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Main / Discussions / Diversity in Player Development Search Forum | |
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posted: 2019-01-20 11:27:25 (ID: 100136262) Report Abuse |
Hey folks,
today I wanna come up with the idea of adding more diversity to player development, and to discuss different player types with you. As of today, player development follows a more or less linear progress. The development is based on a single formula that takes some variables into account (coach, facility, etc., check manual for more details). Overall one can say, that each player gains roundabout between 0.3 and 1.5 per update. Each player reaches his peak at age between 28 - 30+, and the "only" task for managers is to find and hold your guy until he retires. Whenever we scout a player, we know where he will be in X seasons. OK, the linear type of player is what we have. Now head to the kind of player types we can imagine: The Leap Guy: This guy makes a second (or 3rd or 4th) year jump. Translated into RZA this could mean +10 points on all A-skills and/or physicals. He reaches his peak earlier in his career. The Gem: Think about Tom -G.O.A.T- (rd7), Antonio Brown (rd6), etc. All these guys didnt show much as prospects, but came out big once they were into the game a cpl of years. He has hidden traits that reveal later in his career. Also, +10 on Intelligence and TW. And his caps are lifted by +5. Where is light, there must be shadow. The total Bust: This guy shows a really high and strong skill set already, but somehow he can not translate it to the game. He can add some skills point several years but than his development turns and he loses skills. -10 points at A-skill and/or physicals. The Stagnation Guy: This guy develops really really good a cpl of seasons, but then, way before his caps his progress stops and stagnates. That's it, he's washed-out. The Toxic Guy: After a cpl of seasons this guy reveals his trait of being a toxic player. He's just cancer in the locker room and lowers team Moral overall. Also, -10 Intelligence and TW. The majority of player type should still come from the linear guys (~60% for instance), the leap, gem, bust, stagnation and toxic guys, should share the rest of the proportion of ~40%. (The proportion numbers shouldn't be part of this discussion. They may be set and adjusted by the game-administration in the background.) A player type is a hidden assignment, not visible for managers. Having diversity in player development (different types of player) adds a little proportion of uncertainty to the players-progress calculation and forces managers to make different roster decisions at times, which is a good thing (imo). Last but not least: Knowing that the top guy in the draft can turn out to be a bust, or Mr. Irrelevant could be a gem, has also positive effect against potential tanking strategies. - - - The technical (programming) part shouldn't be that complex to implement. Whenever a player is "born", he got assigned to one of the different player types using a proportion algorithm. From there, the engine sets skills and traits according to the player type assignment. The engine sets also a timepoint when "things" should happen; the timepoint is a random number in days between 1st and 5th year of his senior career. e.g.: If a player is as of "gem type", he also gets assigned 2+ traits and the timepoint, when these traits become un-hidden and active, as well as the other "gem type" benefits (+10 Intelligence, TW, +5 caps). Hope, I could translate the idea into halfway understandable text form. If something unclear, just ask. Feel free to add your Likes and Yikes! And have a great NFL Championship sunday! |
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PJRAVENS
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posted: 2019-01-21 08:59:10 (ID: 100136286) Report Abuse |
In my opinion, more tough decisions I have to take, more fun.
I do not know if it is possibile implement your idea as a whole or using it as food for thought. For starting a good point it could be not exacly know the player TAL. I would rather that for example TAL 4 would mean TAL between 3 and 5 and discover the exact value only developing the plater skills... |
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posted: 2019-01-21 09:06:08 (ID: 100136288) Report Abuse | |
Talent level should be a complete mystery including how close to red cap it is.
You don't know until it gets there. |
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posted: 2019-01-21 09:07:30 (ID: 100136289) Report Abuse | |
Nice Approach.
I like it. |
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PJRAVENS
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posted: 2019-01-21 09:41:25 (ID: 100136290) Report Abuse |
punch drunk wrote:
Talent level should be a complete mystery including how close to red cap it is. You don't know until it gets there. From black to white ... a gray scale in between? I am not against your proposal at all but I think (I have never been a football player nor a coach) that is more realistic than a coach have at least a rough idea of the TAL that a player could reach. At least a yellow flag cap ? |
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jetto
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posted: 2019-01-21 09:47:59 (ID: 100136291) Report Abuse |
Like that!
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oakbark
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posted: 2019-01-22 18:25:56 (ID: 100136339) Report Abuse |
I like this idea a lot. Obviously when I keep drafting a Bust I reserve the right to whine in here as well!
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Mücke
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posted: 2019-01-22 20:52:45 (ID: 100136351) Report Abuse |
oakbark wrote:
Obviously when I keep drafting a Bust I reserve the right to whine in here as well! #me2 |
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RZAandGZA
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posted: 2019-02-07 09:42:58 (ID: 100136791) Report Abuse |
Are we really talking about making player development more difficult to understand?
Player development is one of the first things a noob can really grasp. Then two years later they realize that maximizing your training and capping out players will bankrupt you. I've seen many suggestions like this over the years, across many managerial games, to bring more drama into the game or insert even more randomness than we already have. Isn't it difficult enough? |
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Meitheisman
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posted: 2019-02-07 10:39:06 (ID: 100136799) Report Abuse |
If people currently find player development too difficult I wonder what they will think of scouting opponents or even just creating a complex enough playbook not to be easily scouted.
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