and college. To add a player to your scouting board, click the Green Plus button on the player row you want to add to your board. Once you've added a couple of players to your board, click on the "Scouting Board" button. This will replace the Draft List section with your team's scouting board. The rows on the scouting board will provide users with more player information, including attributes most important to the player that's being scouted. Up to 8 attributes + the Potential grade can be shown at a time on each row. To scout an attribute, simply click on the attribute that you want to scout. This will also work on the Potential Grade button as well. Here are the current costs per attribute: Potential: 10 points All other attributes: 4 points Scouting Card & Options On the right-hand side of each row are three buttons: One brings up a player's scouting card, another is the draft button for the player, and the other is the button to remove the player from the scouting board. The Scouting Card will show more detailed information on the player, along with info regarding their previous season performance both in stats and win record. You cannot reveal attributes from this card. It is by design. General FAQ Can we reveal attributes outside of the current eight for the player in view? Unfortunately, not this season. For viewing attribute grades outside of the general attributes shown, I recommend looking through Jieret's SimNFL Draft Book for all attributes applicable. Why will the admins not process a trade involving the current team selecting? For this season only, time. We want the Draft process to be as smoothed out as possible; and in order to keep things moving this season, any trades involving a team currently making their selection will be voided. What if a team that was waiting for a trade to be approved but is suddenly making their selection? I'm sorry, but it will still be void. In the event of this happening, I strongly advise using your pick, and drafting a player. With that said, any team who's draft pick isn't outlined in red or yellow, do keep tabs on when selections are made if you are planning on trading back. Can we trade players we drafted earlier in the draft? Not this season please. Is David Ross draftable this season? Not yet. That's just filler text at the moment. What happens if my team accidentally drafts the wrong player? Reach out to me and the admin team and provide explanation on what occurred. In the event of a mis-click or something happening on the backend, we will work with you to ensure that the right pick is made. We want to reduce as many pauses as possible with this draft; and having learned from technical issues with the SimNBA draft, I have made an effort to ensure that already-drafted players cannot be drafted again. I lost internet connection mid-draft. What should I do? When your internet is restored, please refresh the page. This will refresh the draft page with the most-up-to-date information for you and will have you re-synced to the page. When will the SimNFL Draft take place? We will be conducting a poll for when we will host the SimNFL Draft. Here are the following weeks we are considering: February 23-25 March 1st-3rd March 8th - 10th How can I best prepare for the SimNFL Draft? Make sure to find a location that has strong, stable wifi for this year's draft. This will ensure that everyone is in-sync during both the live stream and the draft process. Whether it's at home or a public setting like a coffee shop or library, I strongly recommend having good internet speeds. Set reminders and events on your calendars to prepare for the draft and to know when it is. We will likely take short breaks in between rounds to ensure that everyone has time to stand, get away from the computer for a bit, and stretch their legs. Bring snacks ahead of time. Snack on whatever you want. I plan on eating granola and dried fruit this year. I recommend scouting players before the draft and during the draft. Don't use up all 500 of your points prior to draft weekend. In the event that a player you desired to draft was drafted earlier, you will want to use those points to scout other players to draft. With all this said, access to the SimNFL Draft Page is now available. I hope that y'all enjoy this year's draft experience, and I look forward to drafting alongside all of you. ~Tuscan
  6. Hey Mike! I know we discussed on Discord but I think what you were initially looking for was a madden league? If you're still interested in joining, Arizona is still available.
  7. Prestige is only related to increasing the odds an AI coach adds a player to their board by a single percent, by whichever star rating the bucket represents. The other scenario is it being used as a benchmark for AI schools looking to recruit a coach with a specific minimum prestige. The point range for each AI coach is significantly smaller than the allowed range for users. if a user wanted to recruit a player, all they have to do is click the add button and input any number of points they want to put on the recruit.
