there is so much here to consider its hard to even take it all in. going to take a crack at a response though - pasting sebles, my comments in bold:
Timeline
- There will be two recruiting periods during the season. Period 1 will be the final 5 calendar days of the conference schedule. Period 2 will be 3 calendar days following the job change period.
- Signings are allowed in the final 2 days of Period 1 and throughout Period 2.
- Coaches who change jobs would have Period 2 to fill any remaining openings at the new school. They would be given new scouting/recruiting resources based on remaining openings.
This schedule still creates major problems for new coaches to a program, unless there are at least some new players generated or something. Walking into every good player left, already considering someone, is a REALLY nasty situation to walk into. Ask anyone who missed the first cycle of d1 recruiting while coaching in high d1... its a train wreck. But, thats only for 1 season - and can half be forgiven. You need to let coaches 100% cut the players though, not just the % chance you mention below. Also, you probably need to give them 100% budget for every opening plus every player they cut - let them decide at the open. That still is only a half measure, but its really important to soften that blow. Also, EEs have still not been addressed, as far as I've seen. What the plan? You can basically either declare them before recruiting session 1, or not have recruiting before EEs, or royally screw up those folks and all of high d1. A compromise might be rolling 2 dice for EEs - one before recruiting 1, the other before recruiting 2. This simulates the fact that most coaches have a good idea where their players are leaning, if they will go if they have the chance. So give the first weight 2/3rds to 4/5ths of the weight and then roll the last die and go let coaches know the first outcome, so they can at least plan. You have to give them some of the money up front though or something, or they will be really screwed still. I really think you have to have a strategy of 1) not moving recruiting (only moving an enhanced scouting system in-season) or 2) compensating the folks who get royally screwed on the deal with half measures. doing nothing would be way too harsh for way too many people.
- We could potentially allow new coaches to free players from their LOI to create more openings. Players may accept or reject that offer.
Recruits
- Will be generated with preferences
· Playing time
Wants to play right away
Doesn’t care
This would be great! Tied to promises, I presume?
· Distance from home
Prefers far away
Prefers close-by
Also great - make it more meaningful than it is today, especially for close-by, especially if you pull the distance advantage as discussed below.
Doesn’t care
· School’s recent success (maybe relative to expected success)
Wants high level of success
Wants to re-build the program
This may be grasping a bit, very similar to players who want PT, they go hand in hand. I can see like, a "stuck-up ness" or something, and if you want to make it REALLY interesting, you could tie that stuck-up ness to the multiplier on prestige?
Doesn’t care
· Conference strength
Wants to be in a strong conference
Doesn’t care
OK, explain this to me... how can you be for eliminating bonus money (post season bonus), which is literally a conference strength bonus in recruiting - while contemplating a conference strength bonus for recruits? This makes literally 0 sense to me. If you didn't see my post, you have to realize bonus money offsets the difficulty of increased recruiting competition, that comes from being in a super conference. In d2/d3, the money DOES NOT make up for the increased competition. What saves this game from its low population is the clustering in common conferences. Don't disincentivise that. Cut d1 bonus in half, or something, if your goal is addressing d1 imbalance. D2/D3 does not suffer this problem, I really believe the vast majority of coaches would agree with that. You have a real point about a pain in d1... but don't let that unnecessarily ripple into d2/d3!
· Tempo
Wants high tempo
Wants slower tempo
I don't think this makes any sense... really... variation for variation sake doesn't fly, and I've always thought including play style in recruiting preferences would be a terrible idea. Including play style into team decisions (for the opposing team, particularly) is a terrible idea as well - thats where I usually think about it - with respect to the part of the game where the defense is doing stuff to line up with the other team... but in recruiting, you have a similar problem. You don't want coaches coaching in some funky way to abuse some logic you've written based on their in-season actions. I would, I know others would too, its not a good way to enhance the game... and you have enough good ideas here not to need to. I see the realism component but really you want coaches coaching to their team, not coaching to incentivise future recruits. More recruits, at least top ones, want uptempo style, definitely more than want slowdown style. If you are realistic in this area, you sort of have to emulate that too - and you can see how that could get out of hand!
Doesn’t care
· Style of play
Wants perimeter offense
Wants paint offense
Wants strong defense
Same as the above...
Doesn’t care
· Offensive System
Triangle
Motion
Flex
Fastbreak
Doesn’t care
· Defensive System
Man-to-man
Zone
Press
I can see the O/D ones, but also, in the game today, because man/press and zone/press are considered offenses, a disproportionately large % of players like press. Make it an even split along the lines, and give combo sets 50% credit for the recruits for each, or something. Also, I like how this incentivised unused sets (would be great for the fb/zone high d1 program I co-coached in one world!). But, I would still consider leaving it out. Its just weird. You took personalities out for a reason, I thought. By the way - are coaches going to know about this stuff? By that, I mean these preferences? That is pretty essential, I don't see anything about that anywhere...
