i always figured if i made my own basketball sim id want to do recruiting cycles differently, but never settled on an idea i was fully satisfied with. i think it would take some getting used to, but one scheme i liked more than the others was to have recruiting run in 4 hour cycles, and to have players only update their considering lists every 24 hours. or maybe every 12 hours, not sure (either way, this would probably move out signings). i suppose a key piece of background information is, while i wouldn't try to totally deviate from an auction style system, i think it would make things richer if there was more variation in individual recruits, in terms of things like preferences of where they'd like to play (big school/small school, local or far away, etc), value placed on things like a school's prestige and minutes/starts, what kind of career path they envision... things that would reward coaches who do some investigation. it would have to be done carefully to not create a massive grind of individual attention to tons of players, maybe more along the lines of how today, in HD, its valuable to scout players for sub potential, but you only have to do evals on guys you target from searching with a much wider brush (and its not even required, although its clearly beneficial with many if not most recruiting strategies).
anyway, one of the downfalls to me with HD, even with the advent of FSS and potential, which create a tradeoff between considering effort and information gathering effort (a valuable tradeoff, in my opinion), is that in d1, for most schools, there is more or less no time to take advantage of what you learn, for all the sought after players. i would prefer to allow players a few cycles before initial considering lists ever came out. this would enhance the strategy of the first few cycles, in my opinion, in terms of who you go after, and how hard. i think some uncertainty about who is doing what would be good for the game, give lower schools some room to maneuver against bigger schools. combined with some reasonable minimum spending requirements (in terms of effort) to be considered by higher end players, i think this would go a long way to allow bigger schools to have advantages that were not so overwhelming to everybody else. to be clear, you wouldn't get scholarship type messages that indicated your situation relative to others every cycle, the only indications of where you stood relative to others would be on those 12 or 24 hour increments.
so, by creating a system where there were cycles for players to "research" in between considering list updates (which would contain good information, more like WOTS today than the old simple list), i think it would give people time to actually take information they gather into account in their decisions, rather than just having to go for the good players near you out of the gate, regardless. the competition in d1 recruiting is great and you don't really want to mess with that, but the simple auction style just doesnt seem to have enough variation in strategy, to me. you can go for recruits soft or hard, or go for 2 on 4 scholarships or 4, or that kind of stuff. but i think it would be more enjoyable to have some twists that require players to adapt over the course of recruiting. now it seems like you come up with a first cycle plan - if it works, you basically sit around until maybe poaching someone right at the end. if not, you scramble to find a guy or two and then hopefully sit around until you sign everyone. i think this could be better - what if you found out, for example, that one of your targets was one of the 15% (just throwing that out there) of recruits who prefer small schools - which would negate your prestige advantage - and that now the littler school could take you all the way on this one. this might require a change in strategy. the problem to me is that today, you almost learn nothing as recruiting goes on, except which schools are weak, giving you ideas for who to poach. i think information gleaned during recruiting should be much less centered around poaching (which i envision as possible, but more difficult and less appealing than it is in HD today), more around better understanding the availability and the qualities of players you might recruit in the regular recruiting period.
all that background aside, having updates only periodically would allow coaches who are busy or who cant make the first cycle or two to compensate for their other obligations with minimal damage. i think thats a good thing, while still allowing coaches who make every cycle an advantage - the ability to more slowly search for information, which is always more efficient (for an HD based example, instead of sending 5 evals, you could send 2 at a time until you have the info you need - often learning what you need to know in fewer evals, and thus, saving money).
11/1/2013 11:31 AM (edited)