[EDIT: Point of clarification -- 80 TOTAL, or 80 PER CYCLE? Most of what I write below is pertinent regardless of answer, but it's an important distinction to make clear]
Not sure how I like the AP cap...on the one hand I understand the concern of large classes having an advantage. On the other, it seems like this removes one of the few weapons coaches actually had to gain a clear advantage on a recruit, increasing the chances that everyone will be taking their spin on the Wheel of Fortune RNG recruiting lottery wheel.
Coaches who now lose that first spin will find it even harder to get back into the game on subsequent recruits because we're not locked in to the max amount we can offer per turn.
The inherent advantages of large classes could be overcome by simply giving each school a fixed level of resources based upon their division regardless of number of openings. You'd see the game self-correct within a matter of a few seasons as the majority of users rid themselves of superclasses.
I just hate the feeling that the whole recruiting process is being slowly tugged into a black hole of where recruiting "success" ultimately boils down to random numbers and randomly selected preferences that ultimately give some schools insurmountable amounts of advantage because everything is now capped at some level (80 APs/turn...20 HV's max...1 CV total...etc.). The only way coaches can overcome random preference matches is to out-invest coaches with better matchups for the recruit. If we're capping the top end of everything, that's an impossibility...so now what should coaches do? Settle for demonstrably inferior players because there's no quality player matches their preference portfolio?
This is starting to feel less and less like a strategy game and more and more like a lottery scratch-off ticket.
10/28/2016 6:07 PM (edited)