Doesn’t care
· Coach longevity
Wants a long-time coach
Dangerous territory...
Doesn’t care
· Specific conference
· Specific school(s)
Resources
- Each school gets “Attention Points” based on number of openings. These essentially replace the low level recruiting actions.
· 20 points per opening.
· These points can be distributed to any number of recruits, in any proportion.
· When each cycle runs (every 3 hours or possibly longer), points are credited for that team/recruit, with modifications for prestige and how recruit preferences match school.
· Coach can re-allocate points at any time.
- X number of campus visits total to use throughout the period.
· Number varies by division
DI gets 3 per opening
DII gets 2 per opening
DIII gets 1 per opening
· Cannot be used until there is very significant interest between a recruit and school.
· Each recruit has a limit of 5 total campus visits, so they will be picky about accepting them.
· Each school may only offer one campus visit to each recruit.
- X number of home visits total to use throughout the period.
· Number varies by division
DI gets 9 per opening
DII gets 6 per opening
DIII gets 3 per opening
· Cannot be used until there is significant interest between a recruit and school.
· No limit to total home visits by a recruit.
· No limit to home visits between a school and recruit.
- Promises
· Starting spot
Pretty big positive impact
· Minutes
Options of 10, 15, 20, 25
Big positive impact
- Inform of getting redshirt
· Negative impact
· Guarantees that the player, if signed, will be ok accepting a redshirt
- Scholarship Offer
· Major positive impact
· Can be withdrawn, but major negative impact
There is a lot here... the big ones, obviously, are the elimination of distance altogether!! Wow. That is like, so huge, that if you put that in 1 update, by itself, with literally nothing else, it would be considered a huge update. I know you never believe me when I say things like that... so maybe some other coaches can affirm my view that if that was done, by itself, it would be considered "huge" just to help align perceptions a bit. I don't mean by that, its bad, its just very, very large in scale. Basically, I'm just beating that same drum about how I like a lot of this but its grown too large in scope to be considered reasonable for 1 update. I have long begged you to adjust *some* recruits to be national in scope. Doing all, in today's game, would be an unmitigated disaster. In the olden days, people recruited nationally, because there was no potential and no FSS. You could consider players from everywhere. I loved it - I could compose my team exactly as I wanted, and my one and only long time d2 program was immensely successful as a result. But, it also ruined the game, it burnt me out so bad - it took 8 plus hours per season just to LOOK for the players. Thats up front - it was not unusual for me to spend 12 up front. Potential made that impossible, and that was really great. Now, you have this scouting limitation - similar to FSS. That could really make a difference - but a big part of what made the difference, wasn't the FSS cost, it was that the good player were now more easily identifiable to local coaches, and the gap between the good and the bad grew - making it really likely a local coach of any prestige level, could ward you off. Take away distance, and that goes away. Is it enough, to have some scouting limitation? I don't know, but distance advantage wasn't enough in the old days! So I worry. I don't conclude, I just am concerned, its a real concern. In general, no distance for some top % of recruits who are labelled as such (numbered, starred, whatever, doesn't matter), that's great, thats a clear winning. No distance for EVERYONE, thats a major gamble.
Signings
- Recruits may give a verbal commitment before the signing period if a school is a good match for the recruit’s preferences and one school is leading by a large margin.
· Recruit may go back on a verbal, but it would take more effort than normal from competing schools.
· At start of official signing period, most verbal commitments will immediately sign.
- Each recruit has a tendency for when he will make a decision, which affects both verbal and official.
- The recruit’s decision on a school depends on the cumulative points from the above recruiting tools.
All VERY interesting. Huge, but interesting. I keep an open mind here and minimally find these suggestions very interesting, but the number of HUGEs continues to grow and frighten. Frankly, my vote is - keep your scouting / recruiting core (with some adjustments based on feedback), with modifications to avoid the massive ripple effects (aka keep the recruiting schedule the same and at most half d1 bonus money while leaving d2/d3 in tact. And don't materially modify dropdrown/pulldowns).
· I’d like to make it an odds-based decision instead of always picking the leading school. So, for example, school A has 10k points and school B has 8k points. So the odds would be something like 75% school A and 25% school B.
· This would give the final decision some suspense and give the underdogs a few wins.
I think this is interesting but if its not that close, it should be 100%. For close battles, the ones where its like one school is 60K and another is 63K, converted effort, yeah - a random could definitely work there. 60 vs 75 and probably even 60 vs 67 should not have a random factor.