Howto increase strategy? practiceminutes Topic

Quote: Originally Posted By Fregoe on 10/21/2009
I like it. Maybe they could mandate that we use 50/60 minutes on team prac thus creating more teams using combos or switching off/def game to game.

i kinda like this too. i like the idea of creating a "chess match" mentality when trying to match up with your opponent. and there is some basis in reality here as many teams with switch between 2 or 3 different defenses depending on the opponent and sitation and will often switch defenses multiple times within a game.
10/21/2009 3:31 PM
Quote: Originally Posted By mullycj on 10/21/2009
Quote: Originally Posted By oldave on 10/21/2009

no youre missing the point novadude!

let those categories fall! (in fact, make sure that all of them are falling instead allowing some of the lower values and some of the higher values to stay level despite zero practice minutes) as difficult as that would be for us... it would be the same for everyone, and it would lead to some very interesting decisions.

Dont like it. Just have WIS make it so that most players dont max out with their current minutes. Then you have to choose which categories to try and max out in
that works too. (i assume you mean that for example-- 15 practice minutes, instead of getting you 8 ratings points per year, might only get you 4 ratings points per year or something to that effect) if thats what you mean, then it just seems like a different way to skin the same cat and would be okay by me.
10/21/2009 3:35 PM
Sorry od, not a fan of that suggestion at all. And I say that being as strategy-focused a coach as there is (if I do say so myself, lol).

If player differentiation and increased strategy is your goal (and it's an admirable one), I think that is much more effectively achieved with fixing how players are created. That in itself will create not just more decisions to be made with a practice plan, but with recruiting and game-planning as well.

I don't think it would make the game "too hard". But I do think it would make it less fun. And I think that your goal is simply much better accomplished through changes in recruit generation.
10/21/2009 3:47 PM
OD, I don't have a DI team but I can't help but to believe that would be a decent idea. At least worth testing.

You know from experience in DIII that you are already forced into practically the same thing but through recruiting. You have to make those decisions when you recruit someone on how they will fill a hole in your team. Do you need a rebounder or a 3pt scorer. A good passer or a shot blocker.

I played both pre and post potential and have to say I like potential better, at least at DII and DIII. Those with a high prestige pre-potential just had to get the highest rated player they could and form him into whatever they wanted. People say they want realism, but can you really mold a college player into something he's not. Maybe a hand full but those stand out. And maybe they just had high potential ;) With potential, you are limited into what you can do with a player no matter your prestige. Yes you can get a core or two with high potential but you can't turn them into the monsters of the past.
10/21/2009 3:47 PM
I like the idea of reducing practice minutes even more than lowering recruit generation.

I like the idea of having lesser quality recruits generated but -- we will still end up with those recruits maxing out. And there isn't a lot of strategy used in piling on the minutes on the one attribute that isn't maxed out yet. Lowering practice minutes in combination with recruit generation would really put the coaches in a bind (and that's a good thing).

Recruiting is BY FAR the most important thing a coach can do in this game. With these changes recruiting will still be numero uno but just not as much.
10/21/2009 5:37 PM
imagine that... daalty disagreed with me?

10/21/2009 6:40 PM
Quote: Originally Posted By jenningss on 10/21/2009I like the idea of reducing practice minutes even more than lowering recruit generation.

I like the idea of having lesser quality recruits generated but -- we will still end up with those recruits maxing out. And there isn't a lot of strategy used in piling on the minutes on the one attribute that isn't maxed out yet. Lowering practice minutes in combination with recruit generation would really put the coaches in a bind (and that's a good thing).

Recruiting is BY FAR the most important thing a coach can do in this game. With these changes recruiting will still be numero uno but just not as much
jennings, if recruit generation is changed properly, then no, you won't end up with all the recruits maxing out in every category like they do now. So the reduction of practice minutes would become superfluous.

Yeah Ol' D, I said superfluous.
10/21/2009 6:44 PM
Quote: Originally Posted By mullycj on 10/21/2009
Quote: Originally Posted By oldave on 10/21/2009

no youre missing the point novadude!

let those categories fall! (in fact, make sure that all of them are falling instead allowing some of the lower values and some of the higher values to stay level despite zero practice minutes) as difficult as that would be for us... it would be the same for everyone, and it would lead to some very interesting decisions.

Dont like it. Just have WIS make it so that most players dont max out with their current minutes. Then you have to choose which categories to try and max out in


I like this idea. Practice strategy gets back to or near its old importance, plus it seems like it would involve more tweaking/modifying than major programming.
10/21/2009 9:46 PM
I like it! Strategy is good.
10/21/2009 10:02 PM
daalty, i think you are missing part of what me and others are getting at.

this idea would result in a wider variety of players, yes, but it would also put importance back into practice planning and force tough decisions (i think i already said that, but daalty doesnt always get it the first time).

10/21/2009 10:33 PM
grab your pitchforks and laterns! oldave has went off the deep end again!
10/22/2009 12:51 AM
In all seriousness, i gave the idea a chance but just don't like it. I like the idea of more strategy but I also like watching my players develop during a career. I'd personally like to see ratings expanded to go much higher. Let a number of DI recruits be able to reach past 100. I'd also like the restrictions of potential loosened some.
10/22/2009 1:00 AM
I'm with kleby ... I like my strategy as much as the next old guy, but it's simply not fun to have players who barely develop.
10/22/2009 1:02 AM
its all relative, my brothers, its all relative.
10/22/2009 1:10 AM
i'd rather they just get rid of the update they did introducing the travesty which is the current potential system
10/22/2009 1:12 AM
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Howto increase strategy? practiceminutes Topic

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