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Galaxy
12-08-2006, 04:37 PM
A few questions for discussion:

1) How do you allocate the interviews? Also, how do project where players will go? It's easy in the first 15-25 players, but then it can get messy. Computer AI seems very realistic, taking players out of place on the "overall" board? Do you "target" players? When doing the interviews, it's hard to get a grasp on what a 4.0/4.9 G will go.

2) What exactly do the combine scores each indicated, and how do you use them? How much stock should the "impression" ratings be given? When scouting and drafting, do you trust your scout if he has a certain level of rating at that position and young talent (and what level)? Do you stay away from positions he is weak at?

3) How do you grade a draft or pick to be successful? Do the Draft Review focus on just the quality of players, or does it grade based on filling needs?

4) Anyone look at the depth of the trading AI during the draft? Does the AI see players as "must have"? I've notice some teams willing to give more to trade up (grabbing a franchise quarterback) than teams that could trade up an fulfill a big need, but they seem to haggle more (and would be two or three slots lower). The higher slotted teams would give up equal or more than the lower slotted team. Interesting, and cool, if this is true.

5) I hate when I'm working the draft, trading down, figuring I can get a player I really like at a lower position while picking up extra picks, then the computer takes him. Adds a whole new aspect to the draft. Love it.

Leonidas
12-09-2006, 05:55 AM
1) How do you allocate the interviews? Also, how do project where players will go? It's easy in the first 15-25 players, but then it can get messy. Computer AI seems very realistic, taking players out of place on the "overall" board? Do you "target" players? When doing the interviews, it's hard to get a grasp on what a 4.0/4.9 G will go.
You just take your best SWAG at projecting the talent that will be available to you at a certain draft position. There are two ways I go about it. One is to simply order everyone by adjusted rating and countdown until I get about plus or minus 20 spots around where I draft, then pick and choose 10-12 guys in that range I am interested in and interview them. I also will go by position if there is a big need and just WAG it by position as to who should be available in a given round I want to pick the position in. It's tricky. If you play MP alot it's very similar to doing draft lists, projecting that two or three rounds ahead of time. I think it's easier if you have experience with online drafts.

2) What exactly do the combine scores each indicated, and how do you use them? How much stock should the "impression" ratings be given? When scouting and drafting, do you trust your scout if he has a certain level of rating at that position and young talent (and what level)? Do you stay away from positions he is weak at?I kind of go with my gut on these things. I'm not real wild about blindly following combine scores. Sorry I can't be of more help here. I think Skydog has a pretty good thread out there on what the combine stuff means.

3) How do you grade a draft or pick to be successful? Do the Draft Review focus on just the quality of players, or does it grade based on filling needs?The Draft Review is and always has been crap. Mel Kiper is more accurate. I think the Draft Review just looks at what the game identifies as the positions you have need at and compares with the quality of picks at those need positions with what you drafted. If you draft Ladanian Thomlison, but the game says you need a QB and you passed on Akilii Smith you will probably get docked for it.

As for what I look for, I look for particular traits that match my gameplan. QBs need to be accurate with a fairly strong arm. RBs need to catch well and hit holes. FB needs to block and catch. TE needs to run good routes, pass block well. Receivers need to run good routes, catch the ball on third down, occassionally break a big play. O-linemen need to pass block. DTs need to stop the run and read plays well. DEs need to rush the passer. LBs need to stop the run first, play good pass coverage second. CBs need to bump and run and intercept. SS needs to play run D and zone coverage. FS needs to intercept and zone coverage.

4) Anyone look at the depth of the trading AI during the draft? Does the AI see players as "must have"? I've notice some teams willing to give more to trade up (grabbing a franchise quarterback) than teams that could trade up an fulfill a big need, but they seem to haggle more (and would be two or three slots lower). The higher slotted teams would give up equal or more than the lower slotted team. Interesting, and cool, if this is true.I haven't seen evidence of this going one way or the other. I doubt the AI has "must have" players, but I suspect it could have "must have" positions.

5) I hate when I'm working the draft, trading down, figuring I can get a player I really like at a lower position while picking up extra picks, then the computer takes him. Adds a whole new aspect to the draft. Love it.Agreed.

Galaxy
12-09-2006, 11:29 AM
You just take your best SWAG at projecting the talent that will be available to you at a certain draft position. There are two ways I go about it. One is to simply order everyone by adjusted rating and countdown until I get about plus or minus 20 spots around where I draft, then pick and choose 10-12 guys in that range I am interested in and interview them. I also will go by position if there is a big need and just WAG it by position as to who should be available in a given round I want to pick the position in. It's tricky. If you play MP alot it's very similar to doing draft lists, projecting that two or three rounds ahead of time. I think it's easier if you have experience with online drafts.

I kind of go with my gut on these things. I'm not real wild about blindly following combine scores. Sorry I can't be of more help here. I think Skydog has a pretty good thread out there on what the combine stuff means.

The Draft Review is and always has been crap. Mel Kiper is more accurate. I think the Draft Review just looks at what the game identifies as the positions you have need at and compares with the quality of picks at those need positions with what you drafted. If you draft Ladanian Thomlison, but the game says you need a QB and you passed on Akilii Smith you will probably get docked for it.

As for what I look for, I look for particular traits that match my gameplan. QBs need to be accurate with a fairly strong arm. RBs need to catch well and hit holes. FB needs to block and catch. TE needs to run good routes, pass block well. Receivers need to run good routes, catch the ball on third down, occassionally break a big play. O-linemen need to pass block. DTs need to stop the run and read plays well. DEs need to rush the passer. LBs need to stop the run first, play good pass coverage second. CBs need to bump and run and intercept. SS needs to play run D and zone coverage. FS needs to intercept and zone coverage.

I haven't seen evidence of this going one way or the other. I doubt the AI has "must have" players, but I suspect it could have "must have" positions.

Agreed.

Thanks. I keep getting poor grades for my drafts.

Vinatieri for Prez
12-09-2006, 12:45 PM
In FOF2K4 Multiplayer League (USFL), Las Vegas had NO picks. They got an A- on the draft review. Note that the game did say they had needs for starters at 3 positions.

So take the review for what it's worth - almost nothing.

Leonidas
12-09-2006, 02:22 PM
Best one I ever saw was our recent Redzone League draft. The Giants had one draft pick, and they took a punter in the first round. It was the only A+ given out.

I was told by the game I needed a starting QB and starting CBs. I drafted a 23/67 QB and a 39/71 TE in the first, a 24/54 CB in the second, a 30/50 RB and a 14/56 CB in the 3rd and the best I could get was A-.