This is a disorganized and disjointed collection of very brief answers to very common questions. Most of these answers are probably correct, though I've been known to have my head up my ***. Luckily, however, these answers don't come from me. They come from the forums. Please feel free to waste your time by adding to the list.
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Height and weight don't matter. They're listed for effect, but a player will play to his ratings regardless of size and shape.
Ignore the stated position of a player: All that matters is his ratings.
Booster gifts can really help you sign recruits, but it's very likely you will get caught.
If a recruit is within a few hundred miles of you, home visits are generally a better value than campus visits. If not, then the other way around.
Don't solicit advice about specific recruits or battles using your real name - you're inviting people to poach your recruits.
If you cut a scholarship player, you will not get that recruiting money this season.
If you have money left over at the end of recruiting and have filled all 12 slots with scholarship players, you will carry over 25% of your remaining cash.
There are two reasons a recruit may be considering a school the moment recruiting starts. One: SIM schools get a little head start. Two: The recruit may have gone JUCO, and still be interested in a school that put effort into him last season.
If you try to redshirt a guy and his WE plummets, you can pull the redshirt off of him and it'll go back to normal.
High potential in recruits is divided into two levels. Low-High means you can expect around 20-27 points of improvement with optimal practice plan settings and workable WE. High-High means 28+ points of improvement. You can tell the difference by sending Scouting Trips and comparing the messages with this:
tinyurl.com/2eljoyu
If you promise a guy a starting spot, you'll need to start him somewhere in the neighborhood of 80% of the time in regular season play to avoid a WE drop or transfer.
You don't have to keep starts/minutes promises in the Conference Tournament or after.
You can try to sign a guy who transferred away from your school, but you will never succeed.
Durability is almost meaningless - injuries resulting in substantial missed time are extremely rare.
If you're at a big, obvious talent disadvantage in a game, you should probably play slowdown.
For an academically ineligible player, put all practice minutes into study hall. They won't do you any good in any other category.
For a redshirt, you do have to put minutes into study hall if you want to avoid eligibility problems down the road.
You can set all your players to zero distribution if you want to find out who the Sim AI coach thinks your best scorers are. Note: Sim AI may or may not be right.
SIM schools are not bound to the six player per class maximum. If they were, many of them would have a shitload of walkons.
Games won on the road will help your RPI more than games won at home. Games lost at home will hurt your RPI more than games lost on the road.
It takes 7 practice minutes to guaranteed maintain any category except lp/per. It takes 3 for lp/per. Of course, the required # is lower with better work ethic or more playing time. Also, 0 minutes can safely be used to maintain capped out categories.
If you have more than six open scholarships, you will only get recruiting cash for six slots (plus tournament bonus and any carry-over cash you may have had).
Notes about a recruit's character are just there for fun. They used to mean something, but they don't mean much of anything anymore.
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Note: mjp8's post "
A recruiting guide for New Coaches" is required reading. Search for it if necessary.
2/13/2012 7:54 PM (edited)