Changes to the game Topic

Get rid of the 2 recruiting sessions. Let a season run, EE's declare at the end of the season and recruit in the beginning of the season with everyone on a level playing field and adjusted cash for those that lost the EE's. I would also like to see a little extra cash for the conferences for NT and PT success, was nice back in the day.
12/16/2024 8:58 PM
Posted by trail on 12/16/2024 12:41:00 PM (view original):
Posted by rugburn on 12/14/2024 3:48:00 AM (view original):
Posted by jbasnight on 12/13/2024 7:03:00 AM (view original):
Another option, if the new owners don't want to overhaul recruiting: Eliminate, or re-work potential. Instead of random, hard and fast caps in some attributes, or (worse), the randomness of how much a black, green, or blue attribute is going to go up, implement a system whereby we can still improve all or most attributes by applying practice minutes. Leave the decision in our hands as to how we want to allocate our practice minute resources--you want to keep increasing a guy's passing? Fine, but you won't be able to dedicate enough to do that and raise everything else.
This is what HD used to be lol. Going full circle, but honestly I enjoyed it more. The downside is you'll end up with lots of teams that look about the same at every level and WE becomes a high priority attribute.
what if the colors corresponded to speed of growth so there was a limit on forming guys however you wanted to. it'd be a middle-step between the current structure and the historical structure for potential
It's an interesting thought, but that's kinda repetitive to what WE already is. They'd have to reconfigure the purpose of WE or remove it altogether.
12/18/2024 9:15 PM
Posted by rugburn on 12/18/2024 9:15:00 PM (view original):
Posted by trail on 12/16/2024 12:41:00 PM (view original):
Posted by rugburn on 12/14/2024 3:48:00 AM (view original):
Posted by jbasnight on 12/13/2024 7:03:00 AM (view original):
Another option, if the new owners don't want to overhaul recruiting: Eliminate, or re-work potential. Instead of random, hard and fast caps in some attributes, or (worse), the randomness of how much a black, green, or blue attribute is going to go up, implement a system whereby we can still improve all or most attributes by applying practice minutes. Leave the decision in our hands as to how we want to allocate our practice minute resources--you want to keep increasing a guy's passing? Fine, but you won't be able to dedicate enough to do that and raise everything else.
This is what HD used to be lol. Going full circle, but honestly I enjoyed it more. The downside is you'll end up with lots of teams that look about the same at every level and WE becomes a high priority attribute.
what if the colors corresponded to speed of growth so there was a limit on forming guys however you wanted to. it'd be a middle-step between the current structure and the historical structure for potential
It's an interesting thought, but that's kinda repetitive to what WE already is. They'd have to reconfigure the purpose of WE or remove it altogether.
i see ur point - it probably becomes redundant at that point and we can just use colors to determine speed of growth by rating (e.g. all reds becomes the new low work ethic)

i like it, but i imagine a lot of users wouldn't appreciate such a significant change
12/19/2024 8:59 AM
I think piman had some really good ideas on page 2.

I would like to see additional recruits added to the pool for the 2nd recruiting session after the season. This would help out coaches taking over a new team and coaches who have lost players to EE.

It could be something along the lines of a total of 75 new D1 recruits with out of those;
1 five star
2 four stars
3 three stars
4 two stars
5 one stars.

Out of the 60 non star random rated recruits probably half of those would be capable of playing in D! and the other half would wind up in D2 and D3.
This would add 40 to 50 D1 recruits for the 2nd recruiting session. Spread out around the country that is not that many but would give coaches at new teams and coaches with EE's a shot at a decent recruit. It would also add a little more strategy to recruiting session 1 as coaches would have to save some scouting budget money and could save some recruiting money to gamble on session 2 instead of blowing all the recruiting money in session 1.
12/20/2024 7:32 AM
I agree with Garmansouth. Get rid of the 2 recruiting seasons and give the teams who have EEs their recruiting money before recruiting starts. AND get rid of the injuries. They do not add realism to the game b/c they occur very infrquently, but when a major injury hits it can destroy a serious contender's chances of winning it all. Oh...and could time clock violations be added to the pbp because it has been over 20 years and I haven't seen one yet.
1/1/2025 2:42 PM
Havent read everything, but I've long said the Home Visits should be capped to only 3-5 per phase. The fact that you can "visit" a recruits home 20 times in one session is a bit ridiculous. This would also eliminate that annoying sneak bomb strategy and make schools start to go after their recruits a little earlier and more strategically....thus enabling a school who is at VH to actually see that a high prestige school is moving in on their recruit and they can then potentially pivot to another recruit for backup options.
1/2/2025 11:15 AM
^love this one btw

one other idea: can we fix target minutes? specifically the bug where a guy gets into foul trouble early then never comes out of the game in the second half regardless of how bad his fatigue gets. allow coaches to put some sort of backstop on it. some sort of hybrid substitution system between fatigue and target minutes would be awesome and enable much more strategy around how you set your depth chart
1/8/2025 1:18 PM
Agreed, LOVE the idea to cap home visits per cycle. Max of 5 seems reasonable to be able to do in 4 cycles (1 day). The drop 20 bombs are unrealistic and frustrating to manage
1/9/2025 12:06 AM
GET RID OF FULLCOURT PRESS as a full-game team defense. I know this has been the plan for a long time, but I've been hanging around for years waiting on HD to fix this major issue. It's the only thing, IMO, that stops this from being a realistic simulator. FCP is a SITUATIONAL set. Most importantly, it's not a halfcourt set, which is what a team defense is. Similar to fastbreak offense, which should also be eliminated, but it's not as aggregious as FCP. An uptempo motion offense IS a fastbreak offense. Leaning more into halfcourt press with a primary focus is the way to go (Man/Press, Zone/Press, etc).

Please lobby for finally doing away with the fullcourt press team defense.
1/10/2025 7:52 PM
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