  8. Hi everyone, In today's final dev diary, I'm going to go over some further adjustments to the AI which I think will make things from both a recruiting perspective and an RP perspective. I'd like to introduce to you: AI Coaches Starting this season, each AI team will be assigned an AI Coach. The AI Coach will be responsible for the team's behavior for both recruiting and long-term strategy. AI Coaches are unique outside of each school and will be the driving force for how a school will recruit during the duration of their tenure at their institution. AI Coaches can specialize in specific offensive schemes and defensive schemes and will have preferences in how they recruit and how they utilize the transfer portal (upcoming dev diary). Here is a high level overview on what to expect from AI Coaches at a gameplay level: Name Age Team Alma Mater Previous Team (if Applicable) IsFormerPlayer Prestige (Level system) Point Range (min & max) Star Range (min & max) Odd Modifiers (per Star Rating) Specialty Positions Offensive Scheme (Selected from one of the new offensive schemes) Defensive Scheme (Selected from one of the new defensive schemes) Teambuilding Preference (Recruiting vs Transfer Portal) Promise Tendency Portal Reputation School Tenure (Number of years the Coach has had his current job) Career Tenure (The number of years the Coach has been coaching Contract Length Years Remaining Point Range & Star Range The point range is essentially how many points a coach will likely place on a recruit during any given week. Star range is the range of recruits by Star rating that the coach will likely look at & add to their board. At a high level, a coach with a Star range of (1-3) will only look at recruits between 1 and 3 stars. They cannot add any four star or five star players to their recruiting board. Odds by Star Rating Each AI Coach will have five buckets, each representing a star rating from 1 through 5. Last season, certain schools had modifiers to certain players based on the player's star rating. This essentially meant that blue bloods had a higher chance of recruiting a four star and five-star player; whereas schools that were "G5" did not attain those boosts. Moving forward, these modifiers are now separated by star rating and are not part of the school -rather the coach instead. Some coaches will be able to recruit four stars and five stars, and some coaches will have higher modifiers than others at recruiting certain levels. All these odds to is impact the chance the AI Coach will add a recruit to their board. This does not impact how many points they will place on a recruit during recruiting. Prestige Prestige is the level system for AI coaches and is a way to measure out their legacy and how successful they are as a coach. When AI coaches are generated, the starting prestige for a coach can range from 1-7, depending on some variability I will cover later down below. Prestige is not static and can fluctuate in-between seasons. For every six wins that a coach attains, they will net one prestige point. If the coach wins a conference championship, a bowl game, or makes a playoff appearance, they net an additional prestige point from that achievement alone. If an AI coach happens to win a national championship, they will net two additional prestige points. For every prestige point gained, a coach can increase the odds in one of their Odds Buckets by 1%. Additionally, if a prestige point is lost, they will have to decrease the Odds in one of their buckets by 1%. Additionally, for every six games that a coach loses, they will lose a prestige point. If a coach loses the Toilet Bowl (Very specific, I know...), they will lose an additional prestige point. To put it on paper: Every six games won gives an AI Coach one prestige point at the end of a season Every six games lost takes away one prestige point from an AI Coach If an AI Coach wins either a bowl game, a conference championship, or appears in a playoff game, they get one additional prestige point. If an AI Coach wins a national championship, they will get two additional prestige points on top of the post-season points they make from bullet point #3 If an AI Coach loses the Toilet Bowl, they will lose an additional prestige point Specialty Positions Specialty Positions are essentially small modifiers that the coach will get towards adding a recruit to their board, if the recruit matches one of three positions that the coach specializes in coaching in. IRL where some coaches are known for either their defensive playmaking or linebacker coaching or receiving game; this is essentially a way within SimFBA that we can mimic that. If a coach has 'ILB' as a specialty position and finds a player of interest who is also a linebacker, the Coach will have a 5% increased chance to adding the recruit to their board. Like Odds by Star rating, this does not impact how many points a Coach can place on a recruit. Only the odds on adding the croot to their board. Offensive Scheme and Defensive Scheme AI Coaches will have both an offensive and defensive scheme that will be their specialty schemes. If the coach comes across a player that would be a perfect fit in their scheme, the Coach has a 5% boost to adding that recruit to their board. If the Coach comes across a player that is a BAD fit to their scheme, the coach will avoid that recruit. For the initial season, it is currently up to debate whether an AI Coach will also control the team's gameplan moving forward. We technically have the infrastructure to map this out now with this feature. This is to ensure that teams over time will roster-build according to the Coach's designated scheme; and by the middle of the coach's contract, should be able to have a team that fits the mold of the Coach's desired scheme. Teambuilding Preference With the upcoming transfer portal feature, we wanted to provide behavioral options to AI Coaches on how they will build their teams. There are three accepted values for Teambuilding Preference: "Recruiting", "Transfer", and "Average". Average is normal behavior. Recruiting means that the coach will focus on recruiting high schoolers over using the transfer portal; it also means that recruits have a lower chance of entering the transfer portal. On the inverse side, a coach with a value of "Transfer" will focus on building their team in the transfer portal. This may mean that their HS recruiting classes will be slightly smaller, though it's because they will be more aggressive in the TP. Players with a coach with a value of "Transfer" will also have a higher chance of entering the transfer portal. Career Preference Career Preference is a high-level value dictating what the coach wants in the long term. These are the current available values: Prefers to stay at current job (Coach will be less likely to leave for a different job) Wants to coach at Alma-Mater (If an opportunity opens up at a Coach's alma mater, there is a high chance the coach will take the job) Wants a more competitive job (If an opportunity opens up at a blue blood or at a school higher than the coach's school's quality, the coach will have a higher chance of leaving" Average (Normal chance of leaving/staying) Promise Tendency This will be explained further in the transfer portal dev diary, but this controls the behavior on how an AI Coach will submit promises to players that are considering the TP and currently in the TP. A coach that "Under-Promises" will submit promises to transfer portal players that are lower-risk. A coach that "Over-Promises" will submit promises to portal players that are large promises that can make a player consider transferring to their team -- whether it be for starter snaps, making it to a bowl game, or even winning a national championship. These bigger promises, however, are higher risk. If a promise isn't fulfilled, the player will re-enter the transfer the portal at the end of the season. Portal Reputation Portal Reputation is a value that will be towards both an AI coach AND user coaches. Portal Reputation is the coach's reputation and behavior within the transfer portal. The idea is this: If a coach makes promises to transfer players, and the promises are