Posted by gillispie on 4/24/2021 7:51:00 PM (view original):
i still don't really get the idea that its easier for lower teams to fill promises. how? it seems to me the teams in the middle are the hard ones. if you are in a major rebuild season and going to miss the NT anyway, who cares, and if you are a top 10 team, its a couple seeds this way or that rarely makes much difference. i think those teams struggling to compete with the bigger clubs are the ones who really need their regular seasons to be good, the C to B prestige teams trying to make it to the NT, where the regular season being a little better or worse really counts and where the regular season impact on prestige isn't irrelevant (like it is for the perennial NT teams).
i don't think its that important of a point, it just is totally backwards. dealing with promises is a coaching problem, and its just way easier if your team is amazing and your freshman start 700. i don't mind promises at low d1, i start young players for growth and did so well before 3.0 promises forced our hands. but the low d1 struggle is real, and dealing with promises is a real obstacle for a lot of those folks. if you missed an NT with a quality wisconsin, surely you can appreciate how folks would miss the NT with some no-name school on B- prestige with a borderline NT caliber team, from having to start 2-4 freshman, and how much tougher that can make the overall rebuild.
i am not a fan of 4 year promises though! and definitely not when 'make them count for the NT too' creeps in. this game doesn't have realistic freshman, in real life some freshman come in and are some of the best players in the country on day 1. HD doesn't have that, largely due to IQ, but also ratings. if there were more freshman who could walk in and play and people could selectively promise the ones who were prime time ready or something, that would be different i guess. i don't know. i'm not a fan of beefing up the promises area of the game in general, i suppose.
Currently the top D1 teams can offer 2-3 starts every season. Whether or not this hurts them in the regular season isn't the point. They will continue to do this regardless because they need those top recruits and other teams are going to offer a start and 25 min. Currently, offering a start and 20/25 mins to multiple recruits every season is necessary to be competitive at the top levels of D1.
Now imagine a world where promises last the entire career of a recruit. Suddenly these top D1 teams can only afford to offer 4 or maybe 5 starts every 4 seasons. They have to think about how they use them and on which players they need to use them on. Can they afford to promise a start to a 3-star guy when they're also battling for a 5-star recruit? Maybe not, which might give that Harvard team an advantage since that 3-star guy would be Harvard's best player. It will free up a lot of those "good but not great" recruits for mid-major schools. The types of players that would normally be a 10 mpg backup at North Carolina.
Can you offer a start to PF recruits 3 seasons in a row? Sure, if that fits your team's playstyle, but you'd have to think about those types of things now. Like I said earlier, I don't want 4-year promises because it would be more realistic. I want them because the current promises are very cookie-cutter. You get in a battle, you make promises. There's very little strategy involved in that. I feel like 4-year promises make the game more dynamic as they would be a more powerful tool, but one that would need to be wielded more judiciously.
The reason it helps lower D1 schools isn't because they can fulfill promises more easily. It's because it will give them an advantage on many of those 3-star and 4-star recruits that the top D1 schools can't afford to offer starts to.
To make it even more interesting, keep the 1-year promises and just add the option of a 2-year and 4-year promise. San Diego State might be excited to offer a 4-year start to a recruit that would be their best PG ever. While UCLA would need to think twice about using that many resources on a single player. It just adds a bit of dynamic thought and roster management to the game. It's adds strategy, which consequently reduces a bit of luck.