Posted by noleaniml on 8/16/2013 10:53:00 AM (view original):
Posted by dacj501 on 8/14/2013 10:02:00 AM (view original):
Posted by noleaniml on 8/14/2013 6:36:00 AM (view original):
Posted by jcfreder on 6/5/2012 10:13:00 AM (view original):
The problem is that losing a battle is super punitive right now. Nobody wants to lose a battle where they've sunk so much money in. In real life, nobody puts in 90% of their recruiting budget into 1 or 2 guys. Nor is it really an auction - kids decide where to go based largely on preferences. A better way to do it might be to have a cap on how much effort "matters" to a recruit, and then the final decision rests with their internal attributes.
I think jcfreder hit on a problem that is much more key than most people are giving it credit for. If you miss on a key recruit, especially if you are trying to build a program, you have really damaged your chances for a few years. I think the key motivation that discourages battles are the penalties if you lose. With the money system- if you miss on a recruit and you spend all your money- you are taking a walk-on. There needs to be some sort of system that allows coaches to still get left over scholarship players on the roster without having to take multiple walk-ons. I think the solutions lies in a fundamental "re-thinking" of the money system in general and it needs to be an effort based system. Very similar to the EA Sports NCAA Football Series of games. You get a certain amount of effort each cycle (with each cycle being a longer period so that you don't have to be at your computer every few hours or miss out on your allotment for that cycle) and the multipliers could be calculated after the effort has been allotted. Success on the court is already reflected in prestige- it should not also be reflected in the amount of recruiting effort you have available.
I disagree about needing a system to still award non walkons.. This is similar to the NBA (or any pro sports league I guess) needing to be protected from itself so they don't keep doing things like Allen Houston's 70 gajillion contract. And how does it mess things up for years? You get to do it all again the next season. It may mean a bunch of walkons and a bad year, but the next season you load up and try again, hopefully a little wiser about how to (and not to) win a battle (or choose a winable battle in the first place, which really is the most important part of a battle...)
dacj, I think we disagree on the penalty for taking a large amount of walkons due somewhat to a difference in perspectives. When you are building a program, if you miss on a key recruit that was part of the plan and end up taking a walkon, you miss a window of opportunity to have the key recruit with other pieces in place. For instance, if you have 4 decent starters as JRs but you still need a SG. You go out and try to get a really solid SG that will be an impact player as a SO and all the others will be SRs. If you miss on that dude at a school that is building- you missed a real window of opportunity and then its back to the drawing board for a few years. If your plan was to take 2 walkons already to try and have more money for that guy and you miss and then you end up taking 3 walkons... sure you will have more money for the next year, but it's not like you are at an established school and you are going out to recruit a bunch of studs that could come in and contribute right away. You will have a really young team that next year and it will take some time to get them competitive again. My second argument against taking random walkons is the randomness. If you could still extended scholarships to back up plan guys- you would still be exercising SOME control over who you got- not some randomly generated piece of crap. And I think any time you can give coaches more options, it adds to the intrigue and strategy of the game.
I can see that point, but for me that is part of the risk assessment for recruiting strategy. If I'm depending on a player, I need to do everything possible to protect him. If I'm thinking of stealing one, I need to protect everything else. I guess I'm not in favor of making it easier just for the sake of making it easier. If changes somehow improve or enhance the whole system that's ok I suppose too, but I guess I'm not seeing that something like what is proposed here would do that, in my opinion...
ETA: I can see doing something about the quality of walkons or even using the unrecruited pool of players to generate walkons or something, if that would improve the quality of them a bit and make them at least usable on the deep bench in some way, and if that would also help alleviate some of the factors you are mentioning for some folks, that's cool too...
Edited Again - Also, what division/level are we talking about? At most rebuilding levels, in my experience, any player that is within your reach is probably replaceable with some looking - either still unclaimed, or, if some bigger fish comes along and swipes your guy, find a smaller fish and swipe his...
8/16/2013 1:14 PM (edited)