fulfilled by next season, the coach will have a high portal reputation. If the coach makes a lot of promises that inevitably fall through, the coach's Portal Reputation will tank. One example of this would be: If a coach promises a player that they will get starter snaps all of next season but leaves the player on the bench all season; not only will the player re-enter the transfer portal, but the coach's reputation also will be hit for not fulfilling the promise. So, what happens if a coach's Portal Reputation is impacted and lowered? It means that the next promises and points submitted in the transfer portal will not weigh out the same as before. Players enter the portal for various reasons -- wanting to be closer to home, being on a championship level team, becoming a starter. This is a check to make sure that the transfer portal and promise feature isn't abused by both user coaches and AI coaches. AI Coaches will use the portal to the best of their ability; but even they won't be perfect. AI Coach Generation To generate the first class of AI coaches, we will be using the Recruiting Profile information at a team level in a new way. Each school has an AI Behavior and Quality which previously controlled how a school added players to their board and how many points they would apply. Moving forward, these values will be used at an institutional level as the school's expectations for the coach they are hiring. AI Quality will be used as 'School Quality' (Blue Blood, P4/5, G5, Doormat/FCS), and AI Behavior will be seen as 'Admin Behavior'. Schools that were aggressive and conservative in the points placed on recruits last season will now be aggressive / conservative in their pursuit of a good coach. To start off, not every hire will be the same. Some schools will make a 'good hire' while some will make a 'bad hire'. A school has a base chance of 40% for making a good hire. If the school is a blue blood or is normally aggressive in recruiting, the school gets a 15% bonus to making a good hire. Inversely, a school that's conservative or a 'doormat', will have a 15% malus to hiring a good coach. If a school manages to make a good hire, the star range for the coach will ideally match that based on the school's quality. If it's a bad hire, it the range will be smaller and lower. For point range, the minimum and maximum range of points across the board will be smaller from the start. Here's a table below that will showcase the potential ranges and chances, based on whether the hire is good or bad: School Tenure & Career Tenure These are two values signifying how many years the coach is at a school, and how many years the coach has in their coaching career. That's right, not every coach will have their entire career at one school. That means... Schools can extend a Coach's contract, fire coaches, and hire away coaches Let's begin a quick FAQ... What happens at the end of a coach's contract? What happens when years remaining is 0? When a contract hits zero, the school will pull the current record for the coach in question. They will look at wins, losses, how many times a team went to a bowl, didn't go bowling, made the playoffs, etc. Based on the school's School Quality and Behavior, a baseline will be set in terms of the expectations for a coach. A high level example would be, a coach at Ohio State who goes 0-12 will likely be fired. The baseline will be a set number of wins during the coach's tenure on average. A blue blood's will be somewhere near the 8-9 win mark per season, while the average P5 school will be around 7 wins, whereas G5 schools will be 4-5 wins. Depending on whether a school is aggressive or conservative in their approach will fluctuate this baseline by at least one win. If a coach doesn't meet that win total, the school will not re-sign the coach. The coach will need to seek another opportunity at a different school. If a school decides to re-sign a coach, they will be re-signed on a five year contract, and will get a selection between one of the following options: Raise the star minimum / star maximum in their Star range Raise the point minimum / point maximum in their point range This is the only time where coaches will be able to change their star and point range at any point during their career outside of being hired by a better school. What happens when a school attempts to hire a coach away? A school will curate a list of current college coaches and put together a shortlist based on two criteria: The Coach's Alma Mater The Coach's Current Prestige Level, based on the school's expectations (varies by School Quality) Once the list is put together, it will iterate over the list of coaches by prestige level and take into account the coach's preference as a modifier. Coaches will have a 33% chance of taking a job if selected by a school; but the number will increase and decrease depending on the Coach's Career Preference. If a coach is hired from the list, then that school will begin a coaching search at the end of the season as well. If a coach is NOT hired from the list, a new coach will be generated for the school based on their School Quality and Behavior. We can consider this an outside hire or an internal hire. What happens when a User takes over an AI School? The AI coach is "turned off" and the contract is put on pause. The user will have full control of the program and go about recruiting however they wish. What happens if a user leaves a school? if the school has an AI coach already, but was inactive, the coach's contract will be re-activated. If the school does NOT have an AI coach, a coach will be generated for them. Can former players be a College Coach? Yes. In the initial generation, there will be a 5% chance that the coach hired will be a retired player. Their offensive scheme/defensive scheme will likely be influenced by the player's former position and archetype. The only criteria is that they have to be over the age of 29. So, in theory, Matt Howard can retire and become a College Coach? ........yes. So can David Ross. Can coaches retire? Yes. Once a coach is at least 60+ years and older, a dice roll will be made. The higher the age, the higher the chance a coach retires. How impactful are the Odds Buckets by Star Rating? Each point in the odds bucket equates to a single percentage. These are very small modifiers, considering that the affinities add a 33% chance to adding a recruit to a team's board. The only chance that one of these buckets becomes impactful is if an AI coach manages to be the next Nick Saban. It can happen, but it's very rare. All of the odds right now are less than 10%. Will any of this change over time? It is likely. Career Preference may change between each coach's contract based on their current circumstance. Ideally, Coach's that are already coaching at their alma-mater will have a higher chance of staying there than normal. Are there any additional recruiting updates planned? Yes, but it depends on how much time I have. This is not including the Transfer Portal update. There is one more potential feature I can implement that would be very dynamic and would be complimentary with the new signing-day feature. I'm going to be focusing on the Draft Page for the foreseeable future since we have ~10 weeks. If I finish that page early, I will try and fit in time towards implementing this feature. Where can we see the list of AI Coaches? I'll upload a CSV to the discord server shortly for those curious. You can also view some of their info through the roster page. What about recruits? Oh, they're up on the interface already. Have fun. That's all I have for now. This is a big feature that I think will add some roleplaying and lore for SimFBA, and should make recruiting interesting moving forward. ~Tuscan
  9. Welcome @dearden! Thank you for applying for the CFB Appalachian State job. I'm going to go ahead and approve you for the role. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for App State CFB and I will approve you for the team there. Once approved, you will have access to the full roster and the team's recruiting. If you want to request App State Basketball, you're more than happy to do so as well. Welcome to SimFBA!
