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Main / Rookie Area / Draft formula for rookies. Search Forum
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Fummer
posted: 2015-05-10 21:09:56 (ID: 100053850) Report Abuse
Hi all.

The draft is coming up, and we have a lot of new players, so i thought i would share my formula for the draft board. I hope more veterans will do the same.

I use excell for all calculations.
Age: 18=0, 19=-10, 20=-20 etc. (in excel: (age-18)*-10)
exp: 1.5=0, 2=10, 2.5=20 and 3=30. (in excel: (exp-1,5)*20).
traits= 10 per trait.
speed, strength, vision, posioning, intelligence and team work are added point for point, but with these bonuses: 44-45.9=+5, 46-47.9=+10, 48-49.9=15 and 50=+20.

Im currently set at QB, P and K, so these positions are moved down to the 3rd round.

Should any of this be unclear, ask away.

Good luck. Fummer.
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slider6
posted: 2015-05-10 22:04:33 (ID: 100053851) Report Abuse
Looks pretty good. I'm going to play with it for a little bit and see what I come up with in comparison to my draft order.

2 questions
1) Why aren't you taking into account Footwork? It's important for OL & DL so I suspect they may be under valued.

2) Do you do anything for positions? Say you need a CB or are set at a position like you said. I used to have a formula that I would assign numbers to each position based on my need. For you, QB, K, & P would be 0, but if you needed a CB that may be worth 20 or 30 or whatever.
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Meitheisman
posted: 2015-05-10 22:24:21 (ID: 100053852) Report Abuse
Mine's a bit of a mess that I keep re-ordering manually but generally the formula is very similar to yours... but I count Agility too which you haven't listed.

When comparing defenders I might including footwork in the calculation if the players in question might play DL.
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slider6
posted: 2015-05-10 22:31:52 (ID: 100053854) Report Abuse
Yeah, I just came to the Agility issue. The problem with that is offensive skill positions are going to be overrated since they usually have Agility > 25 and every one else usually has Agility < 15.
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Meitheisman
posted: 2015-05-10 22:36:02 (ID: 100053856) Report Abuse
It's pretty much the opposite for Vision though, defensive players have it ~25 but for offensive players it's 15 or less.
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jmehnert86
posted: 2015-05-11 04:05:23 (ID: 100053865) Report Abuse
I don't account for age much in the first round. At most it will move a player down a couple positions. I consider 1.5 EXP players undraftable unless they are 18/19. For the first round I do three different sorts and pick from them manually. I do

Strength + Speed

Strength + Teamwork

Speed + INT

I only pick enough players to get to my first round position. This round I'm in the late 20's I think, so need somewhere near that many in my draft order. If I'm near the top, I just pick out the potential starters, which is in the range of 10-15 players.

For the second and third rounds, I'll leave the remaining starters on the board and do a new sort for

INT + TMW

At this point I'm picking for potential gambles. High teamwork means I can find their caps quickly. Age and experience become a lot more important, so I might manually weed out a few players.

Last edited on 2015-05-11 04:07:19 by jmehnert86

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Fummer
posted: 2015-05-11 05:01:10 (ID: 100053872) Report Abuse
slider6 wrote:
Looks pretty good. I'm going to play with it for a little bit and see what I come up with in comparison to my draft order.

2 questions
1) Why aren't you taking into account Footwork? It's important for OL & DL so I suspect they may be under valued.

2) Do you do anything for positions? Say you need a CB or are set at a position like you said. I used to have a formula that I would assign numbers to each position based on my need. For you, QB, K, & P would be 0, but if you needed a CB that may be worth 20 or 30 or whatever.

1) because its only important for a few positions. if i included that, i might aswell include catching, not to under value WRs and TEs.

2) i had a thing like that earlier, but now im at a stage, where i dont need my rookies to play the first 2 3 years, so its its best player available. But feel free to tweek it all you want, so it fits you and your needs.
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Fummer
posted: 2015-05-11 05:06:50 (ID: 100053873) Report Abuse
Meitheisman wrote:
It's pretty much the opposite for Vision though, defensive players have it ~25 but for offensive players it's 15 or less.

Interresting. I used to have Agility in there, but often had all offensive playmakers at the top. Ill look into the mater, see how close a agility+vision formula is.
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badkarma
posted: 2015-05-12 14:39:00 (ID: 100054006) Report Abuse
I've just tried this out of interest and I would urge some SERIOUS caution to just trusting this formula.

Because the positions in football are so diverse and so are the skills required at each, and RZA reflects that, there is no one-formula fits all calculation.
The problem with this is that it values all the included skills equally for every position which seriously raises the profile of some positions and really lowers others.

For example, using this on my draft it has 11 LB's in the top 22 positions!
They are NOT all that good, maybe 2 or 3 at most. The problem is that LB's tend to come out with Strength, Speed, Int, Pos, Vis and TW which means they rate highly in 6 of the 6 criteria in this formula.
It's so bad that 1 of the LB's has less than 35 in Strength and Speed, but due to his low age, 50 Int and LB's having Pos, Vis and TW in a higher range than say a CB he rates in this system as 9th!
If his Strength and Speed are both capped, you'd have just wasted a No. 9 pick on a player who is really destined for the junk pile.

Conversely there's an OL who ticks all the boxes that most people would want but he's rated at 86th simply because his Int and Speed are around 30 and he's 20 years old.
Ok, so I wouldn't take him top 10, but he's a hell of a lot better than the TE this formula lists at 47 who has no discernible worth other than youth and teamwork.

So BE CAREFUL folks, this is a primitive guide at best - and followed to the letter could get you a team of LB's and poor TE's.
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badkarma
posted: 2015-05-12 14:41:53 (ID: 100054007) Report Abuse
As an aside, I like the basic concept of this (the point additions for ranges rather than just using the pure numbers), but it needs customisation on a per position basis.
It makes the excel lookups a lot more complex, but if you do it once and keep it, pasting in each draft class, it will serve you well for your whole time in RZA.
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