It would help the conference's prestige, but only to the extent the user teams were getting better and the ten games that are being scheduled in non-con were progressively tougher as well. It would take a lot of time and coordination, but you could raise the conference's RPI and prestige without playing quite as tough of a schedule. RPI (in real life at least) is 25% Winning Percentage, 50% opponent's winning percentage, and 25% opponent's opponents' winning percentage.
TLDR: I think you could game the system a little bit, but not enough to cause issues. You would tank your opponent's winning percentage enough that you would still need 10 users to build solid teams that were capable of going 10-0 against 75ish RPI Sims. At that point, you're a top 8 conference anyway.
Let's break it down.
Winning Percentage (25%)
The winning percentage calc is straightforward. Conference play would be split 0.500. Non conference, with a conference of 12 playing 10 non-con games, 10 user teams winning all 10 games and 2 sim teams likely winning 2-3 games it would look something like this:
| |
Total Conf |
Users |
Sim |
| Non-Con W |
105 |
100 |
5 |
| Non-Con L |
15 |
0 |
15 |
| Conf W |
81 |
80 |
1 |
| Conf L |
111 |
80 |
31 |
| Winning% |
0.596154 |
0.692308 |
0.115385 |
Opponent's Winning Percentage (50%)
Non-conference piece of this is ugly. All the sims playing user teams go 0-100. Assuming those ten teams took over a lower end conference, they'd have to start with non-con opponents in the 200+ range (EARLY), then maybe 125 range (MIDDLE), and ultimately sims in the 75 RPI range (LATE). This isn't concrete, but if you managed to target the right sim teams in those ranges, you could see maybe around 6-7 conference wins (EARLY), 9-10 conference wins(MIDDLE), and 12-13 conference wins(LATE). The results would look something like this:
| Early |
opponents |
| Total Conf |
Users |
Sim |
| 15 |
0 |
15 |
| 105 |
100 |
5 |
| 72 |
60 |
12 |
| 120 |
100 |
20 |
| 0.278846 |
0.230769 |
0.519231 |
| Mid |
opponents |
| Total Conf |
Users |
Sim |
| 15 |
0 |
15 |
| 105 |
100 |
5 |
| 102 |
90 |
12 |
| 90 |
70 |
20 |
| 0.375 |
0.346154 |
0.519231 |
| Late |
opponents |
| Total Conf |
Users |
Sim |
| 15 |
0 |
15 |
| 105 |
100 |
5 |
| 142 |
130 |
12 |
| 50 |
30 |
20 |
| 0.503205 |
0.5 |
0.519231 |
Opponent's Opponents' Winning Percentage (25%)
Same as your conference, by default 16/26 games are close to 0.500 within your Sim's conference. Going back to initial winning percentage calc, 10 of their games would have winning percentage (from the user non-con) of about
0.692308. So 16 at .500 and 10 at .700 gets you about 0.580.
RPI calculation:
Putting it all together:
| |
|
Early |
Mid |
Late |
| 25% |
Winning Percentage |
0.596 |
0.596 |
0.596 |
| 50% |
Opponent's Winning Percentage |
0.279 |
0.375 |
0.503 |
| 25% |
Opponent's Opponents' Winning Percentage |
0.580 |
0.580 |
0.580 |
| |
Conference RPI |
0.433 |
0.482 |
0.546 |
| |
Approx. Place |
25+ |
15-25 |
5-15 |
It would be pretty cool to see the experiment though. Also, if WIS RPI is calculated differently, it could change the analysis.