  10. Hey @Siguy, To follow up with Syndakyt, please navigate to our interface web application. We use this for managing our teams and strategizing. Once you've signed up for the Interface, hit the "Request Team" option in the navbar, and request Charlotte's CFB team. Once that's done, I can approve you, granting you access to the team. Welcome to SimFBA!
  11. Approved for Memphis basketball @geofftootough! Please head to the Interface web application to sign up and request Memphis CBB. Once you’ve done that, I can approve, granting you access to the program for you to strategize and recruit. https://simfba-interface.azurewebsites.net/#/ Welcome to SimFBA!
  12. @SyndaKyt, can you review iToxic's application for USF?
  13. Welcome @iToxicKiddy Thank you for applying for the following teams. While I don't think Vermont has a CFB team, there are other teams including Old Dominion, Liberty, and Coastal Carolina that are available in our CFB league. I can approve you for Vermont Basketball alongside whichever team you want for CFB either way. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for Vermont CBB and I will approve you for them. For any CFB team, please edit the original post and reply back here once you've edited your post. Welcome to SimFBA!
  14. Welcome @Miller! Thank you for applying for the following teams. For the New York Jets GM position, I recommend reaching out to @Spoof since he is the owner of the team. For both Georgia Southern CFB and Northern Kentucky CBB, I will go ahead and approve you. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for Georgia Southern CFB and Northern Kentucky CBB and I will approve you for both. Welcome to SimFBA!
  15. Welcome @ATLutd14! Thank you for applying for the following teams. For Michigan State CFB, @subsequent will review your application when he can. For the Detroit Lions GM position, I recommend reaching out to @Jmjacobs since he is the owner of the team. For college basketball, I can approve you for Florida State. Please make sure to sign up on the Interface Web Application, since we use that for the user experience and for managing your teams. Once you've done that, go ahead and request for Florida State for CBB and I will approve you Welcome to SimFBA!
  16. Hey everyone, Hope y'all are well. Approximately a year from now we finally opened the server shop and allowed subscription donations to the site, available from our discord server. These donations are solely used to help with maintenance costs, and are not intended to be utilized as a profit. With that said, I've had something cooking up for awhile now but for the 1 year anniversary of the server shop and for our subscribers, I would like to announce a new benefit for Tier 1 subscribers: You now have the option to toggle between modern logos and retro logos on the interface. To access this feature, please click on your username in the navbar of the interface. This will open up the profile page. This feature is primarily for CFB/NFL teams, and won't be utilized in the basketball sim quite yet (Due to the number of logos). Expect a new logo for each CFB and NFL team that is a throwback from the early 90s all the way back to the early 50s (depending on the team and how cool I thought the logo was). Not every FBS program has a retro logo unfortunately. If a specific team (CMU, Kent State) doesn't have a cool retro logo, it's either because I could not find one, or because the logo is too dated (would not fly in the 21st century). If there's a specific retro logo that you would like to see for your team, please DM me on discord with the logo. The logo should have a transparent background. I hope y'all enjoy this, Toucan
  17. Hi everyone, This is the 2nd dev diary of three planned today. In this dev diary, I'm going to be going over a couple of new changes coming to recruiting for the 2024 SimCFB Season. Here is a shortlist of changes that will be arriving for the 2024 season: Recruiting Modifiers slightly adjusted based on data Signing Day Croots Expanded AI Toggle Features Record Keeping (Battles Won, Battles Lost) Expanded AI Behavior Last season AI recruiting was introduced to the simulation, allowing users to compete with AI teams in signing croots and also allowing users the ability to let the AI recruit for them. This season, we're expanding on the functionality and giving users to configure how they want the AI to recruit for them. The intent of these features is for those who want to focus more on the gameplanning aspect and for those who may not have enough time to recruit. While AI shouldn't be used as a crutch, these new features will give you more control over how the AI will behave for your team. Here are the following options that users can now set: The Minimum & Maximum Star Rating that the AI can sign for the recruit (A two star difference at the minimum) The Minimum & Maximum Point range that the AI can allocate points for (5 point difference at the minimum) The ability for the AI to offer scholarships on your behalf The ability to have the AI recruit players by a designated scheme (5% chance to add player to board if the player & archetype match; player is skipped if it's a bad fit) Recruiting Modifiers Adjustment Last season we expanded on the number of points available to each team for weekly recruitment and added a consistency bonus feature that rewards teams for placing points on recruits in consecutive weeks. We also introduced a dynamic recruiting modifier, changing the way that recruits sign in the simulation and making it more personal to the recruit to decide when the right time to commit is for them. Based on feedback received and after researching data, we are adjusting the signing threshold range for balancing purposes and to ensure that the features provided can be fully used to their potential. What this means exactly is that we may see less recruits likely to sign within two