Posted by girt25 on 5/5/2012 8:34:00 AM (view original):
Posted by bow2dacowz on 5/4/2012 5:29:00 PM (view original):
id be intrigued by a hybrid sort of system between what we have now and what it used to be (from what i've heard, i wasnt here for that).
something like where you can allocate minutes to improve any skill for any player and skills would improve at a rate dependent on work ethic and just how high their ceiling is, but each player has an unseen number of total improvement points to dish out. some of this would be luck....meaning that a mid or lower tier school could hit the motherload on a guy with several hundred points of improvement and some of it you might be able to glean from some form of scouting (obv the current scouting system would have to be redone).
a lot of work, and a pipe dream perhaps, but i think it might be a good way to help people really shape the kind of team they want to coach (you'd still see battles for guys because youre still going to have guys with certain starting cores that you want) and also make recruiting a little more interesting because there is always that little bit of unknown. you might get the 790 guy with 40 points of improvement to allocate, or you might get the 600 guy with 400 points and a 99 WE. Or you might really hit the motherload with that 750 player that has another 300 points of improvement potential. I imagine things like this happen all the time in the real world where the stud hits a wall or the guy you never expected to grow as much as he did becomes your go to.
Well, if each player has an unseen amount of points to dish out that varies from player-to-player, that doesn't mean "some" of it would be luck. It kind of means all of it would be luck. And no offense, but I think that would be -- removing a ton of strategy/skill from the game and replacing it with luck.
I have been beating the drum to fix recruit generation since the moment they rolled it out, so I'm with you there. I just think that suggestion is not the answer.
(And yes, there are some real world times where the guy you never expected to grow really does ... but the reality more often is that top coaches/talent evaluators are good at picking this out, and that's a skill. Reducing it to random luck would be disastrous and pretty much take the thing I like best about this game, recruiting, and turn it into something I disliked.)
1st I apologize for not wanting the game spoon fed to me. Paying $250 for a scouting report and knowing exactly what every single player will be in 4 seasons is not very exciting or realistic. Why you find that element enjoyable I do not understand.
2nd you and I have very different understandings of "some" and "all". How is it "all" luck when a) you get to distribute your practice minutes to any skill you see fit and b) as I said above you'd have to revamp scouting and in doing so could build in some way to get an idea of the kinds of potential caps that might exist in a player without knowing exactly where they will end up.
If you want to build a team of athletic defenders you can always do that and not have to rely entirely on having the right prospect within 300 miles....but by the time you're done you may or may not have minutes left to distribute to other skills. I think it might encourage people to recruit different kinds of players because even if you dip down to a lower tier player than you might talk to right now...regardless of level...there is still a chance to be able to mold that player into someone that can help you. If I'm at a BCS I'm not going to recruit a post that is 550 overall with 150 points of anticipated improvement where 20 is PER, 20 is BH and 20 is PASS and 20 is DUR unless I'm just doing it as filler, even if their cores start off decent because there's just not enough improvement to go around. But if I can take that same player and through a revamped scouting model determine he's got between 125-175 points of improvement then I can mold him into a useful player.
I think this really helps when you talk about making the middle more competitive with the top because the middle is no longer left with the scraps that none of the big boys wanted because their potentials sucked and/or were all in the wrong places. Yes the higher rated start value players still go to the big boys, but you can still build a lesser player into someone that can compete and if you find a lower start value guy with lots of growth potential that was overlooked you can build him into a monster that could be starting for a BCS school. That's harder to do now when all the high ath/def guys typically are snatched up
I don't think it makes it all luck at all and i don't think it eliminates any strategy from the game, it's just different, and IMO more realistic when it comes to team building and figuring out how to make your team the most competitive even if you don't necessarily have the players to be competitive at the outset. (not that realistic is always the answer, I get that).
5/5/2012 1:43 PM (edited)