Capped classes at 6 Topic

Just a quick question. If we as humans can't recruit more than 6 in any given class, how is it a SIM team can end up with 9 seniors? Why wouldn't the same rules apply there?
4/11/2016 11:17 AM
Posted by dshook30 on 4/11/2016 11:17:00 AM (view original):
Just a quick question. If we as humans can't recruit more than 6 in any given class, how is it a SIM team can end up with 9 seniors? Why wouldn't the same rules apply there?
Because the sim team isn't doing so to abuse the recruiting budget carryover system. Given that sim-AI doesn't recruiting very well (basically random), then it doesn't hurt anything. The limitation is targeted at recruiting budget abuse, not competition abuse.
4/11/2016 11:29 AM
I don't like it either cause when they lose those 10 seniors, you got a team with all freshmen who will be awful. And if you gotta play that team twice in conf play, it kinda sucks.
4/11/2016 11:32 AM
Besides, if you care to create a team with 9 seniors, you can do so as follows, in year:
  1. sign 6 freshmen and 1 sophomore; inform the sophomore of redshirt.
  2. sign a junior, inform the junior of redshirt.
  3. sign a senior; redshirt him.
  4. 9 seniors.
Better yet, only at D2, in year:
  1. sign an ineligible freshman.
  2. sign 6 freshmen and 1 sophomore, inform of rs
  3. sign a junior; inform of rs.
  4. sign a senior, rs.
  5. 9 seniors + 1 SR/5.
Not sure why you would want to do that, but it's possible.
4/11/2016 11:34 AM
Posted by Benis on 4/11/2016 11:33:00 AM (view original):
I don't like it either cause when they lose those 10 seniors, you got a team with all freshmen who will be awful. And if you gotta play that team twice in conf play, it kinda sucks.
I would rather WIS not change that, but simply put in a function that allowed sim-AI to re-assign listed positions at the beginning of each season. That way you would stop seeing sim-AI teams with 2 listed senior PGs, but playing a terrible freshman SG, because that's his listed position.

Much better, and easier, improvement for WIS to implement. Maybe also, to allow sim-AI to apply a redshirt from time to time. Those changes combined would sort out the problem.
4/11/2016 11:42 AM
I thought "listed position" isn't very relevant, just their skills. Couldn't you list them as "undertaker" and as long as you don't change their skills, it changes nothing?
4/11/2016 2:05 PM
Posted by CoachSpud on 4/11/2016 2:05:00 PM (view original):
I thought "listed position" isn't very relevant, just their skills. Couldn't you list them as "undertaker" and as long as you don't change their skills, it changes nothing?
Listed position doesn't matter to the game, but to the SimAI it still does. So Simmy will always look first and foremost to field a team of PG/SG/SF/PF/C, even when there's a clearly better player for one of those positions who is listed elsewhere on the roster.
4/11/2016 3:11 PM
Posted by rogelio on 4/11/2016 11:29:00 AM (view original):
Posted by dshook30 on 4/11/2016 11:17:00 AM (view original):
Just a quick question. If we as humans can't recruit more than 6 in any given class, how is it a SIM team can end up with 9 seniors? Why wouldn't the same rules apply there?
Because the sim team isn't doing so to abuse the recruiting budget carryover system. Given that sim-AI doesn't recruiting very well (basically random), then it doesn't hurt anything. The limitation is targeted at recruiting budget abuse, not competition abuse.
I see and that makes sense. However, if someone does that then the joke is on them when everyone graduates. Lose 9 seniors and only get budgeted funds for six. I guess it mostly just sucks when you get beat by one of those S heavy teams and get bounced from the NT....like just happened to me.
4/11/2016 5:19 PM
Capped classes at 6 Topic

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