Posted by tkimble on 10/2/2017 11:10:00 PM (view original):
Posted by chapelhillne on 10/2/2017 10:10:00 PM (view original):
Yes, but the problem is, let's say you are in a battle over the #1 Point Guard in the country. Diverting that 10 AP per cycle could cause you to lose the recruit, so the way the system is set up is the main problem. If there were a lower limit on the APs, like 20 per player per cycle, then each team could spread their APs around more. Or if it took fewer APs to unlock a player - like maybe 5-10, these things would also solve the problem.
It's a tradeoff -- are you willing to sacrifice 2-3% chance of landing a top player in order to have a backup for if a 50-50 situation goes against you? What are the marginal returns on APs 77, 78, 79, and 80 on the #1 PG in the country?
This is it, right here. Nothing more I can add.
As for the tangent on going back to one session... it isn't happening. There'd be too much to cram. Better to talk about reasonable fixes that could positively affect gameplay overall.
1. There should be more "late" signing recruits in the top 100.
2. No "late" player should sign with anyone until the last 8 cycles, which means 2 non-signing cycles for late recruits.
3. Some players, especially late signees, should view new coaches positively. Right now, the only preference is "wants long time coach".
4. Insert a prestige factor that follows the coach, not just the program.
5. Allow a coach to siphon off some APs to try to convince a player on the big board to stay another year.
6. Add a few dozen jucos to the pool for the second session, consider them diamonds in the rough, players with breakout years, big growth spurts, etc.
7. Lower sim teams standards for recruiting. Move everyone down the ladder a bit, so their effort is more effective, and the high prestige teams are less likely to take multiple walkons.