weeks of the start of the season; and some recruits taking a bit more time to consider their options. Signing Day Croots In addition to the above changes, there is a very small chance (0.001%) of recruits that will wait until Signing Day (the final week of the season) before they make a decision. Teams can choose whether to invest points on them early and ensure a heavy lead on the recruit; or perhaps wait until later in the season to start investing in the recruit and change the odds in their favor. The purpose of this is to ensure that recruiting battles remain impactful through the duration of the season, and not only at the very start of the season. For users who joined the Simulation mid-season this also provides them the chance to make an impact and still sign a decent recruiting class despite missing the first few weeks of the season. Recruits that will sign very late in the season will be given the "Signing Day" recruiting status on their Croot Card, signifying to users that the recruit will make a decision only on signing day. Record Keeping Due to discussions in the Discord Server after recruiting would sync, stat keeping will now be available on the team's recruiting board page. Users will be able to see how many battles they've won through the duration of the season, and how many battles they lost. That's all I have for now. Expect the third dev diary later today. ~Tuscan
  18. Hi everyone, There are three dev diaries being released today, this is the first of three. This dev diary will cover a new feature for our football sim next year: An additional position that we call the Athlete (ATH). Athlete is a position designated for a player, indicating that thier skillset can fit a multitude of roles on a football team. An athlete can be seen as a swiss army knife; they can play a multitude of positions, but their progression will be determined by the position they play in a season. Athletes can cover a wide range of positions from the QB, to the OLine, and even a Punter. When tackling this position from a recruiting perspective, we wanted to give users a clue on what a player's skillset may be like when recruited. To help users with this, there are ten archetypes that fall under the ATH position: Field General: Indicates that the player may perform best either as a linebacker or as a QB Triple-Threat: Indicates that the player has throwing capability but can also be utilized as a runner. Some may even have kicking ability. Wingback: Indicates that the player will perform best when lined up as a receiver or when given the ball. Slotback: Indicates that the player may perform best either on the line of scrimmage, as a tight end, or as a receiver. Lineman: Indicates that the player may perform best on the line of scrimmage. Can be offense or defense. Strongside: Indicates that the player may perform best either as a linebacker or as a DE. Weakside: Indicates that the player may perform best either as a linebacker or as a defensive back Bandit: Indicates that the player may perform best as a linebacker or as a safety Return Specialist: Indicates that the player may perform best on the STU Soccer Player: Indicates that the player made the right decision to switch from soccer and can use their skillset either as a punter, kicker, or even as a skills player. How are attributes generated within each archetype? The range of attribute generation for the attributes specific to the archetype of the ATH is considerably wider: Some Field General ATH will be more capable at linebacker than QB, some may be vice-versa. Some may have a chance of both. Because of the variability of position, ATH are currently designed as a boom/bust type of recruit. If you want a specific skillset in a player, it is going to be safer to recruit a player at a specialized position (Non-ATH). If you want a player that is more versatile, consider the ATH. Progression for ATH? Progressions will be covered in a later dev diary, though for ATH players, we're looking at a number of factors for future seasons including the positions played by the ATH in a season. When can we recruit ATH players? This upcoming season. Thank you for reading this dev diary! We hope you have a great day. ~Tuscan
  19. Hi everyone, This is the final dev diary for the 2023 SimCBB Season before things kick off next week. This dev diary focuses mainly on media rewards for content written this season, and what it may impact for you, your program, and your experience in SimCBB in future seasons: Bonus Points Bonus Points in SimCBB will be added to a team in 2024 recruiting based on a team's performance in 2023. Bonus points aren't added to the weekly pool; but are instead points allocated to a recruit in addition to the points invested in a recruit by a team during the weekly sync. Based on how a team performs, bonus points can increase, thereby impacting a school's ability to recruit in the following season. There are three categories for Bonus Points, which can stack on top of each other: Invitational Performance Post-Season Performance Media Presence Here are the number of points rewarded based on success Points Rewarded Invitational Winning an Invitational: 1 Post-Season Performance Regular Season Conf Champion: 1 Conf-Tournament Champion: 1 Sweet Sixteen: 1 Elite Eight: 2 Final Four: 3 National Champ Participant: 4 National Champion: 5 Media Presence 1 if 4 articles during season (including post) 2 if 8 articles during season (including post) 3 if 10 articles during season (including post) Here is the formula: Total Points in a week = Points Invested + Bonus Points Bonus Points are reset at the end of each season, and will be based only the previous year performance. For the 2023 season recruiting, no bonus points have been allocated onto any team. Example 1: Washington State wins the Myrtle Beach Invitational, wins the Pac 12, and loses to a 16 seed again in the postseason. I wrote four articles during the season talking about the success of the team, and then my misery on how much of a glorious upset it was that UC Riverside beat Washington State as a 16 seed. The bonus points rewarded to Washington State during the 2023 season are as follows: 1 Point for Winning the Myrtle Beach Invitational 1 Point for Winning the Pac 12 Regular Season Championship 1 Point for writing a total of four articles This means that Washington State has three bonus points for the 2024 season. These bonus points will be allocated onto every point submission the program will make for the 2024 season. Meaning: 10 points invested on a recruit in week 1 will become 13 points. 