View Full Version : computer player evaluation
Noble_Platypus
12-11-2003, 08:17 PM
I have a guy on my team who doesnt have the best looking player card as far as red bars go, but he ran for 1100+ yards and 13 TDs last year when my feature back went down. I dangled him at draft time to see what I could maybe get and no general managers were interested. Obviously the computer ignores production, since he has nobody interested and former high picks that rode the bench behind all pros and are finally FAs but have barely ever played get huge contracts because they have alot in the way of red bars. Does anyone else view this as a problem?
Chuck
12-11-2003, 08:21 PM
How good is your offensive line?
The_herd
12-11-2003, 08:24 PM
I think it's going to be tough to have a game that can properly evaluate production over ability. It would be near impossible for the game to evaluate the offense your team runs to see if the numbers were inflated because of the system or if the player legitimately put up good numbers. The AI trading in text sims is already questionable, adding this to a game would potentially create some enormous problems.
In a perfect text sim world I would see it as a problem. However, looking at things from a realistic design standpoint, its something I can look over in order to get a better overall sim.
Noble_Platypus
12-11-2003, 08:25 PM
Pretty good, but not so good that no matter who you throw back there they could run for 1000 yards. He started 9 games and totaled 1199 yards. Should get some interest, right?
Noble_Platypus
12-11-2003, 08:26 PM
I see your point herd, and I agree that it probably is nezt to impossible.
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