Simple recruiting change: Action limits Topic

Posted by plague on 6/2/2013 4:18:00 PM (view original):
Posted by professor17 on 6/2/2013 2:36:00 PM (view original):
I have no problem making promises worth more, but I think it should be tied to other recruiting efforts. I don't like the notion that a promise all by itself can be a magic bullet to overwhelm everything else. That's too cheap and easy. Make promises a multiplier to other recruiting efforts. That way promises are worth much more than they are now, but you still have to heavily recruit the player by other means.

Not a big fan of some of the other ideas being thrown around... action limits, increasing considering credit, etc. Recruiting is already heavily tilted against people who miss the first cycle or first day of recruiting. These ideas would only amplify that. Recruiting strategy is predicated on who to recruit and when to recruit them. It seems a lot of people want to try and minimize or eliminate the latter component, and force recruiting to be done mostly upfront. Anything that serves to limit one's options as recruiting progresses is a step in the wrong direction, IMO.

I have not noticed that missing the first cycle or first day is a detriment to recruiting. Is this true?  I just gave up on a battle to a coach who did not recruit until the cycle of signings, he signed both his recruits by jumping on the cycle before signings of teams with much lower prestige than him. I am not complaining what the person did and after reading his conference corner it appears that was his strategy, I am just saying it does not appear to be a negative.
Late recruiting, or poaching/sniping, as some call it, can be a very effective strategy, but it is far from the most economical approach to recruiting, so it is usually best suited to targeting one, or maybe two at most players. The most economical means of recruiting an entire class is to land on a player's considering list all alone first cycle, and scare other teams off from engaging you, and in the best case scenario, leaving you with a bunch of cash left over at the end. But if you miss the first cycle, and especially if you have a lot of openings to fill, that option is pretty much off the table for you, because all your targets are likely to already have someone on them, or will after the 2nd cycle. Big detriment, IMO.
6/2/2013 7:06 PM (edited)
Posted by mamxet on 6/1/2013 6:51:00 PM (view original):
a per cycle cap addresses this - so long as one can pre-load recruiting action in advance for upcoming cycles
mamxet i really do like your per cycle cap idea, obviously with the caveat of planning cycles in advance.
6/3/2013 12:31 AM
Posted by emy1013 on 6/1/2013 1:59:00 AM (view original):
Posted by jetwildcat on 5/31/2013 5:26:00 PM (view original):
Posted by dahsdebater on 5/31/2013 5:12:00 PM (view original):
Probably not, but under your system a B+ will never get a top 10 recruit at his position.  Just won't happen.
unless that recruit's favorite school was the B+. maybe one out of every 10 recruits in the 6-10 range go to a B+.

as it is, for a B+ with 6 open scholarships to land a top 10 they need to get really lucky and ignore their other 5 openings.

Totally 100% disagree with the last line.  I'm sorry, but if that's what it's taking, someone isn't doing something right.

maybe i'm exaggerating a bit by saying "ignore" but you need to appear strong enough to potential challengers so that no bigger school decides it's worth it to swoop in. even then, you might get challenged anyway, in which case if you still try to land the top-10 you will both be weaker and appear weaker to potential challengers to your other recruits.

6/3/2013 12:38 AM
My problem with the per cap cycle is not everyone has the same available time to access their teams. Some people work 8 to 10 hours a day with no access while another person can access their team while they work.  I also don't want to have to set my alarm clock to wake up every 3 hours to compete against another owner.
6/3/2013 12:52 AM
I think the idea is you can set it in advance. So you can say at 7:00 PM what you want to happen at the 2:00 AM cycle.
6/3/2013 1:06 AM
Posted by stinenavy on 6/3/2013 1:06:00 AM (view original):
I think the idea is you can set it in advance. So you can say at 7:00 PM what you want to happen at the 2:00 AM cycle.
Advanced settings was asked in GD one time and the response was that advanced settings could not be programmed into the game.
6/3/2013 5:48 AM
Posted by plague on 6/3/2013 5:48:00 AM (view original):
Posted by stinenavy on 6/3/2013 1:06:00 AM (view original):
I think the idea is you can set it in advance. So you can say at 7:00 PM what you want to happen at the 2:00 AM cycle.
Advanced settings was asked in GD one time and the response was that advanced settings could not be programmed into the game.
i guess they need to hire more talented programmers
6/3/2013 8:37 AM
The most glaring need for advance loading of recruiting moves is the first cycle.  It is silly that it is a two hour window.  One should be able to "load" that effort during a big chunk of hours prior to the start of recruiting.  (Yes, one would not know what SIMs are doing - so it goes.)

AND, beyond the first cycle the ability to pre-load would be among the most user friendly things WIS could do.  Now, that matters ONLY if they want to enhance the user experience, make playing more comfortable etc.
6/3/2013 9:22 AM
Even if preloading is somehow undoable, you could shave off the last 12 hours of recruiting and make that part of teh first cycle and I think it would be beneficial to the vast majority of teams.
6/3/2013 10:13 AM
Posted by metsmax on 6/3/2013 9:22:00 AM (view original):
The most glaring need for advance loading of recruiting moves is the first cycle.  It is silly that it is a two hour window.  One should be able to "load" that effort during a big chunk of hours prior to the start of recruiting.  (Yes, one would not know what SIMs are doing - so it goes.)

AND, beyond the first cycle the ability to pre-load would be among the most user friendly things WIS could do.  Now, that matters ONLY if they want to enhance the user experience, make playing more comfortable etc.
In gd the compromise was the first cycle would lasts 24 hours. In my opinion that was a major improvment
6/3/2013 10:44 AM
If the first cycle was 24 hours, that would be awesome. No more hoping not to have something else going on for a two hour window on a specific evening.
6/3/2013 11:02 AM
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Simple recruiting change: Action limits Topic

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