20 points invested on a recruit in week 2 will become 23 points. Example 2: Portland State as an AI team does not win the Phil Knight Invitational, enters the tournament as a 14 seed after winning the Big Sky Tournament, and makes it to the final four. For the 2024 season, they earn 0 points for winning their invitational 3 points for being in the final four 0 media presence points because they did not have a coach who posted any media about the team. Because Portland State made it to the Final Four, their post season bonus points become 3, but does not stack on top of the bonus points they earned from winning the Big Sky Conference Tournament. Because 3 is higher than 1, the Final Four Points are taken. This brings us to our next subject... Media Presence & Rewards Users who generate media content during the season will have the opportunity to win rewards that can both impact their program (slightly) and allow them to create their own out of conference events. Like bowl games in our SimCFB sim, this allows users the opportunity to create their own out of conference events like Classics and Invitationals. Classics: A neutral site game between weeks 1 and 2 of the regular season, hosting a matchup between two teams of the user's choosing. Invitational: An out of conference tournament hosting at most eight teams, taking place during week 3 of the regular season. The invitational can be hosted anywhere that is not on a college campus. How Do I Create my own Classics or Invitational? A thread will be made during the next offseason regarding media rewards, allowing you to create your own classic & invitational. Rules will be presented as far as naming requirements and with team selection. Any submission for media rewards will require you to show how many articles or media content was made during the prior season, along with URL references. With this said, I'm excited for the 2023 Season, and I hope you all are as well. Take care! ~Tuscan
  20. Hey everyone, Hope you’re all doing well. Today’s Dev Diary is going to cover a range of topics from the end of the SimCFB season to the upcoming SimCBB season starting very soon! There are a few final adjustments to SimCBB & SimNBA gameplanning which will take effect, so please read diligently on why that is. 2023 SimCFB Season I want to thank everyone for participating in another great season for SimCFB! I think this is one of our most competitive seasons yet, with many close games that decided conference champions and playoff progression. What I find both surprising and exciting in our playoffs this year was that many of the competing teams remained at the top of their conferences (SEC, Big 12, Pac 12); so much so, with many rematches along the way. It was a bit of a surprise, considering how USC, Auburn, and TCU performed last season; and now seeing them at the top of the rankings and the playoffs alongside Tennessee. With the offseason approaching, we will be in the midst of many conference realignments. We are following IRL realignment as much as we can, so I’d like to announce the following confirmed realignments: Texas & OU to the SEC USC, UCLA, Oregon, and Washington to the B1G Arizona, Arizona State, Utah, and Colorado to the Big 12 Army to the AAC California, Stanford, and SMU to the ACC The only thing unconfirmed right now is the situation with the remaining Pac-2 teams, Oregon State and Washington State. We’re still observing the situation and having internal discussions as far as what our best approach will be, and whether we need to make a decision if nothing IRL is decided by the time we’re ready to run the next season. Conference Scheduling For our conference commissioners reading, you can go ahead and get started with setting up your conference schedule for 2024. For commissioners that are interested, I am looking into writing a program that can setup a conference schedule for conferences ranging from sizes between 10 teams to 18. I’m working on a format that would work for our basketball sims and can make one for our football sims if need be. I just need to setup some infrastructure to keep track of dedicated conference matchups (the games that need to be annual), and for conferences between 12-18 teams: a potential rotation of conference opponents for each team. This is very much still in the works, but I think something like this will be very productive and help with getting future seasons setup (especially for the conferences that stole Pac 12 teams. Sorry, I may still be bitter about this). How Long will this Offseason be? It depends. We’re working on a number of changes this offseason; but in regard to interface development, I’m not adding any new leagues so it should be much smoother. Here’s a shortlist of things I will be updating for next season: Adding ATH Position This is still a WIP but something that we will see from next season’s recruiting class. More details later. Gameplan Page changes Cutting Players from College Rosters Progression Changes Adding logic for ATH position Tweaking progression for players when declaring for NFL Recruiting Changes Adjusting the dynamic signing threshold based on data from last season Adjustments to AI Recruitment, including QoL features for those who use the toggle