Posted by rednu on 9/10/2015 4:01:00 PM (view original):
Preliminary thoughts, which I am allowed to change based on additional information and/or alcohol...
Resources
-- Obviously some additional cash is needed since the inflation economy appears to be coming. What will the effect of different ratios of cash be from D1 to D2 to D3? Right now, D1 programs can basically blow a D2 out of the water (which is as it should be IMO) if they want a player. Under the new system, I'm wondering if D2 programs can put up too good of a fight against D1 programs battling for other recruits. Also looks like it will be harder for a D3 to go after a D2 player as opposed to the current system.
-- Is carry-over cash still going to be a thing? If so, are teams that don't sign anyone still going to receive a 100% rollover? Because if I can get $30,000 on top of another $30,000 at D2 and suddenly have a budget on par with or bigger than that of the D1, I don't see how we don't have superclasses running amok at D2 in every world. Obviously that's not a problem if you like superclasses, but to me it is a cause for concern.
Recruit pool
-- Love the idea of the various tiers and information, but without pricing information it is hard to make a good/bad determination regarding pricing points for each level.
-- I understand the premise behind the offense/defense/physical categories and it makes logical sense from a "real world' standpoint to divvy things up in that manner. But from a game play standpoint, since ATH, SPD and DEF are, by far, the drivers of success, wouldn't it make the most sense to make sure only one of the three appeared in any one category?
Camps
--Great idea...again, I like where this is going (although the pricing concerns me at $30-$50 per player...but again without pricing information for all other actions this is just in a vacuum, but it appears it might turn D3 schools and possibly D2 schools into regional magnets rather than allowing them to recruit nationally as is the case now.
-- Speaking of regional ability, I'm a bit concerned over the camp option and geography's effects on it since it notes that camps pull from their area...okay, great, but if I'm in New York City I have a lot more kids in my area than the poor guy coaching Alaska-Fairbanks or Maine-Presque Isle or such. Is there a mechanism to ensure enough players will attend to make it worthwhile to hold a camp at any of the game's campus locations? Does this mean the coaches at Puerto Rico will finally be able to get scouting information for their local kids?
-- Will there be a way to know how many kids will attend regional camp BEFORE we get charged for it? I know it says "about 100," but it would really suck at $30/kid to be expecting 90 and then suddenly realize I have 115 people attending camp.
Lots of great ideas here...most of my concerns are just off the lack of details, so don't misconstrue this as being a negative nancy. I like the general thoughts. It's the blending of information, cash and the effect it has on varying levels of geography and game hierarchy that will ultimately determine my like/dislike of things.
ETA -- How will Sim teams recruit under this new system? How will they determine who is "visible" to them?
Remember that this budget is for scouting only, not recruiting. DI teams will still have more resources than DII, and so forth to DIII. The details of actually recruiting players will come later.
No, I don't plan on there being carryover cash.
As I said, the numbers here are preliminary and incomplete. I expect them to change throughout testing until we find the right balance.
I'm not sure I agree that ATH, SPD, and DEF are more important than other ratings. It really depends on how you recruit and coach.
I don't expect DIII schools to do a lot of national recruiting. I don't think they do in real life either. DII schools could probably recruit further out.
The idea is that regional camps would be located such that we can get enough kids to support a camp. Still work to do on how to determine attendees.
I'd like for SimAI teams to recruit with the same tools as humans, just with some basic strategies to follow. They wouldn't be top notch recruiters, but wouldn't be the disaster that they are now. If we can get that working right, we could even allow human coaches to turn on AI recruiting if they want to, either because they don't like recruiting or don't have time to do it.