Posted by mullycj on 7/11/2018 5:22:00 PM (view original):
"Nah. It’s a better game now, more realistic, and more competitive. Scouting and recruiting is much more fun than it used to be."
So tell me how you couldn't accomplish this with one recruiting session at the end of the season. You are addressing all the other bells and whistles of 3.0 but ignoring the worst part of it...which is recruiting before the season ends and all the issues that created. Keep everything else but go back to one session.
1) Realistic. It’s how it works in real life, it’s how it should work in a simulation, unless there is a compelling gameplay issue (ie, tedious, or work-like).
2) Competitive. Layered recruiting, where recruits sign at different times, creates an environment where coaches have to prioritize. Shoving it all in one session after the season, when teams have all their openings known, will reduce competitiveness. Teams will be less likely to challenge UCLA with their 6 open scholarships, so we’re back to winners ball. No thanks.
3) It’s fun. I like recruiting during the season. It’s low stress, I can forget a few cycles and still come out with an ok class, I can challenge for guys I want, and have time to develop backup plans for later if I lose a roll.
4) No downside. “All the issues” amount to a big shrug, as far as I’m concerned. This thread is a good example. Yes, it’s probably a violation of FPG, but very little harm is caused. If it was intentional, it didn’t work very well, because only one of the recruits signed with the new team. And it’s not like a coach can do this every year, or every 3 years. You can only do it when you’re changing team, and moving down. It’s a pretty p!$$ poor way to try to game the system, to be honest. The last version of the game was *far* more gameable.