Increasing the size of next year’s recruiting class Transfer Portal NFL Draft Page Along with interface changes, here are some changes we’ll be making engine-wise: Gameplan/Scheme Updates Out of Position Penalties Adding “Clutch” Ratings to Players 2-Point Conversions Balance Updates Bug Fixes in scripts & engine With these shortlists provided, please understand that it will take some time to implement these changes. We’re passionate about building this simulation for all of you, and we want to make it high-quality. All we ask is for you to be patient with us as we enter this offseason. When to expect Progressions? There are some changes I’m going to be making to the algorithm once the season is over. Nothing drastic but due to the success of the recent SimNBA draft, the way SimNFL drafts will be conducted moving forward will have an impact on players who are graduating to play in the professional leagues. Once the changes for SimNFL Progression are ready, we will then run progressions and generate the next croot class. Will there be a Test Crooting Cycle? I wasn’t originally planning on doing a test cycle this off-season; so, with this season’s test cycle, it’s going to be a bit different than previous test sessions. And I don’t mean that every test player will have the first name ‘Test’ or can be transferred to the real crooting cycle. I know users previously used test cycles to get in practice for the real season, but the changes I’m making for recruiting are going to be small because the main portion of work will be going towards the transfer portal. What can I do while I wait for football to return? While you wait for the next football seasons to occur and get Spring games & OOC games scheduled. Besides that, may I introduce you to our basketball sims? Basketball is starting up on the 1st Week of October. There is nearly 300+ teams available as well. Users that are coaching a CFB team can choose a team that isn’t their CFB team, even if the basketball team they’re choosing is also represented in our football sim. This means that if you coach at Washington State for football, you can coach the Washington Huskies in basketball. Who would do THAT though? (Not me, Washington State is mine). Gameplan Adjustments for Basketball Sims This is a last minute change, but something that the basketball team found as necessary: The minimum/maximum range for a player to have total shot allocation is between 1-30; and the individual maximum in any of the three categories is 15%. Meaning, the most shots an individual player can take for their team in a game is at a max of 30%. Example: Martin Bailey is the starting SG for the Supersonics; and during some test runs the team and I did, Bailey’s shot allocation set to ~28, all in 3 point range. Meaning, of all the shots that my team will take, Bailey’s shooting 28% of the time; all from the 3pt range. While his shot allocation is below 30, the shot allocation for 3pt shooting is too high at 28 and needs to be reduced by 13 points. For those who are still confused as to why… Martin Bailey when at 28% in 3pt proportion is scoring at least 60 points per game. These are Kobe numbers, in that everyone is told to pass to Bailey so he can score. This will ultimately lead to some wonky results, and we want to balance things out to ensure that one player isn’t taking a majority of shots for their respective team. A player that is on the court for more than 5 minutes, and definitely more than 25 minutes should be attempting a few baskets. The 1-30% range, with the 15% individual maximum comes from test runs we ran, and compared the shot allocations to those of several NBA matches that we compared to. With the ranges, shot allocations will take within the range of what we saw from numerous matches including players such as Steph Curry and James Harden. And in my own opinion, I think this change makes sense because without the ranges, I think we would see gameplans where teams are leaning into 1-2 players taking all the shots, only because they had the highest ratings in that category for their respective team. We’re still excited for the start of the season, and this change will be implemented immediately. How do I sign up for the basketball sims? Hit up the Job/Applications forum and create a post for basketball, and then request the basketball team of your choosing on the interface. For those who don’t know how the basketball sim works, here are a few dev diaries to help you with adjusting from the football sims to basketball: With this information, I hope y’all are well. I’m excited to see the end of the season for football, and the start of another fantastic basketball season! ~Tuscan
  21. Welcome back @Rome! @Vivid should be around to approve your application soon. If you'd like, go ahead and request for Cincinnati on the Interface.
  22. Welcome @Dakotagreer! @SyndaKyt should be around sometime today to approve your application; in the meantime, feel free to reach out to us in the discord if you have any questions!
  23. @Osu you've been approved for Notre Dame! Glad to have you back here at SimFBA! Right now we are currently in later stages of the season for college football as well as NFL. We are also about to begin the next college basketball and NBA seasons fairly soon. If you want to participate in those sims as well, ask around on the discord and people can help. These threads will walk you through the interface. You'll want to create an account there using the same username you have here. Dev Diary - #38 Interface Update Dev Diary - #51 Interface Updates: Depth Charts and Gameplans For more information about how to set up your team and recruit, etc., check out this Google Doc and I would also recommend skimming through some of the more recent dev diaries. SimFBA New Member Instructions @Kirby can update your avatar. Welcome back to SimFBA! Please let me know if you have any further questions!
