SIM recruiting? Topic

Sims should save $100 per open scholly until the last cycle of recruiting and then offer to guys that no humans wanted.   It seems that the "problem" isn't just with the SIM recruiting process, but with not enough recruits being generated.  To me, it would make sense to have the number of recruit generated be the # of seniors + # of WOs + X%.  so one season there could be 1000 recruits generated and the next there could be 1300.   I've never paid attention, does the number of recruits change every year?
11/19/2010 2:02 PM
There always seems to be plenty of recruits that go unsigned.  I agree with jshorne, why would they take a walk-on when there are recruits left over that aren't signed by anyone?  Maybe its only a problem in some worlds and divisions.  Where I'm at there always seems to be decent players left.  I guess it's a new bug in the system.  Seble needs pointy toed shoes for all the bugs he has to kill.
11/19/2010 6:05 PM
Has anyone suggested a separate group of recruits for sims and humans?
11/19/2010 11:03 PM
Posted by pedroia on 11/19/2010 11:03:00 PM (view original):
Has anyone suggested a separate group of recruits for sims and humans?
No...and with good reason i think.
11/19/2010 11:11 PM
I would think that a good fix would be have the SIMs recruit during each cycle like a human, so many times i see players poach a SIM with great ease but if they recruited durring the cycle a SIM could change targets making it less likely they get 12 walk-ons. Or the SIMs could use half their budget before recruiting and half on the last cycle giving them some sort of a change to not take as many walk-ons.
11/21/2010 8:12 PM
Josh.. I woulld like to see sims have money for last cycle as well.
11/22/2010 11:49 AM
Forget the sims saving $$- why not just 'draft' off the guys that didn't receive ANY offers (so you don't count the guys ineligible going juco) to SimAI?  Obviously, you'd have to save some for Soph Jucos, but make it to where they don't take more than 2 walkons by assigning appropriate recruits to them that didn't receive interest?
11/22/2010 12:41 PM
Just let walkons come from the pool of players that didn't sign/didn't receive interest, minus the ones that go JUCO.

11/22/2010 3:13 PM

this is how I've envisoned sim recruiting working:

Let's use lower rated D1 sims as an example.
The sims divvy up a block of players at each position.
Assume that block is the #100-#150 rated at each position.
The sims with the C prestige may take the players closer to #100 and the sims with the D- prestige end up targeting the recruits in the #140-150 range.

Each sim is given a set amount of resources corresponding to the number of open spots they have.  The sim then divides those resources out amongst several recruits and are assigned an amount of effort they put into each recruit.  To better illustrate I've broken that "effort of resouces" points out into recruiting tools available to human coaches. 

priority   effort   scout   home   campus   misc  
   # 1:       150      15        15           15         20min & start
   # 2:       125      12        12           12          15min
   # 3:         75        8           8             8 
   # 4:         50        5           5             5
   # 5:         25        2           2             2
   # 6:         10        1           1             1

Those applied resources, combined with the prestige, translate into the degree of difficulty to out-recruit a sim for a given recruit.

The sims top 4 recruits come from that #100-150 block and show up as considering the sim, while #5-6 come from below that block and there wasn't sufficient recruiting effort made so they don't show up on the initial sim consider list.
Using FSS we see that #1 & #2 are listed as being a priority for the sim.  #3-4 show up as having some interest but are keeping their options open.

Once a human coach surpasses the recruiting effort of the sim, and signs one of the recruits, there is no secondary sim recruiting.

By the time signings began human coaches may put in more effort than the sim did and may end up with sim recruit #1, #3 and #4.  The sim signs #2.

Shortly after the signings began the recruits begin to lower there mimimums for considering a school.
At that time, if #5-6 have not been recruited by a human coach, they will begin to consider the sim that put in the mimimal initial effort.

 

11/22/2010 5:45 PM (edited)
iguana has set forth an elegant and more detailed vision of what I have imagined SIMs do

I am, however, fully confused now about what to think about internationals.....see other thread
11/22/2010 5:36 PM
So here is the latest response I got from CS: "I can't say for sure why one world would have more than another. It depends a lot on the circumstances of the world, including the percentage of human coaches, geographic distribution of recruits and schools, whether human coaches are active recruiters, etc."

To me that looks like a complete and total bunch of BS and their way of saying "deal with it."  So I sent them this back: "There are actually teams at D III in Crum who have 10-12 walkons.  There is no way that is realistic.  It is going to make it where no one wants to take over those teams because they can't sign enough players.  I hope you guys will look into this further instead of just blowing it off, which from your correspondence I get the impression you are trying to do."
11/24/2010 2:11 PM
Yeah, and I think it's just going to get worse, as now they will probably be way more openings in the next recruiting cycle, and the same amount of recruits.  I'd guess in a few seasons, SIM teams will be over 75% walk-on.  
11/24/2010 3:59 PM
they should let us go back to super classes
11/24/2010 8:26 PM
Not to beat a dead horse, but Crum is recruiting again.  We are lucky and only have 4 SIMS in our conference, looks like they will have 7, 7, 6, and 5 walkons.  Some SIM teams will again have a full squad of 12 walkons.  SIM recruiting is worse than ever.  
12/21/2010 2:00 PM
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