  24. Hi everyone, I would like to go over a new feature for the 2023 SimCBB season. Polls are now going to be handled on the interface. Where do I go to Submit a Poll? Navigate to the SimCBB schedule page from the navbar or landing page. You will want to click the "Submit College Poll" button now on the left-hand side of the screen. When submitting, use the dropdowns to select a team at the respective rank position. The dropdowns are keyboard friendly, and you can use the tab key to navigate between each dropdown from left to right. When selecting a team in a dropdown, their current record within the season will be shown. That way, you as a user have access to their most recent record. I am working on a way to display recent games, though that may be done during the middle of the season. When you've filled out all 25 spots, click on the submit button to submit your poll. The modal will close, and the poll will be submitted under your username to the Interface DB. Where can I look at the Official Poll? Right below the "Submit College Poll" Button The Official Poll When viewing the Official Poll, users can select seasons and weeks from the dropdown to view a specific poll from that timeframe. At the moment, none of the previous season polls are available, and it will take some time to collect the data and then migrate it to the interface. Once we're in the season, we will be able to compare polls from separate weeks of each other. When will polls submitted be synced? When can we submit? Great question. Polls are going to be ran on Sunday at noon with each weekly sync. Here is how submitting works: Once a day of games has been ran (A,B,C,D), the poll you're submitting will be submitted for the following week. The poll for Week 1 will be considered the Preseason Poll, with Week 2 being the poll after games are complete from week 1. Keep in mind, college games are only ran on A and B days (Mondays & Wednesdays). This gives everyone a couple of days to rank teams and submit their polls by Sunday. The only exception to this rule will be during invitationals which will take place during 3B, 3C, and 3D (Wednesday, Friday, and Saturday). What is the Week Zero Poll? That is the preview poll for testing this feature. It is also based on the ranking algorithm I created this off-season to put an estimate on team rankings. When can we submit our Preseason Poll? You can do it now. What's Next? For College Basketball, nothing. Just need to run the NBA Summer League; and then after that, both leagues will begin season play simultaneously starting September 25th. Hope y'all are well and have a great day. ~Tuscan
  25. Hey all, I wanted to follow up from the previous dev diary but here is a further explanation from Pierce on the Compensatory Pick system: Beginning with the 2024 SimNFL Draft, the league will award compensatory draft selections to teams who lose more high-Overall players than they gain in free agency. These picks can range from 3rd to 7th rounders, and always come at the end of the round in which they are awarded. This Dev Diary will cover the way these picks are calculated and handed out. Calculating Rounds To calculate which round a free agent might be “worth”, we first rank all rostered players in the league by Overall score, with contract Value as the tiebreaker. Note that this includes every player on every team, regardless of whether or not they will be a free agent this year. For a list with N players, we give the highest-ranked player N points, the next-highest player N-1 points, all the way down to the last player on the list who gets 1 point. Example: Haim Costa is currently the only player with an 88 Overall. If there are 1,800 rostered players in the league, Haim Costa begins with 1,800 points. The highest-paid player with an 87 Overall begins with 1,799 points, and so on. Next, we add points based on the number of snaps played. The player with the most snaps played in the league gets 100 points. Everyone else’s snaps get compared to that number, and the player receives points equal to that percentage. Example: Player A played in 1,000 snaps, the most in the league, and so gets 100 points. Player B played in 950 snaps, so they get 95 points. Finally, we add points based on postseason honors. The MVP, OPOTY, and DPOTY get an additional 20 points. All-Pros get an additional 5 points (which can stack with the other honors). The points from all 3 steps are totalled and the players re-ranked. At this point, compensatory rounds are assigned to the top 25% of players as followed: Top 5% : 3rd round 6% - 10%: 4th round 11% - 15% 5th round 16% -20%: 6th round 21% - 25%: 7th round Example: There are 1,800 rostered players. The players ranked 1-90 in the final total get a 3rd round grade. The players ranked 91-180 get a 4th round grade, etc. Everyone ranked 451 and below gets no grade. Compensatory Additions & Departures If a player's contract expires and they sign with a different team in free agency, that player’s round will be added to a tally for each team (as a departure for the original team, as an addition for the new team). Note that cut or traded players are not included, only expired contracts. When pre-draft free agency closes, the commissioner will compare each teams’ additions and departures and cancel picks out according to the following rules: Each addition can cancel up to 1 departure An addition cancels out the highest-rated departure of the same level or lower An addition only cancels out a departure of a higher level if there is no other departure available Remember: if a player’s total score from earlier is too low to have a round associated with it, they have no impact on compensatory picks either way. In 2024 that threshold is about a 64 Overall, but that could shift depending on snap counts. A definitive player list with associated rounds will be published at the end of the season. Once this comparison is complete, compensatory picks are awarded to all departures that were not canceled out, up to a maximum of 32 picks. If there are more than 32 qualifying departures, only the highest 32 picks will be awarded. There is no minimum number of picks. Each team can have a maximum of 4 compensatory picks. Examples The following players are made up, but the round rankings are realistic compared to their OVR score (again, snaps and awards will also play a factor). The round is listed first, followed by the name and Overall Hamilton Tiger Cats Departures Additions 4. Aaron Aldritch (77) 6. Benny Barnum (73) 5. Donnie Dranzel (75) 7. Charlie Chance (66) 7. Eddie Ertz (67) The 5th round addition cancels out the 6th round departure (too low to cancel the 4th) The 7th round addition cancels out the 7th round departure There are no more additions, so the Tiger Cats get a 4th round compensatory pick Montreal Alouettes Departures Additions 5. Francis Foote (76) 3. Jerry Juniper (82) 5. Gregory Good (75) 6. Kelly Kinder (73) 7. Harry Hamilton (70) 7. Ian Ignotus (68) The 3rd round addition cancels out the 5th round departure (highest remaining) The 6th round addition cancels out the 7th round departure (too low to cancel the other 5th) There are no more additions, so the Alouettes get a 5th and a 7th round compensatory pick Toronto Argonauts Departures Additions The 5th round addition cancels out the 6th round departure (too low to cancel the 4th) The 6th round addition cancels out the 4th round departure (no other lower departures to cancel) Since there are no more departures, the Argonauts are not awarded any compensatory picks. Calgary Stampeders Departures Additions 5. Perry Pennington (76) 4. Rusty Robinson (78) 5. Stewart Swell (75) 7. Terry Tomlin (67) The 4th round addition cancels out the 5th round departure Since there are no more departures, the Stampeders are not awarded any compensatory picks. Let us know if you have any questions. Thanks, Tuscan and @Piercewise1
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